Pistols in Starfield can be broken up into three major categories; that being basic ballistic pistols, energy weapons, and specialty handguns. Each of these has its own strong and weak weapons, and among them, basic pistols are no different. For the most part, you’ll be using these weapons along with any other firearm you can get your hands on to fight the spacers, aliens, and pirates of the galaxy. No matter if you need a sturdy side arm or something for a gunslinging bounty hunter; there’s always a pistol for you. Because of this, you’ll have plenty of options for however you want to explore this popular weapon type.
If you want to maximize the use of your ballistic pistols, you’ll want to pick up the ballistic weapons perk, and the handgun proficiency perk. Both will allow you to increase the damage and reloading ability of these weapons and can make yourself that much more effective on the battlefield. For this list, each pistol is based on its damage dealt and ammunition effectiveness. For instance, something that has a rare ammunition type is going to be a lot more costly to outfit than say a rattler pistol. Despite this, you’ll be able to also make a firm profit off of these weapons given the order they’re in. As they aren’t just effective, pistols serve as a key piece of trading if you’re seeking to make a tidy profit in the galaxy!
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Rattler
When talking about the different pistols in Starfield, the Rattler is the smallest caliber firearm available and the least effective. Essentially this weapon acts as a pseudo-revolver pistol that feeds ammunition into the barrel through the bottom. Because of this, the weapon has significantly less recoil than it ordinarily should given its small size. Being the space version of a .38 revolver, it’s clear that this was designed with self-defense in mind. Perhaps with that self-defense in order, this weapon doesn’t have a lot of range, or stopping power. Instead, you’ll be forced to resort to the tactic of mag-dumping enemies. Even though they are increasingly harder to use as you level up, early on they can make a wonderful weapon.
| Weapon Type | Revolver Pistol |
|---|---|
| Ammunition Type | .27 Caliber |
| Mass | 0.05 |
| Value | 942 Credits |
| Modification Slots | 7 |
| Base Damage/ Type | 10 Physical |
| Fire Rate | 50 |
| Magazine | 12 |
| Range | 20 |
| Accuracy | 68.10% |
Being part of the basic pistol class, this weapon fires the incredibly small .27 caliber round. In our timeline, this may be a bit more effective than our smaller grade calibers. However, against enemies in space suits and armor, it has little in the way of bite. Instead, these weapons are almost universally better for selling as they’re worth almost a thousand credits a piece. Being only 0.05 mass, they’re practically the weight of air and therefore can be more profitable than even some of the better guns in the game. That being said, the Rattler deals minor damage with a decent fire rate and great accuracy. So if you need a pea shooter to finish the job, consider the rattler for your gunslingers.
Eon
You’ll get the Eon at the beginning of the game. You’re more than likely to see a lot of these out in the wild since they’re the most basic. They weigh more than Rattlers and have less value, so they’re hard to profit from. The Eon deals just moderately more damage than the Rattler, so they’re a better value. These weapons are so common, enemies carrying them will be a great source of ammunition. Of all 7.77-millimeter guns, the Eon has the fewest modification slots. Even if you try to carry it into later games, they fall off pretty hard.
| Weapon Type | Pistol |
|---|---|
| Ammunition Type | 7.77mm Caseless |
| Mass | 0.55 |
| Value | 750 Credits |
| Modification Slots | 6 |
| Base Damage/ Type | 12 Physical |
| Fire Rate | 50 |
| Magazine | 12 |
| Range | 20 |
| Accuracy | 67.5% |
Eon pistols are not the worst possible firearm you can carry, having a decent fire rate and accuracy similar to the Rattler. Where this weapon outshines it is the fact that it deals more damage, but also has a faster reloading time. Due to the nature of the Rattler’s revolving cylinder, it really can’t compete with the pistol’s grip mag. While the Eon can only get you through the early game enemies, it’s a great balanced means of protecting yourself from spacer scum. The snappiness of the shooting mixed with its sheer accuracy makes it a treat to start the game with.
