> For the complete documentation index, see [llms.txt](https://whitepaper.spacecatch.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://whitepaper.spacecatch.io/spacecatch-general/spacecatch-ar-game/the-game/weapons-and-potions/projectile-weapons.md).

# Projectile weapons

<div><figure><img src="/files/EjKLfhqfUHqxae9t7ymB" alt=""><figcaption></figcaption></figure> <figure><img src="/files/fBeR9Nhg9cQZi3PeS9w6" alt=""><figcaption></figcaption></figure> <figure><img src="/files/d39WSX9ldtzvxs1hmrrX" alt=""><figcaption></figcaption></figure></div>

<figure><img src="/files/Rtfcf4XvkTxrMLwSljiV" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/hi5mMKjqTKTjBja4Ifec" alt=""><figcaption></figcaption></figure>

* When a player gains a projectile weapon, that weapon has one full magazine. The magazine has got X bullets depending on the type of weapon. If a player shoots out all bullets and wants to reload, he must go to the crafting, click on the weapon, and add a box of the bullets (containing 10 bullets).
* If a player does this for the first time on the weapon, the weapon needs a second magazine too. This is the way a **player can insert as many bullets as he wants to.** (This mean that a player can load just one for each weapon if he has enough bullets)
* After refilling all bullet bars Reloading move is just an animation and waiting time without any condition. If a player doesn't add bullets before the battle, he cannot add them meanwhile the battle - needs to be displayed how much is gun loaded
* Damage = energetical or physical - each weapon has only one
* type = at least one max two (10 total)
* DpS = damage per second
* DpH = damage per hit
* Active time = how long weapon is delivering damage
* reload = how long it takes till the weapon can be active
* amortization = durability - max number of the used charged point
* effect = punishment
* In-game description cannot be longer then 100 characters
