Jump Space Weapons Guide: All Ship and On-Foot Weapons

Jump Space Weapons Guide: All Ship and On-Foot Weapons
Jump Space

Weapons in Jump Space cover both ship combat and on-foot firefights. Managing guns, ammo, and resources is the heart of the game. This guide explains every confirmed weapon type so far, how they work, and how to keep them running during long missions. We’ll flesh it out as we play the game a bit more, too.

Ship Weapons

Your ship is your main weapon platform. Each ship has different loadouts and strengths.

Catamaran Weapons

The Catamaran is the starter ship. It mounts heavy weapons and supports turrets for your crew to man. Railguns are especially effective here, and artifacts can push them to extreme damage levels. The Catamaran trades speed for firepower and durability, making it the best choice for full crews.

Dart Weapons

The Dart carries less shield power but mounts two pilot cannons instead of one. This gives it faster direct firepower at the cost of survivability. It is designed for small crews or solo play, relying on mobility rather than tanking hits.

Turrets and Systems

Crew members can jump into turrets to fire at incoming enemies. These require ammo, which must be crafted mid-battle. Shields and reactor power management also feed into weapons, forcing your crew to balance energy between offense and defense.

On-Foot Weapons

When you leave the ship, Jump Space plays like a first-person shooter. Weapons are straightforward but effective.

Shotguns

Close-range, high damage, useful for spider-bots or tight hallways.

Rifles

Balanced weapons for most situations. Reliable when moving between objectives.

Machine Guns

Higher fire rate, better for holding defensive positions or fighting groups.

Other Tools

You also have grapples and jet boosters to reposition. These movement tools make even basic weapons more useful by letting you flank or escape quickly.

Weapon Crafting and Ammo

Weapons are only as strong as the ammo you can feed them. In long fights, crew members must build ammo as fast as others fire it. Scrap and materia from missions can be used to keep turrets stocked. Running dry mid-fight often means failure.

Artifact Synergy with Weapons

Some artifacts directly boost weapon performance. For example, one artifact increases first-hit damage massively, making railguns devastating. Others reflect shield damage back at attackers, adding a passive weapon effect. Combining the right artifact with the right weapon can change the flow of a mission.

Final Blurb

Weapons in Jump Space split between ship combat and FPS firefights. The Catamaran emphasizes heavy railguns and turrets, while the Dart uses speed and dual pilot cannons. On-foot, you get rifles, shotguns, and machine guns backed by grapples and boosters. Ammo and resource crafting tie it all together, making teamwork and planning essential.

FAQ

What weapons can you use in Jump Space?

Confirmed weapons include railguns, ship cannons, turrets, rifles, shotguns, and machine guns.

Do weapons need ammo in Jump Space?

Yes. Crew members must craft and supply ammo during missions to keep weapons firing.

Which ship has the best weapons?

The Catamaran has heavier firepower and turret support, while the Dart trades durability for speed and dual pilot cannons.

Can artifacts improve weapons?

Yes. Some artifacts boost weapon damage, reflect shield hits back, or add other combat perks during a run.


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Jump Space All Ships Guide & List (Early Access)