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Unarmed 115%, Agility 7, Strength 5, level 12 Unarmed 75%, Agility 7, Strength 5, level 5 Unarmed 100%, Agility 7, Strength 5, level 9 Unarmed 75%, Agility 6, Strength 5, level 6 The secondary attacks have a higher AP cost and cause more devastating effects.
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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 attacks are divided into two groups: primary and secondary. The starting level of Unarmed is determined by the following calculation:įallout 40% + (1% x ( Agility + Strength) / 2) Fallout 2 30% + 2×(Agility+Strength)%Įxample: A starting Agility of 5 and Strength of 5 would provideįallout 40% + 1% x ((5 + 5)/2) = 45% Fallout 2 and Fallout Tactics 30% + 2×(5+5)% = 50% Unarmed skill attacks
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