Luck

Luck is one of the seven primary statistics in the SPECIAL system.
==Fallout, Fallout 2, Fallout Tactics==
In Fallout, Luck primarily affects the chances with the virtual dice of the game: a high Luck increases the likelihood to succeed a roll, while the opposite is also true. Luck also affects the chance to score a critical hit on a target, with the standard being that the Critical Chance is equal to the subject's Luck (keep in mind, standard means without perks, traits, or aimed shots). It also determines the initial level of the Gambling skill.
===Ways to increase Luck in Fallout===
* Chuck in the Boneyard's Adytum can increase Luck permanently by one point via the mysteries of the Tarot. Due to a bug, acquiring a second point is possible.
===Ways to increase Luck in Fallout 2===
* The Hubologists can be visited to gain a Luck bonus. Only one bonus can be gained, though they have two bases, one in the NCR and one in San Francisco. The NCR bonus can either boost Luck by 2 or reduce it by one, and the San Francisco base can either boost Luck and Intelligence by 1, or reduce Luck by 1.
* Taking the Gain Luck perk for an increase of 1 Luck.
* The Hubologists' zeta scans stop the decrease in Luck from the pariah dog's company, subsequently killing the dog will restore the player character's Luck as if it had remained decreased, resulting in a net gain in Luck.
===Ways to increase Luck in Fallout Tactics===
* Taking the Gain Luck perk for a permanent increase of 1 Luck.
* Consuming Voodoo will increase Luck by 3 points for 20 minutes.
===Perks===
Luck-based Perks 	Luck-based Perks	Luck-based Perks	Luck-based Perks 	Luck-based Perks
Name 	Luck required 	Level 	Additional requirements 	Games
Toughness 	6 	3 	Endurance 6 	Fallout, Fallout 2, Fallout Tactics
Bonus Ranged Damage 	6 	6 	Agility 6 	Fallout, Fallout 2, Fallout Tactics
Fortune Finder 	8 	6 	- 	Fallout, Fallout 2
More Criticals 	6 	6 	- 	Fallout, Fallout 2, Fallout Tactics
Mysterious Stranger 	7 / 4 	6 / 9 	- 	Fallout, Fallout 2
Better Criticals 	6 	9 	Perception 6, Agility 4 	Fallout, Fallout 2, Fallout Tactics
Light Step 	5 	9 	Agility 5 	Fallout 2, Fallout Tactics
Scrounger 	8 	9 	- 	Fallout
Bend the Rules 	6 	16 	- 	Fallout Tactics
Break the Rules 	6 	20 	- 	Fallout Tactics
Alcohol Lowered Hit Points 	2 	- 	Consume 100 bottles of Alcohol-Z 	Fallout 2
Alcohol Lowered Hit Points II	1 	- 	Consume 100 bottles of Alcohol-Z 	Fallout 2
Alcohol Raised Hit Points 	9 	- 	Consume 100 bottles of Alcohol-Z 	Fallout 2
Alcohol Raised Hit Points II 	10 	- 	Consume 100 bottles of Alcohol-Z 	Fallout 2
Autodoc Lowered Hit Points 	2 	- 	Intelligence <4, Ride the Autodoc Rodeo	Fallout 2
Autodoc Lowered Hit Points II	1 	- 	Intelligence <4, Ride the Autodoc Rodeo	Fallout 2
Autodoc Raised Hit Points 	9 	- 	Intelligence <4, Ride the Autodoc Rodeo	Fallout 2
Autodoc Raised Hit Points II 	10 	- 	Intelligence <4, Ride the Autodoc Rodeo	Fallout 2
==Fallout 3==
Modifies: All skills and Critical Chance.
Unlike other S.P.E.C.I.A.L. scores, Luck has no specific skills associated with it. Instead, every two points of Luck adds one point to all skills. Having a high Luck will also improve the Critical Chance with all weapons.
Value	+Critical Chance	Skill Modifiers
1 	1% 	All Skills +1
2 	2% 	All Skills +1
3 	3% 	All Skills +2
4 	4% 	All Skills +2
5 	5% 	All Skills +3
6 	6% 	All Skills +3
7 	7% 	All Skills +4
8 	8% 	All Skills +4
9 	9% 	All Skills +5
10 	10% 	All Skills +5
===Perks===
Luck-based Perks 	Luck-based Perks	Luck-based Perks	Luck-based Perks
Name 	Luck required 	Level 	Additional requirements
Fortune Finder 	5 	6 	
Scrounger 	5 	8 	
Mysterious Stranger	6 	10 	
Better Criticals 	6 	16 	Perception 6
===Ways to increase Luck===
;Permanent
* Bobblehead - Luck (+1)
* Intense Training perk (+1)
* No Weaknesses perk (will raise base to 5, if below 5)
* Almost Perfect perk (will raise base to 9, if below 9)
;Temporary
* The Lucky 8-ball increases Luck by 1 as long as it is in the player's inventory.
