Starfield:Weapons

Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. There are many different types of weapons in the Settled Systems to utilize and modify. Weapons are first divided into subcategories, that being pistols, shotguns, heavy weapons, rifles, throwables and finally melee weapons. Each weapon, excluding melee weapons and throwables, also has a damage type, which includes ballistics, lasers, EM, and Particle Beams.

Weapon Modifications
Weapon modifications (mods) are beneficial enhancements the player can install on their weapons at a Weapon Workbench to cause more damage, faster damage, better aim or to otherwise improve performance. Mods are grouped into slots: barrel mods, muzzle mods, grip mods, and so on. To install a mod, the player must first learn about that type of mod by completing research at a Research Laboratory. Higher levels of weapons mod research require assigning points into the Weapon Engineering skill. Once a certain class of mod has been researched, those mods can from then on be installed at a Weapons Workbench.

Weapon slots and their corresponding modifications include, but are not limited to:


 * Barrel: Short Barrel, Standard Barrel, Extended Barrel, Long Barrel, Stabilizing Barrel, Tech Barrel.
 * Laser: Laser Sight, Recon Laser Sight, no mod.
 * Optic: Iron Sights, Glow Sights, Reflex Sight, Short Scope, Medium Scope, Long Scope, Recon Scope.
 * Muzzle: Compensator, Muzzle Brake, Suppressor, Stealth Lasers, Shock Charge Band, no mod.
 * Grip and Stock: Standard Grip, Tactical Grip, Standard Stock, Ergonomic Stock, Stabilizing Stock.
 * Magazine and Battery: Small Magazine, Standard Magazine, Large Magazine, Tactical Magazine, Small Battery, Standard Battery, Large Battery, Tactical Battery, Explosive Rounds, Armor-Piercing Rounds, Depleted Uranium Rounds, Penetrator Rounds, Whitehot Rounds.
 * Cover: Removed Cover, Standard Cover, Amplifier.
 * Internal: Hair Trigger, High Velocity, High Powered, Overclocked, Precision Tuning, no mod.
 * Receiver: Semi-Automatic, Binary Trigger, Burst Fire, Fully Automatic.
 * Skin: default skin.

Note: Not all mod variants are available on every weapon type. For example, melee mods don't appear as an option for ranged weapons, laser-specific mods aren't available for ballistic weapons, rifle barrels cannot apply to revolvers, etc.

Weapon Tier System
Weapons in Starfield are subject to a tier system that depends on player level. Each tier will see an increase in weapon base stats such as damage and come with their respective suffixes. These suffixes are not to be confused with the suffixes that come about from weapon modification. Weapon suffixes that indicate weapon level are as follows:


 * None (Weapon will not come with any suffixes unless modified)
 * Calibrated (2nd Tier)
 * Refined (3rd Tier)
 * Advanced (4th Tier)
 * Superior (5th Tier)

Some advanced weapons like the Solstice, AA-99 and Urban Eagle can be found at abandoned structures(UC listening posts and Helium-3 mines)before you're high enough level to buy them.

Known Weapon Manufacturers

 * Allied Armaments
 * Arboron
 * Combatech
 * Kore Kinetics
 * Laredo
 * Crimson Fleet

Unique Weapons

 * Acid Rain
 * Ambassador
 * Big Bang
 * Boom Boom
 * Bridger
 * Deadeye
 * Elegance
 * Ember
 * Feather
 * Fury
 * Hard Target
 * Heller's Cutter
 * Hunterwulf
 * Keelhauler
 * Microgun
 * Mindtear
 * N67 Smartgun
 * Peacekeeper
 * Pirate Legend
 * Poisonstorm
 * Power Beat
 * Rapidshot
 * Revenant
 * Sir Livingstone's Pistol
 * The Buzzcut
 * The Spacer
 * The Zapper
 * Va'ruun Painblade
 * XM-2311