Kraken
Next on the list of good basic sidearms is the ever-present Kraken Machine Pistol. This weapon acts a lot like a micro-sub-machine gun and allows the user to sacrifice accuracy for prey and spray tactics. While it also gives up a high yield of damage for a large fire rate, the Kraken is notable for its deadly aggression. Being a favorite of spacers, Va’Ruun zealots, and the crimson fleet; these weapons are emblazoned with the fleet’s emblem. Unfortunately, because this machine pistol is so small and compact, it tends to fall short at a distance and jump around spontaneously. Kraken pistols are further really bad for collecting as they’re heavier than the previous two pistols, and somehow worth less than eons. To go with this, the Kraken can only have six modification slots making it incredibly limited.
| Weapon Type | Machine Pistol |
|---|---|
| Ammunition Type | 6.5mm CT |
| Mass | 1.00 |
| Value | 748 |
| Modification Slots | 6 |
| Base Damage/ Type | 4 Physical |
| Fire Rate | 150 |
| Magazine | 25 |
| Range | 20 |
| Accuracy | 69.60% |
When using these weapons, the Kraken is intended for more rapid fire in close-quarters situations. Early on, against spacers, the crimson fleet, and even some security forces they can be quite deadly. Unfortunately, the fact that they carry one of the smaller ammunition types in the game implies that it struggles with armored combatants. The standard 6.5mm ammunition type can be found for the Crimson Fleet’s main Maelstrom rifles and for the Kraken. It’s an interesting lore detail that these pirates would resort to such a small-scale firearm, but early on it can be an excellent spray-and-pray option!
Old Earth Pistol
While exploring Starfield, you can find the Old Earth Pistol, one of the rarest pistols. It’s a classic M1911 handgun chambered in 45 caliber, so it’s got some serious stopping power. The old earth pistol doesn’t fire very fast and has a rare ammunition type. There will be fewer people making the .45 round in the future instead of the much more common .43. However, their sheer value will more than makeup for their shortcomings in combat. While this weapon weighs 1.10 mass, it’s still worth about 6.5k credits, even though it’s one of the heaviest. You can easily collect them along with their rare ammunition type to sell for a quick profit. Make your own version of this old-world classic with four modification slots!
| Weapon Type | Pistol |
|---|---|
| Ammunition Type | .45 Caliber ACP |
| Mass | 1.10 |
| Value | 6525 Credits |
| Modification Slots | 4 |
| Base Damage/ Type | 44 Physical |
| Fire Rate | 67 |
| Magazine | 9 |
| Range | 20 |
| Accuracy | 66.9% |
Old Earth Pistols are especially potent early in the game if you can get your hands on one. Because they deal exceptional damage with a decent amount of bullets in the magazine you have some room for error. Unfortunately, where this weapon truly falls off is in its sheer rarity. By the time you’ve acquired one of these older model pistols, you are more than likely going to have something better on the list to carry you through. That being said if you are looking for some high-damage firepower, most of the old-world firearms will have your back! Just remember that if you can trade it for one of the better variants of pistols on this list, they are one of the most valuable to sell.
Sidestar
In terms of firepower, the second machine pistol on this list is a great mid-way weapon. Aside from the Rattler pistol, the Sidestar is the second firearm to carry .27 caliber ammunition. A curved compact handgun that looks like a Glock, this weapon is perfect for pilots or smugglers. With exceptional accuracy and a rate of fire, it’s perfect for stressful situations. Additionally, the Sidestar is highly modifiable with seven modification slots as standard. The best thing about this weapon is that it uses one of the most underpowered cartridges. It’s barely a step up from the traditional .22 caliber round. You get a deadly and very accurate combination when you place it inside a fully automatic frame.
| Weapon Type | Machine Pistol |
|---|---|
| Ammunition Type | .27 Caliber |
| Mass | 0.65 |
| Value | 825 Credits |
| Modification Slots | 7 |
| Base Damage/ Type | 14 Physical |
| Fire Rate | 40 |
| Magazine | 17 |
| Range | 20 |
| Accuracy | 67.9% |
Given what it is, the Sidestar is not a bad way to go from early to mid-game when you need some extra damage put out. The fact the ammunition is so common and cheap means you should have zero issues keeping this item fed and ready. Additionally, they only weigh a little bit more than the rattler pistols and are worth just as much. This means that no matter what, they’re profitable to some extent. You won’t be buying spaceships by trading in sidestars, but the amount of them around weighted costs means you could stand to easily make a few thousand credits off of them. Another thing worth noting is that the sidestar is a common and extremely popular choice for the U.C.