* Armor and clothing
** Modified utility jumpsuit, naughty nightwear, Ranger battle armor (+1)
** Lucky shades, Three Dog's headwear (+1)
** Ashur's power armor, tribal power armor (+1)
==Fallout: New Vegas==
Luck functions in the same manner as Fallout 3. It raises the value of every skill (see chart at bottom of page) and affects Critical Chance. It also improves the odds of winning at any casino game; the higher the Luck, the more likely favorable outcomes on bets will be. If having won a casino bet through the influence of Luck, the "You feel lucky" message is displayed. A Luck of 6 will begin to influence Roulette and Slot machines, though rarely. A Luck of 7 is required to win with any regularity or to begin to influence Blackjack outcomes.
===Perks===
Luck-based Perks 	Luck-based Perks	Luck-based Perks	Luck-based Perks
Name 	Luck required 	Level 	Additional requirements
Junk Rounds 	6 	2 	Repair 45
Fortune Finder 	5 	6 	—
Scrounger 	5 	8 	—
Miss Fortune 	6 	10 	—
Mysterious Stranger	6 	10 	—
Better Criticals 	6 	16 	Perception 6
===Interactions that require Luck stat===
* 7 Luck to correctly guess the code phrase to prevent the mobile facial recognition scanner at REPCONN headquarters from attacking.
* 9 Luck to successfully complete the operation to remove the brain tumor that's killing Caesar during Et Tumor, Brute? (bypasses Medicine and Auto-Doc requirement; 8 or less Luck will result in Caesar's death).
===Notes===
* If the Courier's Luck stat is the most extreme (highest or lowest), Doc Mitchell will either say he is surprised their bullets did not "turn right around and climb back into the gun." (for highest) or that they seem to be "the luckiest son-of-a-gun in New Vegas." (For lowest)
** When Doc Mitchell refers to the bullets "climbing back into the gun" this is a nod to Fallout 1 and Fallout 2, referring to critical failures.
* When playing at casinos, a Luck of at least 7 is required to get favorable odds. Blackjack is the most affected by Luck; at 10, it will produce fairly constant patterns in what cards are dealt to based on the current total. Slots will turn out losses on most spins, but at higher Luck will produce an occasional jackpot. Roulette, like Slots, will produce a loss on most spins and requires prudent betting to gain much benefit from Luck.
===Ways to increase Luck===
;Permanent
* Luck Implant available at the New Vegas medical clinic (+1)
* Intense Training perk (+1)
* Completing the quest The Apocalypse or The End will allow raising any one primary statistic by 1.
;Temporary
* Armor and clothing
** Naughty nightwear (+1)
** Lucky shades (+1) (Added to the game after the 1.2 patch.)
** "Blackjack" variant of the Courier duster (+1)
* Perks
** Meat of Champions perk (+1 for 60 seconds after eating a corpse.)
** Just Lucky I'm Alive (+4 after finishing a fight with less than 25% health)
* Traits
** Claustrophobia (+1 while outdoors, but -1 indoors)
** Early Bird (+2 between 6am and 12pm, but -1 between 6pm and 6am)
===Level names and statistics===
Value	Name 	Critical Chance	Skill Modifiers
1 	13 Pitch-black Cats 	+1% 	All Skills +1
2 	Broken Gypsy Mirror 	+2% 	All Skills +1
3 	Sickly Albatross 	+3% 	All Skills +2
4 	Spilled Salt 	+4% 	All Skills +2
5 	Coin Flip 	+5% 	All Skills +3
6 	Stacked Deck 	+6% 	All Skills +3
7 	Lucky 7 	+7% 	All Skills +4
8 	Leprechaun's Foot 	+8% 	All Skills +4
9 	21-Leaf Clover 	+9% 	All Skills +5
10 	Two-headed Coin Flip	+10% 	All Skills +5
==Fallout 4==
Luck determines the recharge rate of the Critical Hit meter. It can indirectly improve how much caps and ammo one finds through one of two associated Luck perks (see below). It can also give the player a chance to not catch a disease from a molerat bite in Vault 81. Luck can affect the chances of quickly receiving a perfectly preserved pie from a Port-A-Diner (the lower the Luck stat, the longer it can take).
