Jump Space Weapons Guide: Blueprints, Mods, and Upgrades
Master all jump space weapons with our guide on blueprints, modules, and upgrading firearms. Get the latest tips to dominate every sector in Jump Space today!
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The recent massive overhaul in Jump Space has completely redefined how players engage with the galaxy’s most dangerous threats. Understanding the intricacies of jump space weapons is no longer just a luxury for veteran pilots; it is a fundamental requirement for survival in the deep reaches of space. Whether you are boarding a hostile Corvette or defending your ship from a swarm of spider drones, the effectiveness of your jump space weapons will determine whether you return to the hangar with loot or lose your inventory to the void.
This comprehensive guide breaks down the new loot system, the shift away from the old "Mark" system, and how you can utilize the Assembler to ensure you never lose your favorite gear again. We will dive deep into stats, rarity tiers, and the strategic application of modules to help you build the ultimate arsenal.
The Evolution of the Jump Space Weapons System
In previous versions of the game, players were limited by a rigid progression system. The latest updates have scrapped the traditional "Mark" system in favor of a more dynamic, randomized loot mechanic. Now, every weapon you find in the wild is unique. From randomized colors and scopes to the critical introduction of modules, the variety of gear available is staggering.
According to developer updates, the goal was to give players a way to save their favorite gear permanently while still encouraging exploration. The primary way this is achieved is through the scanning and blueprint system. Unlike expendable items, primary firearms and melee tools can now be "memorized" by your character, allowing you to reprint them even after a disastrous mission failure.
Core System Changes
The Mark system has been replaced by a rarity and module-based system. Weapons are now categorized into Primary Firearms, Melee Weapons, and Expendable Heavy Weapons. Only Primary and Melee weapons can be scanned into blueprints at the Assembler.
Primary Firearms: Stats and Performance
Primary firearms are the backbone of your on-foot combat capabilities. These weapons use standard ammunition that can be refilled at ammo stations or via deployable ammo boxes. Each firearm has specific traits that make it suitable for different combat scenarios, from the rapid-fire Stinger MP-75 to the high-impact SR.99 Javelin.
Firearm Statistical Comparison (Level 1 Stats)
The following data represents the base performance of common firearms found in the current build. Note that these values increase as you upgrade the weapon's level at the Assembler.
Weapon Name
Type
Base Damage
Fire Rate
DPS
Mag Size
Reload (s)
VSR Halberd
Burst Rifle
10.5
4.5
47.7
26
2.4
CX-305 Sideclip
SMG
7.5
14.3
107.1
28
1.7
MAW-23
Shotgun
5.5 (x14)
1.4
7.9*
5
1.8
SR.99 Javelin
Marksman
46.0
1.1
51.1
5
2.6
Ironbelt LMG
LMG
8.5
9.1
77.3
45
3.3
Bulldog-SA7
Assault Rifle
17.5
6.5
112.9
14
2.1
Stinger MP-75
SMG
7.0
20.0
140.0
28
2.2
*Note: For shotguns, the in-game DPS does not always account for the number of pellets (BPS). Multiply the base DPS by the BPS (14 for the MAW-23) for a true combat metric.
Choosing the Right Firearm
When selecting your primary jump space weapons, consider the engagement distance. The VSR Halberd is excellent for mid-range stability, while the Stinger MP-75 offers the highest raw DPS for close-quarters boarding actions. Community reports suggest that the Bulldog-SA7 is a favorite for players who prefer high per-shot damage, making it effective against armored targets.
The Assembler: Scanning and Blueprints
One of the most significant quality-of-life improvements is the Assembler. In the past, players often complained about losing rare drops due to ship destruction. Now, you can scan weapons to save them as permanent blueprints.
How to Save Your Gear
Locate Loot: Find a weapon during a mission or in a loot crate.
Scan: Use your multi-tool or the interaction prompt to scan the item. This adds it to your blueprint library.
Loot History: If you forget to scan an item during the heat of battle, you can access the "Loot History" in the Assembler after the mission. This lists all items found by you or your teammates during that specific run.
Assemble: Spend credits and ingots to "print" a fresh copy of the weapon whenever needed.
Sharing is Caring
While you cannot give a permanent blueprint to a friend, you can assemble a copy of a weapon for them. That copy will last as long as they remain in your current lobby. This is a great way to let newer players try out high-tier gear.
Weapon Rarity and Upgrade Tiers
Rarity in Jump Space determines more than just the color of the item; it dictates the ceiling of the weapon's potential. Higher rarity items have more module slots and higher maximum levels. To upgrade these weapons, you will need to collect various types of ingots found as mission rewards or loot.
Rarity and Level Scaling
Rarity Tier
Max Level
Module Slots (Avg)
Upgrade Requirement
Standard
5
1
Basic Ingots
Refined
7
2
Basic/Pure Ingots
Advanced
10
3
Pure Ingots
Superior
12
4+
Rare/Special Ingots
Upgrading a weapon increases its base stats (Damage, Fire Rate, etc.) and provides "Upgrade Points." These points are then used to enhance the specific modules attached to that weapon.
