> For the complete documentation index, see [llms.txt](https://alternates-whitepaper.gitbook.io/alternates-overview/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://alternates-whitepaper.gitbook.io/alternates-overview/learn-alternates/game/weapons-system.md).

# Weapons system

## **Overview**:&#x20;

* The *Alternates* weapons system is built around a customizable loadout feature that gives players control over their arsenal. Each player can select a **primary weapon**, **secondary weapon** (pistols and melees), along with a **lethal grenade** (Frag, Semtex) or a **tactical grenade** (Flashbang, Smoke). The variety and flexibility of weapon choices allow for a highly personalized combat experience.
* **Weapon Customization**: Players can modify their weapons through a range of attachments. Each attachment impacts key weapon statistics, such as:
  * **Damage**: How much health a weapon removes per shot.
  * **Range**: The distance over which a weapon remains effective.
  * **Accuracy**: The precision of shots, especially at longer distances.
  * **Rate of Fire**: How quickly the weapon fires.
  * **Mobility**: How fast a player can move while using the weapon.
* **Weapon Categories**:
  * **Assault Rifles**: Versatile, mid-range weapons offering a balance of firepower and mobility.
  * **Submachine Guns**: High rate of fire and mobility, effective in close quarters.
  * **Light Machine Guns**: Heavy firepower and large magazines, ideal for suppressing enemies.
  * **Sniper Rifles**: Long-range, high-damage weapons for precision shooting.
  * **Shotguns**: Close-range, high-damage weapons for devastating power in tight spaces.
  * **Melees**: Handheld weapons for close-quarters combat (non-customizable).
  * **Marksman Rifles**: Semi-automatic or burst rifles offering high damage at long range.
* **Customizable Parts**: Players can fine-tune their weapons by adjusting parts of the wepaon, you are able to add up to 4 attachments per weapon and with a perk, 5. These are the following parts which are customizable:
  * **Muzzle**
  * **Underbarrel**
  * **Optic**
  * **Laser**
  * **Magazine**
  * **Rear Grip**
  * **Stock**

This flexibility allows players to modify their weapons to suit their playstyle, from increased range for long-distance engagements to faster mobility for close-quarters combat.

* **Visual Representation**: The weapon customization system will be visually showcased, demonstrating the different attachments and how they affect weapon stats and performance.