Hits needed to refill the critical meter for different luck values. This does not include the effects of perks or legendary prefixes.
Luck 	hits required
1 	14
2 	12
3 	10
4 	9
5 	8
6-7 	7
8-9 	6
10-12	5
13-18	4
19-29	3
30-62	2
63+ 	1
Hits needed to refill the critical meter for different luck values with the lucky legendary weapon effect.
Luck 	hits required
1-2 	5
3-8 	4
9-19 	3
20-52	2
53+ 	1
Hits needed refill the critical meter for different luck values with the with the Isodoped companion perk active (250 rads).
Luck 	hits required
1 	12
2 	10
3 	8
4-5 	7
6-7 	6
8-9 	5
10-14	4
15-23	3
24-51	2
52+ 	1
Hits needed to refill the critical meter for different luck values with the with the lucky legendary weapon effect and Isodoped companion perk active (250 rads).
Luck 	hits required
1-4 	4
5-13 	3
14-41	2
42+ 	1
Using a Lucky weapon with the Isodoped companion perk active (250 rads), at 14 Luck the critical meter will be filled in two shots. Without a Lucky weapon, the meter will be filled in two shots at 24 Luck.
It appears that the Isodoped companion perk applies *1.2 to the per hit gain of the critical hit bar
and the lucky legendary effect adds +15% to the per hit gain of the critical hit bar
===Perks===
Luck-based Perks 	Luck-based Perks
Name 	Luck required
Fortune Finder 	1
Scrounger 	2
Bloody Mess 	3
Mysterious Stranger 	4
Idiot Savant 	5
Better Criticals 	6
Critical Banker 	7
Grim Reaper's Sprint	8
Four Leaf Clover 	9
Ricochet 	10
===Ways to increase Luck===
;Permanent
* Level (+1)
* Luck bobblehead (+1)
* You're SPECIAL! book (+1)
* Perks
** Mysterious Stranger (rank 3 & 4) - When the Stranger kills an opponent in VATS, there is a low/() high chance the Critical Meter gets filled
** Critical Banker - When the Critical Meter is filled, 1/2/3/() 4 Critical Hit(s) will be "banked" and saved for later use
** Grim Reaper's Sprint (rank 3) - Each kill in VATS has a 35% chance to refill Action Points and fill the Critical Meter
** Four Leaf Clover - Each hit in VATS has a chance of filling the Critical Meter
** Ricochet (rank 3) - When an enemy's shot ricochets and kills them, there is a chance for the Critical Meter to be filled
** Isodoped - The Critical Meter is filled 20% faster when the player has 250 or more rads (requires max Affinity with John Hancock)
;Temporary
* Armor and clothing
** Atom Cats jacket and jeans (+2)
** Colorful undergarments (all variants) (+2)
** DB Tech varsity uniform (+2)
** Greaser jacket and jeans (+2)
** Battered fedora (+1)
** Beaded blazer (+1)
** Black prospector's hat (+1)
** Bottle and Cappy shirt & jeans (+1)
** Bottle shirt & jeans (+1)
** Cappy shirt & jeans (+1)
** Chef hat (+1)
** Crumpled fedora (+1)
** Dirty fedora (+1)
** Furry pants & T-shirt (+1)
** Furry undergarments (+1)
** Gray knit cap (+1)
** Mason's outfit (+1)
** Nuka-World geyser shirt & jeans (+1)
** Nuka-World shirt & jeans (+1)
** Patchwork sweater & shorts (+1)
** Prospector's hat (+1)
** Ripped shirt & socks (+1)
** Triggerman bowler (+1)
** Undershirt & jeans (+1)
** Yellow slicker hat (+1)
* Legendary armor effects
** Lucky (+2)
** Unyielding (+3 when at or below 25% of max HP)
* Consumables
** Chems
*** Calmex Silk (+3)
*** Day Tripper (+3)
*** X-cell (+2)
** Food
*** Seasoned rabbit skewers (+1)
* Perks
** Party Boy/Girl (rank 3) - Consuming alcohol grants +3 Luck (Effect stacks; for example, drinking rum followed by vodka grants +6)
** Live & Love #6 - Gain +1 Luck when consuming alcohol while traveling with a companion (stacks with Party Boy/Girl rank 3)
* Settlement objects
** Slot machine (prototype) (grants Luck Boost, can be replaced if other stat-boosting objects are used) (+1)
* Throwables
** Lucky Rabbit's Foot (+3)
===Ways to decrease Luck===
;Temporary
* Day Tripper addiction (-1)
* X-cell addiction (-2 all stats)
* Tattered rags (-1)
==Fallout 76==
Modifies: Looted item condition, recharge rate of critical hits
As with other Fallout 76 SPECIAL attributes, Luck has a maximum of 15 but there are only 49 points split between the 7 attributes.
