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Melee Weapons

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Melee Weapons
Melee WeaponsMeleeWeapons
Fallout Vault Boy image (left), Fallout 3 version to the right
Fallout, Fallout 2, Fallout Tactics
modifiesAccuracy with
governed byStrength
initial value55% + (1% x (Strength + Agility)/2)
related traitsBruiser
Fallout 3
modifiesDamage done by
governed byStrength
initial value2 + (Strength x 2) + ceil (Luck / 2)
related perksLittle Leaguer, Ninja
Fallout: New Vegas
modifiesDamage done by
governed byStrength
initial value2 + (Strength x 2) + ceil (Luck / 2)
related perksCowboy, Super Slam!, Unstoppable Force, Ninja
related traitsGood Natured
Van Buren, J.E. Sawyer's Fallout RPG
modifiesAccuracy with Melee Weapons
governed byStrength
 ... 
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOTGametitle-VB
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOTGametitle-VBGametitle-JES

Using non-ranged weapons in hand-to-hand or melee combat - knives, sledgehammers, spears, clubs and so on.

— In-game description, Fallout, Fallout 2 and Fallout Tactics

The Melee Weapons skill determines your effectiveness with melee weapons, from the simple lead pipe all the way up to the high-tech super sledge.

— In-game description, Fallout 3 and Fallout: New Vegas

Melee weapons is a Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, Fallout Tactics, Van Buren and J.E. Sawyer's Fallout Role-Playing Game skill (in Van Buren and J.E. Sawyer's Fallout Role-Playing Game, it was renamed to simply "Melee").

This skill determines combat effectiveness with any melee weapon. In Fallout: New Vegas, it also determines combat effectiveness with non-explosive throwing weapons.

Fallout, Fallout 2 and Fallout TacticsEdit

\text{Initial level}\%=55+(.5\times\text{Strength})+(.5\times\text{Agility})

Example: A starting Strength of 5 and Agility of 5.

55+(.5\times5)+(.5\times5)=60\%

In Fallout 2, the Chosen One start out with only a spear, making Melee Weapons a highly valuable skill from the beginning.

Affected weaponsEdit

Fallout
Fallout 2
Fallout Tactics

Fallout 3Edit

Bobblehead Melee Weapons

"It's important to do business up close and personal."

\text{Initial level}=2+(2\times\text{Strength})+\left\lceil\frac{\text{Luck}}{2}\right\rceil

Example: A starting Strength of 5 and Luck of 5.

2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15

As this skill increases, so does the damage inflicted with all of these weapons, both in and out of V.A.T.S. mode. The Melee Weapons skill also allows using a melee weapon to block an attack; the higher the skill, the more damage is absorbed.

Note that a fast weapon like a combat knife or Ripper can make more attacks in a given length of time than a heavy sledgehammer, potentially generating more damage in a shorter amount of time. More attacks also means more chances to stagger an opponent when their torso is crippled. However, as one begins to fight enemies with strong armor, weapons that deal more damage per hit tend to be more effective. The Shishkebab is generally considered the best melee weapon available, as it is swung as fast as knives and lead pipes, and it deals only just slightly less damage than a super sledge per hit. Along with both these fast and powerful traits, its damage can further be increased with the Pyromaniac perk. The unique ripper Jack can, depending on critical rate, Luck, and selection of perks, allow to deal an astounding amount of damage far superior to that of the Shishkebab in a damage-per-second sense. Jack is especially effective when performing a Sneak Attack Critical hit.

Ways to increase Melee WeaponsEdit

Permanent
Temporary
Note: Only items adding +5 or more are included.

Affected weaponsEdit

Perks that require Melee Weapons skillEdit

Perk Requirement Level Additional Requirements
Ninja 80 20 Sneak 80

Fallout: New VegasEdit

\text{Initial level}=2+(2\times\text{Strength})+\left\lceil\frac{\text{Luck}}{2}\right\rceil

Example: A starting Strength of 5 and Luck of 5.

2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15

As this skill increases, so does the damage inflicted with all of these weapons, both in and out of V.A.T.S. mode.

Special AttacksEdit

When the player character has 50 Melee skill points, they have access to special melee moves which consume a certain amount of AP for a variety of effects in V.A.T.S.

  • Most one-handed edged weapons (such as combat knives) have the Back Slash special attack.
  • Most one-handed blunt weapons (such as the lead pipe) have the Lights Out special attack.
  • Most two-handed melee weapons (such as the sledgehammer) have the Mauler special attack.
  • Staff-like weapons (such as baseball bats) have the Grand Slam special attack.
  • There are a variety of other attacks, some unique. Only thrown melee weapons and the Broad machete have no special attack.

V.A.T.S. vs. real-timeEdit

It is possible to execute all special melee moves outside of V.A.T.S., although the animation can look different in first-person view than in third-person view. It is not required to have 50 points of the skill to perform the moves. To perform any special move described above, initiate a power attack (hold attack button) while moving forward. However, executed outside of V.A.T.S. they don't have any special properties, but have a benefit of a standard power attack: doubling weapon base damage.

Unlike in Fallout 3, apotentially significant amount of damage can be taken in V.A.T.S., heightening the danger of meleeing in it, as one cannot dodge or block while in V.A.T.S. However, all melee weapons, except thrown, do twice as much base damage.

Ways to increase Melee WeaponsEdit

Permanent
Temporary
Note: Only items adding +5 or more are included.

Affected weaponsEdit

Perks that require Melee Weapons skillEdit

Perk Requirement Level Additional Requirements
Cowboy 45 8 Guns 45
Super Slam! 45 8 Strength 6
Unstoppable Force 90 12 Strength 7
Ninja 80 20 Sneak 80

Notable Melee Weapons skilled charactersEdit

FalloutEdit

  • Lasher, high elder of the Children of Cathedral.

Fallout 2Edit

Fallout 3Edit

  • Cross, star paladin of the Capital Wasteland Brotherhood of Steel and a possible companion of the Lone Wanderer.
  • Fawkes, an intelligent Vault 87 super mutant and possible companion of the Lone Wanderer.
  • Jackson, founder and leader of the Point Lookout tribals.
  • Jingwei, Chinese Army general who commanded the Chinese troops during the Invasion of Alaska.
  • Toshiro Kago, an old samurai of the Azuchi-Momoyama period.
  • Vance, leader of the Family.

Fallout: New VegasEdit

Fallout: Brotherhood of SteelEdit

  • Attis, former commander in the Master's army and founder and general of the Attis Army.
  • Blake, founder and high priest of the Church of the Lost.

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