If you are looking for Weaponry Research Projects, then look no further. Because, here’s everything on all Weaponry Research Projects in Starfield.
In Starfield, one theme emerges again and again: crafting custom weapon mods through research projects is an absolute must. And within the diverse landscapes of Starfield, all eyes turn toward opportunities to augment damage, range, recoil and more through a fusion of research and engineering.
Weaponry research projects provide crafting recipes for weapon mods – parts you attach to weapons to modify their stats. Through research, you can craft barrel, grip, optic, laser, muzzle, magazine, battery, internal, and receiver mods. Each of the mods enhances damage, range, recoil, reload speed, ammo capacity, and more. If you complete all weaponry research projects in Starfield, then you can unlock endless customization potential.
All Weaponry Research Projects in Starfield
Barrel Mods
Research Project | Required Resources | Required Skill | Unlocks |
---|---|---|---|
Barrel Mods 1 | • Sealant x2 • Iron x3 • Nickel x3 | • None | • Barrel Mods |
Barrel Mods 2 | • Tungsten x2 • Nickel x4 • Lubricant x2 | • Weapon Engineering (Rank 1) | • Improved Barrel Mods |
Grip and Stock Mods
Research Project | Required Resources | Required Skill | Unlocks |
---|---|---|---|
Grip and Stock Mods 1 | • Sealant x3 • Nickel x3 • Aluminum x3 | • None | • Grip and Stock Mods |
Grip and Stock Mods 2 | • Polymer x2 • Tungsten x3 • Adhesive x4 | • Weapon Engineering (Rank 1) | • Improved Grip and Stock Mods |
Grip and Stock Mods 3 | • Adhesive x8 • Polymer x4 • Titanium x4 | • Weapon Engineering (Rank 2) | • Superior Grip and Stock Mods |
Optics and Laser Mods
Research Project | Required Resources | Required Skill | Unlocks |
---|---|---|---|
Optics and Laser Mods 1 | • Sealant x3 • Aluminum x3 • Chlorosilanes x2 | • None | • Optic Mods • Laser Mods |
Optics and Laser Mods 2 | • Chlorosilanes x3 • Adhesive x3 • Aluminum x4 • Zero Wire x3 | • Weapon Engineering (Rank 1) | • Improved Optic Mods • Improved Laser Mods |
Optics and Laser Mods 3 | • Vanadium x8 • Iridium x8 • Adhesive x8 • Zero Wire x4 | • Weapon Engineering (Rank 2) | • Superior Optic Mods • Superior Laser Mods |
Muzzle Mods
Research Project | Required Resources | Required Skill | Unlocks |
---|---|---|---|
Muzzle Mods 1 | • Tungsten x10 • Titanium x5 • Sealant x5 | • Weapon Engineering (Rank 1) | • Improved Muzzle Mods |
Muzzle Mods 2 | • Polymer x4 • Tantalum x4 • Zero Wire x3 • Titanium x4 | • Weapon Engineering (Rank 2) | • Superior Muzzle Mods |
Muzzle Mods 3 | • Titanium x8 • Adhesive x8 • Ytterbium x4 • Isotopic Coolant x4 • Polymer x4 | • Weapon Engineering (Rank 3) • Special Projects (Rank 1) | • Experimental Muzzle Mods |
Magazine and Battery Mods
Research Project | Required Resources | Required Skill | Unlocks |
---|---|---|---|
Magazine and Battery Mods 1 | • Adhesive x5 • Lead x8 • Titanium x5 | • Weapon Engineering (Rank 2) | • Superior Magazine Mods • Superior Battery Mods |
Magazine and Battery Mods 2 | • Tau Grade Rheostat x3 • Isocentered Magnet x3 • Adhesive x4 • Uranium x4 • Lead x8 | • Weapon Engineering (Rank 3) | • Cutting-edge Magazine Mods • Cutting-edge Battery Mods |
Magazine and Battery Mods 3 | • Lead x12 • Ytterbium x8 • Adhesive x8 • Toxin x8 • Positron Battery x3 | • Weapon Engineering (Rank 3) • Special Projects (Rank 1) | • Experimental Magazine Mods • Experimental Battery Mods |
Internal Mods
Research Project | Required Resources | Required Skill | Unlocks |
---|---|---|---|
Internal Mods 1 | • Tungsten x10 • Sealant x10 • Iridium x8 • Zero Wire x5 | • Weapon Engineering (Rank 2) | • Superior Internal Mods |
Internal Mods 2 | • Isocentered Magnet x3 • Zero Wire x3 • Titanium x4 • Adhesive x4 • Tantalum x4 | • Weapon Engineering (Rank 3) | • Cutting-edge Internal Mods |
Internal Mods 3 | • Titanium x8 • Europium x8 • Polymer x4 • Ytterbium x4 • Zero Wire x4 • Power Circuit x1 | • Weapon Engineering (Rank 4) | • Master-level Internal Mods |
Receiver Mods
Research Project | Required Resources | Required Skill | Unlocks |
---|---|---|---|
Receiver Mods 1 | • Titanium x30 • Lubricant x10 • Ytterbium x10 • Isotopic Coolant x5 • Microsecond Regulator x3 | • Weapon Engineering (Rank 3) | • Cutting-edge Receiver Mods |
Receiver Mods 2 | • Ytterbium x8 • Polymer x8 • Lubricant x8 • Isotopic Coolant x3 • Microsecond Regulator x2 | • Weapon Engineering (Rank 4) | • Master-level Receiver Mods |
How to Unlock Weaponry Research Projects
Complete prerequisite projects in a tree to unlock succeeding ones. There are seven Weaponry Research Project trees, with the first tier unlocked immediately.
How to Complete Weaponry Research Projects
You can research Weaponry Projects at a Research Lab. These can be found in your ship, outposts, and major settlements like New Atlantis.
Once at the Research Lab, follow these steps:
- Access the Research Lab terminal and select “Weaponry”.
- Choose a research project. Each lists resource and skill requirements.
- Gather the resources and skills needed to complete the project.
- Contribute resources to the project. Assigning crew speeds up research.
- When complete, you can craft weapon mods at a Weapon Workbench.
In this guide, I tried to cover everything related to Weaponry Research Project. Just remember to keep an eye on those requirements. Without those, you can’t do your research.