Every time a V.A.T.S. attack is successful, the critical bar increases by an amount dependent on Luck. Once the critical bar fills completely (when the value of the bar equals 100), a critical attack may be executed in V.A.T.S. At a Luck of 1, the critical gain per successful attack (also known as the recharge rate) is 6.5; this translates to a critical attack being available every 16 successful attacks. Each additional level of Luck increases the critical gain by 1.5. At the maximum Luck of 15, the critical gain per successful attack is 27.5, translating to a critical attack being available after every 4 successful attacks (i.e. every 5th attack).
With the Unyielding legendary effect, as well as the Luck legendary perk (among many other buffs), a player's luck stat can go even higher. If a player's Luck is 33 or higher, the critical bar will fill every two shots.
===Effects on looted item condition===
Luck	Looted Item Min Condition	Looted Item Max Condition	
1 	15 	65 	
2 	18.3 	68.3 	
3 	21.7 	71.7 	
4 	25 	75 	
5 	37.5 	87.5 	
6 	50 	100 	
7 	52.5 	102.5 	
8 	55 	105 	
9 	57.5 	107.5 	
10 	60 	110 	
11 	67.5 	117.5 	
12 	75 	125 	
13 	80 	130 	
14 	85 	135 	
15 	90 	140 	
===Perks===
Luck-based Perks 	Luck-based Perks	Luck-based Perks	Luck-based Perks
Name 	Level 	Rank 	Description
Better Criticals 	47 	1 	V.A.T.S. criticals now do +20% damage.
Better Criticals 	47 	2 	V.A.T.S. criticals now do +30% damage.
Better Criticals 	47 	3 	V.A.T.S. criticals now do +40% damage.
Bloody Mess 	42 	1 	5% bonus damage means enemies may explode into a gory red paste.
Bloody Mess 	42 	2 	10% bonus damage means enemies may explode into a gory red paste.
Bloody Mess 	42 	3 	15% bonus damage means enemies may explode into a gory red paste.
Can Do! 	7 	1 	40% chance to find an extra canned food when you "Search" a food container.
Can Do! 	7 	2 	60% chance to find an extra canned food when you "Search" a food container
Can Do! 	7 	3 	80% chance to find an extra canned food when you "Search" a food container
Cap Collector 	16 	1 	You have a chance to find more bottle caps when opening a caps stash.
Cap Collector 	16 	2 	You have a better chance to find more caps when opening a caps stash.
Cap Collector 	16 	3 	You always find more bottle caps when opening a caps stash.
Class Freak 	46 	1 	The negative effects of your mutations are reduced by 25%.
Class Freak 	46 	2 	The negative effects of your mutations are reduced by 50%.
Class Freak 	46 	3 	The negative effects of your mutations are reduced by 75%.
Critical Savvy 	44 	1 	Critical Hits now only consume 85% of your critical meter.
Critical Savvy 	44 	2 	Critical Hits now only consume 70% of your critical meter.
Critical Savvy 	44 	3 	Critical Hits now only consume 55% of your critical meter.
Curator 	19 	1 	The benefits of bobbleheads and magazines last twice as long.
Dry Nurse 	23 	1 	You have a 50% chance to keep your Stimpak when you revive another player.
Four Leaf Clover 	29 	1 	Each hit in V.A.T.S. has a chance to fill your Critical meter.
Four Leaf Clover 	29 	2 	Each hit in V.A.T.S. has a better chance to fill your Critical meter.
Four Leaf Clover 	29 	3 	Each hit in V.A.T.S. has an excellent chance to fill your Critical meter.
Good with Salt 	9 	1 	Food in your inventory will spoil 30% more slowly.
Good with Salt 	9 	2 	Food in your inventory will spoil 60% more slowly.
Good with Salt 	9 	3 	Food in your inventory will spoil 90% more slowly.
