Missions

Quasimorph Mission Preparation

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

Mission preparation is where Quasimorph gives you the cheapest opportunity to prevent a bad run. Once the crew is inside, ammunition, wounds, weight, and enemy placement make every correction expensive. Use the panel in a fixed order: objective, danger, crew, equipment, recovery, and exit. This reduces the temptation to copy a loadout from a different patch or bring every item you own.

Check
Read
Decision
Do not assume
Objective
What must leave the map?
Choose the carrier and route
Optional loot is required
Difficulty
Current tooltip and comparison
Take, reroll, or delay
Old skull values still match
Recovery
Treatment, repair, and exit
Pack one backup answer
A perfect run is required

Start with the contract

Read the mission name and objective aloud. If the job requires a retrieval, decide which operative is allowed to spend movement on the item. If it requires clearing a location, decide where the crew will stop; killing every hostile is not always the same as completing the contract. If the mission involves a faction conflict, check which side the preparation screen identifies and whether the reward justifies the risk to reputation or equipment.

Then inspect the floor count and the current difficulty explanation. The 1.0.1 patch improved both mission tooltips and the difficulty selection screen, so the live panel takes priority over an older guide. Compare the selected job with a completed contract from the same region or threat family. A new player should prefer a mission that leaves room to learn the controls instead of choosing the largest reward visible.

Assign roles before items

Choose the lead operative first. The lead needs a weapon that can answer the likely first contact and enough durability to remain useful on the return. Choose the carrier second, even when the game does not label one explicitly. The carrier must have movement, free space, and a survival route. Choose support or utility third. This could be medical treatment, a control tool, a key, a hacking answer, or a second damage type.

Do not give every role to one character. A single operative carrying the objective, all ammunition, and the only treatment item turns a small wound into a run-ending failure. Spread essential functions so a replacement can finish the job. If you are testing a pact or implant, put it on the operative whose role can still function when the downside appears.

Pack a failure plan

For every main item, identify a failure mode. A firearm can run out of ammunition or lose condition. A melee plan can fail when an enemy controls distance. A heavy load can slow the carrier. A medical tool can be spent early. Pack a backup that addresses the most likely failure, not a second copy of every item. A repair resource may be more valuable than a high-damage item that cannot survive the contract.

Use the inventory screen to check weight, slots, ammunition, and condition. The exact values are version-sensitive, so the game display is authoritative. Leave space for the objective and useful recovery items. If the contract is exploratory, choose a shorter route and return when the ship has a stable reserve. The objective of preparation is not to fill the inventory; it is to make the first unexpected event survivable.

Confirm the return route

Before starting, locate the likely extraction path and identify where the crew can regroup. You do not need to know the entire map, but you should know what happens if the carrier takes a wound on the first floor. If no one can protect the exit route, the loadout is not ready. If the chosen mission makes evacuation unclear, treat the first attempt as reconnaissance and bring less valuable equipment.

During the mission, reassess at every transition. A green plan can become yellow after a broken weapon, a new wound, or a hostile faction. Mark the objective as secure only when it is physically in the carrier’s control and the exit is still possible. Do not let a nearly completed run justify a reckless optional room.

The ten-second final check

Objective, difficulty, lead, carrier, support, ammunition, treatment, repair answer, free inventory, exit route. If one item is unknown, write down the unknown rather than pretending it is safe. After the run, compare the actual failure with the preparation assumption and adjust one thing. That habit builds a roster faster than blindly escalating difficulty.

For deeper combat decisions, open Combat Basics. For inventory tradeoffs, read Weapons and Ammo. For release-branch warnings, use Save Compatibility, because a preparation guide written for an earlier branch may be useful for ideas but not for current save behavior.

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.

Equipment

Quasimorph Weapons and Ammo

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

Progression

Quasimorph Ship Upgrades

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