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==''Fallout'', ''Fallout 2'' und ''Fallout Tactics''== | ==''Fallout'', ''Fallout 2'' und ''Fallout Tactics''== | ||
<math style="background-color:white;">\begin{matrix}\text{Initial}\\\text{level}\%\end{matrix}=40+(.5\times\text{ | <math style="background-color:white;">\begin{matrix}\text{Initial}\\\text{level}\%\end{matrix}=40+(.5\times\text{Beweglichkeit})+(.5\times\text{Stärke})</math>Beispiel: Eine anfängliche [[Beweglichkeit]] von 5 und [[Stärke]] von 5. | ||
Beispiel: | |||
<math style="background-color:white;">40+(.5\times5)+(.5\times5)=45\%</math> | <math style="background-color:white;">40+(.5\times5)+(.5\times5)=45\%</math> | ||
| Zeile 63: | Zeile 61: | ||
! AP | ! AP | ||
! Critical Chance | ! Critical Chance | ||
|- | |- | ||
! colspan="5" |Primary punch attacks | ! colspan="5" |Primary punch attacks | ||
|- | |- | ||
| Punch | | Punch | ||
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| 3 | | 3 | ||
| - | | - | ||
|- | |- | ||
| Strong Punch | | Strong Punch | ||
| Zeile 80: | Zeile 75: | ||
| 3 | | 3 | ||
| - | | - | ||
|- | |- | ||
| Hammer Punch | | Hammer Punch | ||
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| 3 | | 3 | ||
| +5% | | +5% | ||
|- | |- | ||
| Haymaker | | Haymaker | ||
| Zeile 94: | Zeile 87: | ||
| 3 | | 3 | ||
| +15% | | +15% | ||
|- | |- | ||
! colspan="5" |Secondary punch attacks | ! colspan="5" |Secondary punch attacks | ||
|- | |- | ||
| Jab | | Jab | ||
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| 6 (3 in 1.02d) | | 6 (3 in 1.02d) | ||
| +5% (+10% in 1.02d) | | +5% (+10% in 1.02d) | ||
|- | |- | ||
| Palm Strike | | Palm Strike | ||
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| 6 | | 6 | ||
| +15% | | +15% | ||
|- | |- | ||
| Piercing Strike | | Piercing Strike | ||
| Zeile 118: | Zeile 107: | ||
| 8 | | 8 | ||
| +40% | | +40% | ||
|- | |- | ||
! colspan="5" |Primary kick attacks | ! colspan="5" |Primary kick attacks | ||
|- | |- | ||
| Kick | | Kick | ||
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| 4 | | 4 | ||
| - | | - | ||
|- | |- | ||
| Strong Kick | | Strong Kick | ||
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| 4 | | 4 | ||
| - | | - | ||
|- | |- | ||
| Snap Kick | | Snap Kick | ||
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| 4 | | 4 | ||
| - | | - | ||
|- | |- | ||
| Power Kick | | Power Kick | ||
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| 4 | | 4 | ||
| +5% | | +5% | ||
|- | |- | ||
! colspan="5" |Secondary kick attacks | ! colspan="5" |Secondary kick attacks | ||
|- | |- | ||
| Hip Kick | | Hip Kick | ||
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| 7 | | 7 | ||
| - | | - | ||
|- | |- | ||
| Hook Kick | | Hook Kick | ||
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| 7 | | 7 | ||
| +10% | | +10% | ||
|- | |- | ||
| Piercing Kick | | Piercing Kick | ||
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; ''Fallout'' | ; ''Fallout'' | ||
<!-- THE FOLLOWING ENTRIES ARE TRANSCLUDED FROM THE RESPECTIVE CATEGORY. TO ADD OR REMOVE AN ENTRY, SIMPLY ADD OR REMOVE THE RESPECTIVE PAGE FROM THE RESPECTIVE CATEGORY --> | <!-- THE FOLLOWING ENTRIES ARE TRANSCLUDED FROM THE RESPECTIVE CATEGORY. TO ADD OR REMOVE AN ENTRY, SIMPLY ADD OR REMOVE THE RESPECTIVE PAGE FROM THE RESPECTIVE CATEGORY --> | ||
{{pagelist|hidefirst=no|Fallout Unarmed skill weapons|2}} | {{pagelist|hidefirst=no|Fallout Unarmed skill weapons|2}} | ||
; ''Fallout 2'' | ; ''Fallout 2'' | ||
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{{pagelist|hidefirst=no|Fallout 2 Unarmed skill weapons|2}} | {{pagelist|hidefirst=no|Fallout 2 Unarmed skill weapons|2}} | ||
; ''Fallout Tactics'' | ; ''Fallout Tactics'' | ||
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{{pagelist|hidefirst=no|Fallout Tactics Unarmed skill weapons|2}} | {{pagelist|hidefirst=no|Fallout Tactics Unarmed skill weapons|2}} | ||
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Waffenlos (Unbewaffnet in Fallout und Fallout 2) ist eine Fertigkeit in Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, Fallout Tactics, Van Buren und J.E. Sawyer's Fallout Role-Playing Game.