Modules: The Key to Combat Efficiency
Modules are randomized perks that provide unique modifiers to your jump space weapons. Unlike ship components, modules are fixed to the specific weapon instance you found. You cannot swap a "Fire Damage" module from a shotgun to a sniper rifle. What you see is what you get, which makes finding a "God Roll" extremely exciting.
Common and Rare Module Effects
Damage Over Time (DoT): Applies viruses or elemental damage (like fire) to enemies.
Crippling EMPs: Disables enemy shields or robotic units temporarily.
Magazine Extensions: Increases the total rounds before a reload is required.
Melee Synergies: "Bulldog" style modules where firearm kills buff your next melee strike.
Players should prioritize modules that complement the weapon's natural strengths. For example, a high-fire-rate SMG benefits immensely from a "Chance to Proc EMP" module, as the sheer volume of bullets ensures the effect triggers frequently.
Melee Weapons: More Than a Backup
Melee combat has seen a resurgence with the introduction of parrying mechanics. All melee weapons can now parry incoming gunfire if timed correctly with the secondary fire button. This makes them viable even in high-intensity firefights.
Melee Weapon Comparison
Name
Weight Class
Damage
DPS
Special Trait
Crowbar
Light
45.0
120.0
Fast swing speed, low stamina cost.
Heat Blade
Medium
60.0
129.7
Balanced speed and high damage.
Wrench
Heavy
50.0
111.1
High stagger potential on enemies.
Melee weapons also follow the rarity and blueprint system. A "Superior" Heat Blade with high-tier modules can often outperform firearms in tight corridors, especially when dealing with swarms of smaller drones.
Expendable and Heavy Weapons
Not all jump space weapons are permanent. Heavy ordnance and throwables are considered "Expendables." These items provide massive utility or burst damage but cannot be refilled, scanned, or upgraded. Once the ammo is gone, the weapon is discarded.
Expendable Weapons Data
Weapon Name
Role
Ammo Count
Estimated Damage
Rocket Launcher
Anti-Ship/Boss
3
~600
Railgun
Long-range Anti-Ship
4
~800
Handheld Minigun
Anti-Infantry
400
~15 per shot
Frag Grenade
AoE Explosive
1
~340
Sticky Grenade
Targeted Explosive
1
~340
Inventory Management
Expendables take up valuable inventory slots. Always ensure at least one crew member is carrying a Railgun or Rocket Launcher for emergency ship defense, but don't fill your whole inventory with them, or you won't have room for loot!
Tactical Insights: Optimizing Your Loadout
Based on "player experience" shared in the Jump Space Steam Community, the most successful squads diversify their weapon types. Having four players all using SMGs might result in high DPS, but you will struggle against long-range snipers or heavily armored gunships.
Recommended Squad Loadout
The Pointman: Equipped with a Stinger MP-75 and a Heat Blade. Focuses on boarding and close-quarters clearing.
The Marksman: Uses the SR.99 Javelin. Stays near the ship or at the back of the room to pick off high-threat targets like snipers.
The Support: Carries the Ironbelt LMG for suppressive fire and keeps a Med EM-8 deployable ready for the team.
The Heavy: Always keeps a Railgun (Expendable) in the third slot to deal with enemy fighters that get too close to the hull.
Advanced Crafting: Using Ingots and Credits
Crafting in the Assembler requires a balance of resources. Credits are earned by completing missions and selling unwanted salvage, while ingots are found in the field.
Community Tip: If you find a weapon with perfect modules but low rarity, it might be better to keep searching for a higher rarity version rather than dumping all your ingots into a "Standard" tier weapon. The level cap on Standard items (Level 5) significantly limits their late-game viability compared to Superior items (Level 12).
FAQ: Jump Space Weapons
How do I get more blueprints for jump space weapons?
You must find the weapon during a mission and scan it with your multi-tool. Alternatively, check the "Loot History" at the Assembler after a mission to retroactively scan any items your team picked up.
Can I change the modules on my gun?
No, modules are randomized when the weapon is generated in the world. You cannot swap modules between different jump space weapons. If you want different modules, you must find a new instance of that weapon in the wild.
What happens to my weapons if I die?
If you fail a mission, you lose the items currently in your inventory. However, if you have previously scanned those weapons and saved their blueprints at the Assembler, you can simply spend credits and ingots to craft them again.
Are there any weapons that cannot be upgraded?
Yes. Expendable weapons like the Rocket Launcher, Railgun, and Minigun cannot be scanned or upgraded. Similarly, grenades and deployable items like the Shield or Med Stim are single-use or limited-use and do not feature an upgrade path.
By mastering the new blueprint and module systems, you can turn the tide of any engagement. Keep exploring, keep scanning, and ensure your jump space weapons are always at their maximum potential before jumping into the next sector. Fly safe, jumpers!