XM 2311
The XM 2311 is a unique take on the m1911 made nearly four hundred years after the original pattern. Very interestingly, the 2311 takes some inspiration from the earlier designated m1903 pattern pistol from World War One. This breaks through from the grooving on the barrel meant to reduce metal construction, as well as a grained hand grip. This all comes together to create a slightly better combat model fitted for space combat and the modern needs of an intergalactic adventurer. Unfortunately, though this weapon may be a modern design to an old-world idea, the ammunition type remains the same. This means you are going to have to either stock up on a very rare and expensive ammunition type to use or keep it as a wall hanger. Because of this, the XM 2311, is far from ineffective, but ultimately a wallet warrior’s greatest budget gun.
| Weapon Type | Pistol |
|---|---|
| Ammunition Type | .45 Caliber ACP |
| Mass | 1.10 |
| Value | 11275 Credits |
| Modification Slots | 5 |
| Base Damage/ Type | 53 Physical |
| Fire Rate | 67 |
| Magazine | 9 |
| Range | 20 |
| Accuracy | 66.9% |
There’s a clear gas release near the barrel of the XM 2311 pistol, so it looks like it’s made for outer space guns. It’s kinda interesting on a blowback pistol because it implies not only that it was made for deep space combat, but also that it was designed to fire a lot of pressure through it. The lack of heavy gases in zero gravity chambers allows a secondary cooling method. In terms of firepower, the weapon outperforms on and off the planet. This modern take on an old-world classic will keep you going, no matter what!
Regulator
Here’s the regulator, the freestar collective’s standard handgun in .43 ultramag. Due to the bite of this caliber, the Regulator and its counterpart, the Urban Eagle, mean business. A virtual hand cannon with an old-world look, the regulator combines a revolver with a pistol. As with the rattler, this weapon has a revolving cylinder, but it’s more convenient. This weapon was made to be braced and fired like a typical service weapon, with a foregrip and carved pistol grip. Regulators weigh less than a pound, so they can fit any space cowboy aesthetic if you don’t want a revolver’s slow fire rate. Thanks to their easy weight and sheer value, you’ll have an easy time making a profit. The only downside is that .43 ultramag is one of the more expensive ammunition types.
| Weapon Type | Revolver Pistol |
|---|---|
| Ammunition Type | .43 Ultramag |
| Mass | 0.70 |
| Value | 4450 Credits |
| Modification Slots | 7 |
| Base Damage/ Type | 42 Physical |
| Fire Rate | 18 |
| Magazine | 8 |
| Range | 20 |
| Accuracy | 71.3% |
If you have good trigger discipline, the regulator is great for medium-range combatants. The recoil kicks like a mule, so you can’t just pop it off as fast as you can. You can make the most of this hand cannon by taking calculated and measured shots. That’s why it falls off compared to the Urban Eagle, since the regulator is a bit harder to control. This weapon reloads by filling the cylinder rather than ejecting and replacing it. As a result, the Urban Eagle takes a little longer to reload. Regardless, the best place to find these pistols is at the Freestar Collective, where they’re plentiful.
