Gun Kata - A Pistol Certification Rework
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🔍 Analysis
- ✅ Updated 40 days after the latest game patch — actively maintained
- 🏆 #336 of 468 Gameplay mods in this game by downloads
📋 About This Mod
Rework of the pistol perk into a play style that involves CQC and hitting specific limbs for effects and buffs.
Main features
Pistol combat has been changed to involve hitting enemies' specific limbs to enable CC effects or buffs to the player. The intention is to make pistol combat fast paced and skillful by utilizing proper aiming, limb targeting, weapon bashing, and combat sliding.
Perk ranks are as follows:
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[]Rank 1 - Pistols are 30% more accurate. Combat Sliding with a Pistol equipped now knocks over enemies. Double torso shots to an enemy within 10m increases Pistol damage by 15% for 15 seconds. Current and future perk effects do not apply to automatic pistols.[/]
[]Rank 2 - Pistol weapon bashes now slow enemies by 20% for 3 seconds. Double Leg shots slow enemies by 60% for 4 seconds, and can stagger them.[/]
[]Rank 3 - Weapon bashes have a 35% chance to stun. Double Leg shots now also increase your movespeed by 15% for 15 seconds.[/]
[]Rank 4 - Pistol kills increase damage by 10% and reload speed by 25% for 15 seconds. Double Torso shots increase headshot damage by 25% for 15 seconds.[/]
Notes
While the damage may be a bit harder to achieve compared to base game, the CC options provided more than make up for the loss of damage. Especially in close quarters.
This mod does favor faster fire rate pistols, or even pistols that have multiple bullets in one shot (like the magshot). I intend to make a mod that deals specifically with slower fire rate weapons at some point.
Headshot damage is applied after the first shot to head when you have the rank 4 headshot buff. I think this happens because the game needs to check if the hit isn't the torso with the first shot, and then when that happens the damage buff can then apply on the next headshot. You'll have the buff, but not the damage until that happens.
Combat Slide knockdown costs a flat 20 oxygen. The targeting can be a bit tough to get used to, but generally as long as you're facing in the direction of an enemy, the spell (which is casted the moment you slide) will hit them.
There is decently sized aoe that is projected from the spell to ensure some consistency as well as look like you're sliding into people - the spell isn't tied to the animation itself. However, you can't continuously knockdown a target that's already knocked down or is getting back up from being knocked down. That is a vanilla restriction (I'm guessing tied to animations) and I'm not sure how to change that.
Requirements
Only the base game
📊 Mod Details
- Game
- Starfield Mods
- Author
- LiaIsShy
- Version
- 1
- Downloads
- 426
- Endorsements
- 9
- Category
- Gameplay
- Created
- 7/21/2026
- Updated
- 7/21/2026
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