Equipment

Quasimorph Weapons and Ammo

Choose a Quasimorph weapon and ammunition plan that survives range changes, reload turns, condition loss, and extraction pressure.

A weapon is a promise about how the crew will solve the next room. In Quasimorph that promise includes ammunition, action points, range, durability, target resistances, and the possibility that the weapon fails before extraction. Choose from the current item panel and mission context. A community ranking can suggest a test, but it cannot remove the cost of carrying, feeding, repairing, and replacing the item.

Weapon question
Why it matters
Check before leaving
Fallback
What does it hit?
Range and damage shape the room
Target and ammunition
Second damage answer
How long does it last?
Condition changes extraction
Durability and repair
Repairable sidearm
What costs a turn?
Reloads can expose the crew
Magazine and action rhythm
Distance or cover

Pick the primary role

Give the primary weapon a job that can be recognized during a mission. It may open a room from range, finish a damaged target, control a corridor, or protect the carrier. If you cannot name the job, the weapon is probably occupying space because it looks powerful. Compare the weapon’s practical damage with the mission’s likely enemy and distance, then decide which operative can use it without breaking the formation.

Use the first contract with a new weapon as a measurement run. Notice how many shots are required, whether the crew can reload safely, which enemies resist it, and how much condition is lost. Record the result rather than copying the displayed damage into a permanent tier list. Updates can change values, item types, and interface hints.

Ammunition is part of the weapon

Count ammunition for the contract, not just the first room. A magazine that feels generous in a short encounter can be insufficient after two floors, a missed objective, or a fight that cannot be avoided. Carry enough to finish the objective and one emergency, but keep weight and empty slots for treatment and recovery. If the weapon depends on an ammunition type that cannot be replaced on the route, bring a secondary answer.

Reload before opening a new room whenever the route permits. If a reload is forced in contact, move behind cover or create distance first. A lower-damage attack that keeps the weapon ready may be safer than ending a turn with an empty magazine. The right ammunition plan also includes what to do when the primary runs dry: a second firearm, a melee option, a thrown weapon, or an evacuation decision.

Durability and repair timing

Inspect condition at departure, after a heavy fight, and before a floor transition. Condition loss is not only an end-of-run problem. A failing weapon can change the number of turns needed to clear a room, causing extra wounds and using more treatment. Repair a central weapon when the cost is justified by the next contract; do not waste scarce material on an item that is a test or a duplicate.

If two consecutive runs end with the same broken weapon, change the route or the backup plan before assuming you need a stronger item. Bring a repair component, use a less fragile primary, or leave earlier. The 1.0 notes distinguish thrown weapons from grenades and note that thrown items can break, so treat every item type according to the current rules rather than an inherited category.

Match damage to the room

Read enemy armor, resistances, and status information when the game exposes it. A weapon with a large headline number may underperform against a specific target. Fire, gas, liquid, and other environmental interactions also change the safe distance and the value of a corridor. Never throw a status effect into the crew’s retreat line without considering what happens on the next turn.

Use a mixed loadout when the mission is unknown, but do not make every operative carry every answer. One reliable primary, one practical backup, and a utility tool are easier to manage than three incompatible specialties. Keep the carrier’s route open and ensure the operative with the only effective weapon is not also the only person who can pick up the objective.

Avoid static tier-list thinking

The best weapon depends on the current version, mission, faction, crew, ammunition stock, and player comfort. 1.0 added or changed several item and combat systems, while 1.0.1 continued quality-of-life and balance work. Use rankings as a shortlist, then test the item in the branch you actually play. A modest tool that you can repair and carry home may outperform a rare tool that creates an impossible return.

For a complete loadout decision, return to Equipment and then read Mission Preparation. If the issue is not firepower but action economy or positioning, Combat Basics is the better next page.

Continue with another focused Quasimorph guide.

Combat

Quasimorph Combat Basics

A practical first-run sequence for reading action points, controlling rooms, protecting a crew, and recovering from combat mistakes in Quasimorph.

Missions

Quasimorph Mission Preparation

Use a repeatable Quasimorph pre-mission checklist to match crew, equipment, treatment, and extraction plans to the contract.

Progression

Quasimorph Ship Upgrades

Choose a practical Quasimorph ship and technology upgrade by linking its cost to contracts, recovery, production, information, and crew needs.