Urban Eagle
United Colonies’ Urban Eagle pistol is a magazine-fed, faster-firing version of the Regulator. Designed for ship-to-ship combat and military service, the Urban Eagle looks like a Glock or USP pistol. Faster fire rates, more general damage, and a smaller magazine size make this weapon more powerful than the Regulator. Starfield‘s Urban Eagle is one of the best weapons because it’s highly modifiable. The fact that this weapon can be sold for almost five thousand credits makes it well worth picking up a few. Unfortunately, this weapon has an excessively expensive ammunition type, which is its only downside. This means you’ll have to keep spending credits on the ammunition that delivers the most bite.
| Weapon Type | Pistol |
|---|---|
| Ammunition Type | .43 Ultramag |
| Mass | 1.75 |
| Value | 4800 Credits |
| Modification Slots | 7 |
| Base Damage/ Type | 47 Physical |
| Fire Rate | 25 |
| Magazine | 7 |
| Range | 20 |
| Accuracy | 67.7% |
When collecting Urban Eagles, you are most likely to find them in U.C. security hands, or sold to vendors within New Atlantis. Having seven modification slots available, you’ll be able to make yourself a custom Urban Eagle very easily so you can make whatever variant you need. Additionally, at a decent price range of about five thousand credits, they’re incredibly worthwhile to collect to make your fortune. Not to mention, like .45 ACP guns, the ammunition itself is perfectly capable of being sold for a tidy profit. Overall, the only thing that makes this weapon drop in performance is that it is not one of the hardest-hitting weapons out there in the pistol category.
Razorback
The Razorback revolver is one of the largest, and most interesting options you can carry on the adventure of Starfield. Being a six-shot heavy revolver, it fires the interesting 7.5mm whitehot ammunition type. This means that every shot fired from this excessively powerful revolver has a chance of catching the opponent on fire. It’s interesting to note that this means this weapon is one of the few basic weapons capable of dealing alternative damage. Aside from its standard affair of physical, it will deal damage over time in the form of burning. It is believed that this effect comes from a white phosphorus reaction inside the cartridge itself. Because of it, this weapon works more like a flaregun that deals massive damage than anything else. That being said, against alien opponents, this weapon is absolutely king.
| Weapon Type | Revolver Pistol |
|---|---|
| Ammunition Type | 7.5MM Whitehot |
| Mass | 2.30 |
| Value | 5300 Credits |
| Modification Slots | 8 |
| Base Damage/ Type | 61 Fire/Physical Damage |
| Fire Rate | 12 |
| Magazine | 6 |
| Range | 40 |
| Accuracy | 67.1% |
When looking at this heavy weapon, it weighs around two and a half pounds and is worth around 5300 credits. Additionally, the weapon is highly modifiable being able to carry up to eight different modifications. When it comes to a hand cannon that’s sure to end your opponents, the Razorback sacrifices ammunition capacity and fire rate for sheer damage and range. As 7.5mm whitehot is one of the rarest ammunition types in the game, these weapons are not only rare but also expensive to keep loaded.
Magshot
Finally, the best basic handgun in the game is the magshot revolving pistol. The Magshot uses Gaussian technology and a modified .43 MI Array cartridge for ship-to-ship combat. Besides dealing the most damage per shot, it’s also got a similar fire rate and accuracy as the Razorback. This rare crimson fleet favorite is a heavy pistol with a value of over ten thousand credits. The magshot has six modification slots, but you can end anything in the game easily with the standard version. With its incredible accuracy and high fire rate, it can easily outperform any other weapon, even if its damage is reduced.
| Weapon Type | Revolver Pistol |
|---|---|
| Ammunition Type | .43 MI Array |
| Mass | 2.00 |
| Value | 11380 Credits |
| Modification Slots | 6 |
| Base Damage/ Type | 64 Physical |
| Fire Rate | 25 |
| Magazine | 6 |
| Range | 20 |
| Accuracy | 62.8% |
When it comes to collecting a magshot, you’ll either need to purchase them from vendors or loot one off of a high-level Crimson Fleet member. Because of this, they are incredibly uncommon, and outright unobtainable to early-level players. As you progress though, this weapon will become more available the further you get through the story. Along with this hard-to-acquire property, the weapons ammunition type is incredibly expensive. Because it’s a modified version of the already expensive ammunition type, you’re going to have to pay quite a lot of credits to stay topped off. With that in mind, however, the .43 MI Array munition type is a lot more common than say 7.5mm whitehot. No matter how available it may be though, you’ll have to sell a lot of things to keep these armed and ready.




