Fallout, Fallout 2 und Fallout Tactics
Beispiel: Eine anfängliche Beweglichkeit von 5 und Stärke von 5.
Unarmed skill attacks
In Fallout 2, you can learn Unarmed skills from the following non-player characters:
- Lucas in Arroyo, near the big stone head;
- John L. Sullivan in Klamath, retired boxer-veteran, spending his days in the golden gecko bar, on the west side of town.
- Lo Pan and The Dragon in San Francisco Chinatown, both arch-rivals of each other, but both are equally skilled in unarmed attacks and they have a lot of knowledge to pass.
The attacks are divided into two groups: primary and secondary. At any one time you will have up to four attacks available: the strongest primary punch/kick you meet the requirements for (a plain punch/kick if none), and the strongest secondary punch/kick you qualify for, if any. The secondary attacks have a higher AP cost and cause more devastating effects.
| Name | Requirements | Damage | AP | Critical Chance |
|---|---|---|---|---|
| Primary punch attacks | ||||
| Punch | None | Base damage | 3 | - |
| Strong Punch | Unarmed 55%, Agility 6 | +3 | 3 | - |
| Hammer Punch | Unarmed 75%, Agility 6, Stärke 5, level 6 | +5 | 3 | +5% |
| Haymaker | Unarmed 100%, Agility 7, Stärke 5, level 9 | +7 | 3 | +15% |
| Secondary punch attacks | ||||
| Jab | Unarmed 75%, Agility 7, Stärke 5, level 5 | +5 (+3 in 1.02d) | 6 (3 in 1.02d) | +5% (+10% in 1.02d) |
| Palm Strike | Unarmed 115%, Agility 7, Stärke 5, level 12 | +7, armor piercing | 6 | +15% |
| Piercing Strike | Unarmed 130%, Agility 7, Stärke 5, Level 16 | +10, armor piercing | 8 | +40% |
| Primary kick attacks | ||||
| Kick | None | Base damage | 4 | - |
| Strong Kick | Unarmed 40%, Agility 6 | +5 | 4 | - |
| Snap Kick | Unarmed 60%, Agility 6, Level 6 | +7 | 4 | - |
| Power Kick | Unarmed 80%, Agility 6, Stärke 6, Level 9 | +9 | 4 | +5% |
| Secondary kick attacks | ||||
| Hip Kick | Unarmed 60%, Agility 7, Stärke 6, Level 6 | +7 | 7 | - |
| Hook Kick | Unarmed 100%, Agility 7, Stärke 6, Level 12 | +9, armor piercing | 7 | +10% |
| Piercing Kick | Unarmed 125%, Agility 8, Stärke 6, Level 15 | +12, armor piercing | 9 | +50% |
Ways to increase Unarmed
- Fallout 2
- You can get a 5% increase for using the punching bags on the first level of the Sierra Army Depot and another one at the basement of the Shark Club.
Affected weapons
- Fallout
- Fallout 2
- Fallout Tactics
Fallout 3

Example: A starting Endurance of 5 and Glück of 5.
In Fallout 3, the unarmed skill is tied to the Endurance SPECIAL stat. The player character will receive a boost of +2 points in Unarmed per level of Endurance, for a maximum boost of +20 points at 10 Endurance. Glück further raises Unarmed effectiveness by +1 points per every 2 levels (+5 Unarmed at 9-10 Luck).
The AP cost (Action Points, used in V.A.T.S.) when completely unarmed is 22.
In Fallout 3, it is not possible to target individual body parts in V.A.T.S. while unarmed, but the chance of head strikes increases with skill. Targeting with the crosshair outside of V.A.T.S enables the player to select body locations in an attempt to cripple and/or disarm. It's possible to knock-out an opponent even with non-critical head strikes; this should not be confused with the effects of the Lähmende Hand perk, as it can be done without the perk, it can be done outside of V.A.T.S. and with any unarmed weapon, though the chances are greatly improved with bare hand attacks.
Ways to increase Unarmed
- Permanent
- Levelling up (up to +15)
- Bobblehead - Unarmed (+10)
- Pugilism Aktuell (+1 or +2 with Verständnis)
- Spezial!] (+15)
- Eisenfaust (+5 with each rank, max 3 ranks)
- Temporary
- Note: Only items adding +5 or more are included.