Grim Reaper's Sprint	33 	1 	Any kill in V.A.T.S. has a 15% chance to restore all Action Points.
Grim Reaper's Sprint	33 	2 	Any kill in V.A.T.S. has a 25% chance to restore all Action Points.
Grim Reaper's Sprint	33 	3 	Any kill in V.A.T.S. has a 35% chance to restore all Action Points.
Junk Shield 	10 	1 	Carry junk to gain up to 10 Damage and Energy Resistance. (No Power Armor)
Junk Shield 	10 	2 	Carry junk to gain up to 20 Damage and Energy Resistance. (No Power Armor)
Junk Shield 	10 	3 	Carry junk to gain up to 30 Damage and Energy Resistance. (No Power Armor)
Last Laugh 	27 	1 	You drop a live grenade from your inventory when you die.
Luck of the Draw 	14 	1 	Slight chance your weapon will repair itself when hitting an enemy.
Luck of the Draw 	14 	2 	Chance your weapon will repair itself even more when hitting an enemy.
Luck of the Draw 	14 	3 	Chance your weapon will greatly repair itself when hitting an enemy.
Lucky Break 	24 	1 	Slight chance your equipped armor will repair itself when struck.
Lucky Break 	24 	2 	Chance your equipped armor will repair itself even more when struck.
Lucky Break 	24 	3 	Chance your equipped armor will greatly repair itself when struck.
Mysterious Savior 	49 	1 	A Mysterious Savior will occasionally appear to revive you when downed.
Mysterious Savior 	49 	2 	A Mysterious Savior will more frequently appear to revive you when downed.
Mysterious Savior 	49 	3 	The Mysterious Savior will regularly appear to revive you when downed.
Mysterious Stranger 	26 	1 	The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand.
Mysterious Stranger 	26 	2 	The Mysterious Stranger appears more often when using V.A.T.S.
Mysterious Stranger 	26 	3 	The Mysterious Stranger appears so much in V.A.T.S., he knows you by name.
Mystery Meat 	12 	1 	Stimpaks may generate edible meat tissue. Higher Rads improve the chance.
Mystery Meat 	12 	2 	Stimpaks generate edible meat. Higher Rads improve the chance.
Mystery Meat 	12 	3 	Stimpaks generate excessive edible meat. Higher Rads improve the chance.
One Gun Army 	31 	1 	Heavy guns gain a 4% stagger chance and a 4% chance to cripple a limb.
One Gun Army 	31 	2 	Heavy guns gain a 8% stagger chance and a 8% chance to cripple a limb.
One Gun Army 	31 	3 	Heavy guns gain a 12% stagger chance and a 12% chance to cripple a limb.
Pharma Farma 	2 	1 	40% chance to find extra first aid Chems when you "Search" a chem container.
Pharma Farma 	2 	2 	60% chance to find extra first aid Chems when you "Search" a chem container.
Pharma Farma 	2 	3 	80% chance to find extra first aid Chems when you "Search" a chem container.
Psychopath 	21 	1 	Any kill in V.A.T.S has a 5% chance to refill your Critical Meter.
Psychopath 	21 	2 	Any kill in V.A.T.S has a 10% chance to refill your Critical Meter.
Psychopath 	21 	3 	Any kill in V.A.T.S has a 15% chance to refill your Critical Meter.
Quick Hands 	40 	1 	Gain a 6% chance to instantly reload when your clip is empty.
Quick Hands 	40 	2 	Gain a 12% chance to instantly reload when your clip is empty.
Quick Hands 	40 	3 	Gain a 18% chance to instantly reload when your clip is empty.
Ricochet 	38 	1 	Gain a 6% chance to deflect back some of enemies' ranged damage. (No PvP)
Ricochet 	38 	2 	Gain a 12% chance to deflect back some of enemies' ranged damage. (No PvP)
Ricochet 	38 	3 	Gain a 18% chance to deflect back some of enemies' ranged damage. (No PvP)
Scrounger 	3 	1 	40% chance to find extra ammo when you "Search" an ammo container.
Scrounger 	3 	2 	60% chance to find extra ammo when you "Search" an ammo container.
Scrounger 	3 	3 	80% chance to find extra ammo when you "Search" an ammo container.
Serendipity 	5 	1 	While below 35% health, gain a 15% chance to avoid damage.
Serendipity 	5 	2 	While below 35% health, gain a 30% chance to avoid damage.
