The only thing mentioned in benefits of SATS is:
It doesn't say anything about some kind of special AP maximum while in SATS or something like that. As I understood that part, it means removing up to 30% penalties from each attack in each turn when SATS active. Um... maybe you should tell us a little bit more about how exactle SATS work in-game?Stable-Tec Arcane Targeting Spell: While S.A.T.S. is active, your PipBuck negates up to 30% worth of penalizing attack modifiers. S.A.T.S. can only negate penalities; it cannot give a bonus.
Ah, uSea, my greetings!
Problem is, I took stats from Tier arranged Fo3/NV Weapon List and it clearly said "Spiked Shoe", not "Shoes", thus allowing to use them for double-wielding.The stats given for unarmed melee weapons already assume you are using them in (at least) a pair. Taking Fallout New Vegas as an example, Spiked Knuckles are always used in a pair and attack quickly (which gives them their low AP cost) whereas a Power Fist is used by itself (presumably it's too big and bulky to be used in a pair) and ends up being slower with a higher AP cost.
Claws are claws, and I don't think that it is sane option to count each claw as separate weapon(D&D experience). Spiked shoes is another matter, I think.
Oh, Wild swing...yes, I missed that part, thanks.
I'd be glad to see some kind of special tag to double or quad melee weapons in that case.