> For the complete documentation index, see [llms.txt](https://infinity-command.gitbook.io/infinity-command/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://infinity-command.gitbook.io/infinity-command/crew-stations/weapons.md).

# Weapons

<figure><img src="/files/nqLJyGFdTrN3Bm0eZk2j" alt=""><figcaption></figcaption></figure>

The **Weapons** module is pretty self-explanatory.  Objects in range appear on the targeting screen.  The crew member selects the one they want to attack, presses the `Hold to Fire` button, and ***kablamo!***

## Much Ado About Weapons

*Infinity Command* currently supports 3 weapon categories:

1. **Torpedoes** — Slower projectiles that home-in on their target
2. **Blasters** — Multiple short bursts of fast-moving energy
3. **Beams** — Lasers / phasers

All these categories have the same net effect—dealing damage to a target.  They only differ in visual appearance.

From these 3 categories, [all sorts of weapons have been created](/infinity-command/content/weapons.md), which range through whatever colors you want.  You can find their definitions in the [Content Pack](/infinity-command/getting-started/content-pack.md) and you can see them all in action in the Demo script.

## How This Relates to the Weapons Module

**Weapons** are assigned to **Launchers**, which are assigned to the **Weapons Module** in crew stations.

For example, the Weapons module on the Pilot's station could use a launcher that has Cascade Warheads, whereas the Weapons module on the Tactical station could use a launcher that has Plasma Blasters.  It's also possible for more than one Crew Station to operate the same launcher.

All these assignments are configurable in the Ship's config file.

## Who Gets to Shoot?

Like all Modules, the Weapons module can be assigned to any / all crew stations.

In the built-in example ship, ***all*** crew stations have access to the Weapons module. Why?  It gives all crew members something to do during peacetime as well as a meaningful way to contribute during combat.  It keeps players engaged at all times throughout the mission.

That said, weapon assignments are 100% configurable, so feel free to adjust it as desired in your own ship.


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