Serendipity 	5 	3 	While below 35% health, gain a 45% chance to avoid damage.
Starched Genes 	30 	1 	Less chance for you to mutate from rads or for Radaway to cure mutations.
Starched Genes 	30 	2 	You will never mutate from Rads and Radaway will never cure mutations.
Storm Chaser 	35 	1 	Gain health regeneration while outside during rain or Rad Storms.
Storm Chaser 	35 	2 	Gain high health regeneration while outside during rain or Rad Storms.
Super Duper 	50 	1 	When you craft anything, there is a 10% chance you'll get double results!
Super Duper 	50 	2 	When you craft anything, there is a 20% chance you'll get double results!
Super Duper 	50 	3 	When you craft anything, there is a 30% chance you'll get double results!
Tormentor 	37 	1 	Your rifle attacks have a 5% chance of crippling a limb.
Tormentor 	37 	2 	Your rifle attacks have a 10% chance of crippling a limb.
Tormentor 	37 	3 	Your rifle attacks have a 15% chance of crippling a limb.
Woodchucker 	17 	1 	Collect twice as much when harvesting wood
===Ways to increase Luck===
Note that all stat boosts in Fallout 76 are temporary. 
* Bobblehead: Luck (+2 for 1 hour or 2 hours with Curator)
* Armor and apparel:
** "Vault suit" underarmor with a treated lining mod (+1)
** "Casual" or "Vault suit" underarmor with a resistant lining mod (+1)
** "Casual" underarmor with a protective lining mod (+1)
** "Vault suit" underarmor with a protective lining mod (+2)
** "Casual" or "Raider" underarmor with a shielded lining mod (+1)
** "Vault suit" underarmor with a shielded lining mod (+2)
* Legendary Effects:
** Luck (+1)
* Magazines:
** Live and Love 5 (+2 while under the influence of alcohol)
* Mutations:
** Herd Mentality (+2 if grouped, -2 if solo)
* Perks:
** Happy-Go-Lucky (+2 or +3 while under the influence of alcohol)
*Consumables:
** Food:
*** Appalachili (+2)
*** Awesome opossum bacon (+2)
*** Chally's feed (+1)
*** Charred scorchbeast liver (+3)
*** Chew stick (+1)
*** Iguana on a stick (+1)
*** Scorchbeast mixed meat stew (+1)
*** Seared venison with berries (+3)
*** Seasoned rabbit skewers (Fallout 76) (+1)
** Chems:
*** Day Tripper (+3)
*** X-cell (+2)
* CAMP items:
**Fortune teller machine (+2)
** West Virginia slot machine (+2)
==Fallout Shelter==
Modifies: Increases the chance of a Rush being successful, the amount of power/food/water obtained from rooms, the chance of finding items when exploring and the chance of getting caps when harvesting power/food/water from a room.
===Ways to increase Luck===
;Permanent
By training Luck in game room.
;Temporary
By equipping outfits that raises Luck.
==Fallout: The Board Game==
Unlike other games, Luck is not treated as a variable ranging from 1 to 10, but instead as a token that can be obtained at the start or when leveling up. A player character with the Luck token gets free rerolls during certain tests, as well as during fights if equipped with a Luck-based weapon.
The Vault Dweller player character always begins the game with Luck. Any player character wearing the singed duster gains one hit during a Luck test. During any Luck test or fight, Day Tripper can be used to gain one free hit. While not a Luck-based weapon, if a player character goes into a fight with the Fat Man, they must succeed at a Luck test or be unable to perform any rerolls during the fight.
===Perks===
* Fortune Finder
* Grim Reaper Sprint
===Weapons===
* Plasma gun
* Super sledge
==Gallery==
FoT Luck.png|Fallout: Tactics
FO4 Luck Loading Screen.png|Fallout 4 VDSG
==Video==
320px|left|Fallout 4 Luck promotional video
Category:SPECIAL
Category:Fallout primary statistics
Category:Fallout 2 primary statistics
Category:Fallout 3 primary statistics
Category:Fallout: New Vegas primary statistics
Category:Fallout 4 primary statistics
Category:Fallout 76 primary statistics
Category:Fallout Tactics primary statistics
Category:Fallout: The Board Game primary statistics
de:Glück
es:Suerte
fr:Chance
hu:Luck
ja:Luck
ko:행운
nl:Geluk
no:Luck
pl:Szczęście
pt:Sorte
ru:Удача
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uk:Удача