- Buffout (+2-6 depending on Endurance, a perfect Endurance of 10 will see no benefit)
- Vault 77 jumpsuit (+5)
- Hockey mask (+5)
- Metal Master armor (+10)
Affected weapons
Für die Kategorie „Waffenlos“ gibt es natürlich auch Waffen, z.B. Schlagringe oder spezielle Handschuhe.
- Fäuste
- Schlagring
- Plunkett’s Valid Points
- Stacheliger Stahlring
- Der Schocker
- Todeskrallenhandschuh
- Powerfaust
- Fisto!
Perks that require Unarmed skill
| Perk | Requirement | Level | Additional Requirements |
|---|---|---|---|
| Lähmende Hand | Unarmed 70 | 18 | - |
Bugs
- Attacking in V.A.T.S. can cause the Einsamer Wanderer to "teleport" several yards to attack his/her enemy.
Fallout: New Vegas
Example: A starting Endurance of 5 and Glück of 5.
As in Fallout 3, the Unarmed skill is tied to the Endurance SPECIAL stat. The player character will receive a boost of +2 points in Unarmed per level of Endurance, for a maximum boost of +20 points at 10 Endurance. Glück further raises Unarmed effectiveness by +1 points per every 2 levels (+5 Unarmed at 9 Luck). Just as in Fallout 3, unarmed damage is unaffected by Stärke; the only change is that unarmed weapons now have a Stärke requirement in order to use them at maximum efficiency. However, aside from the ballistic fist, the Stärke requirements are generally very low.
The AP cost (Action Points, used in V.A.T.S.) when completely unarmed is 22.
Due to the weight of ammunition in Hardcore mode, unarmed and melee weapons become more attractive options. As a result, Fallout: New Vegas possesses a multitude of new, more powerful unarmed and melee-specific perks, game mechanic bonuses (i.e. special attacks in V.A.T.S.) at higher levels of skills; specifically, an Uppercut at 50 and a cross attack at 75). The Unarmed skill is also a requirement for several very powerful perks which enhance both Unarmed and Melee attacks, making it an attractive option for fighters of either persuasion.
There are four different special moves that can be learned from different non-player characters in the game. You can learn the Ranger Takedown attack from Ranger Andy in Novac, the Legion Assault from Lucius at Fortification Hill, the Scribe Counter from Veronica, and the Khan Trick from the Red Rock drug dealers. Each requires completing a task to be taught the move. Andy requires either a Speech check of 30 or completing his unmarked quest, Lucius will only teach a player with an Unarmed skill of 50, Veronica needs to be given a fancy dress (from the White Glove Society), and the Red Rock drug dealers will only teach their move once Aba Daba Honeymoon is complete.
V.A.T.S Special Attacks
| Name | Requirement | AP | Damage Bonus | Notes |
|---|---|---|---|---|
| Uppercut | Unarmed 50 | 20 | 15% | |
| Cross | Unarmed 75 | 20 | 10% | 2.5x Increased Limb Damage |
| Stomp | None | ? | 100% | Only on knocked down opponents |
Ways to increase Unarmed
- Permanent
- Levelling up (up to +15)
- Pugilism Illustrated (+3 or +4 with Verständnis)
- Spezial! (+15)
- Temporary
- Note:' Only items adding +3 or more are included.
- Hockey mask (+5)
- Boxing Times (+10 or +20 with Comprehension)
Affected weapons
Perks that require Unarmed skill
| Perk | Requirement | Level | Additional Requirements |
|---|---|---|---|
| Durchdringender Schlag | 70 | 12 | — |
| Lähmende Hand | 70 | 18 | — |
| Totschläger | 90 | 24 | Beweglichkeit 7 |
Notable Unarmed skilled non-player characters
Fallout
- Garl Death-Hand, leader of the Khans.
- Kane, bodyguard and right-hand of Decker.
- MacRae, guardian of the entry and unarmed combat trainer of the Blades.
Fallout 2
- Dragon, champion in hand-to-hand of San Franscico.
- Francis, champion of arm wrestling of Broken Hills.
- Frank Horrigan, secret service agent of Enclave and president bodyguard.
- Lo Pan, master in hand-to-hand of San Franscico.
- Masticator, heavyweight champion of Northern California.
Fallout 3
- Argyle, former ghoul manservant of Herbert Dashwood.
Fallout: New Vegas
- Caesar, co-founder and leader of the Caesar's Legion.
- Dog and God, psychologically disturbed nightkin and a companion of the Courier.
- Keene, leader of the Jacobstown's nightkin.
- Lucius, praetorian's leader of the Caesar's Legion.
- Marcus, co-founder and sheriff of Broken Hills and later mayor of Jacobstown.
- Salz-in-der-Wunde, war chief of the White Legs.
- Veronica Santangelo, journeyman scribe of the Brotherhood of Steel and a possible companion of the Courier.
- Waking Cloud, tribal warrior of the Sorrows and a companion of the Courier.
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