Quasimorph Ammo Types Guide
Calibers, damage typing, batteries, and craft-versus-loot decisions after 1.0
In Quasimorph, ammunition decides damage type as often as the gun frame does. Magnum Scriptum’s turn-based extraction loop punishes clones who bring a perfect rifle with the wrong stack: soft rounds bounce off corporate vests, energy cells cook organics while robots shrug, and empty magazines turn a five-skull briefing into a sprint to extract. Version 1.0 (Steam, July 31, 2026) deepened calibers, battery rules, composite damage, and craft chains — this page explains how to read ammo tooltips, match stacks to examine data, and budget weight before undock.
Pair with Weapons, Armor and Resistances, Crafting and Consumables, and the Loadout Planner. Watch the embedded loadout walkthrough, then rebuild your Magnum ammo drawers.
Read the tooltip, not the gun name
Every magazine, shell box, cell, and battery stack shows:
- Caliber / family — must match the weapon. A 9mm SMG will not eat assault rifle AP.
- Damage type contribution — pierce, cut, blunt, fire, cold, poison, shock, plasma, or composite profiles.
- Special traits — armor piercing, hollow point, explosive, incendiary, or weapon-owned damage overrides.
- Weight and count — stacks compete with meds and mission items in the backpack.
Some energy and quasimorphic weapons ignore loaded ammo typing and apply the weapon’s own profile. Hover the ammo icon during mission to confirm what is actually dealing damage. Patch notes for 1.0 also state that loaded batteries modify weapon stats while damage type still comes from the weapon itself — treat batteries as stat modules, not free type swaps.
Soft targets versus armored PMC kits
Use examine from Combat Stances habits before you empty a mag:
| Threat profile | Prefer | Avoid wasting |
|---|---|---|
| Unarmored cultists, soft Quasimorph tissue | Hollow point / soft kinetic / cut pellets | Rare AP reserved for later floors |
| Corporate vests, mid-tier PMC | Armor-piercing pierce stacks | Soft 9mm into plate |
| Robots / cybernetic chassis | Cut shotguns, blades, cut-typed shells | Fire and pure pierce hope |
| Quasimorphic cold / poison threats | Typed specials that match examine | Dumping unrelated composites |
Community guidance after 1.0: flamethrowers and energy rifles cook organics poorly against cyborgs; shotgun buckshot and cut melee solve robots. Keep two typed stacks when the board shows mixed faction tech.
Caliber discipline on the Magnum
Before launch:
- Load the weapon in the armory so the UI shows compatible ammo.
- Place one primary stack sized for the floor count plus a panic reserve.
- Place a secondary typed stack for the armor you expect after examine fails.
- Leave a slot for the mission item — ammo greed kills extracts as often as empty mags.
After extract, unload partial magazines in safe Magnum tabs so stacks consolidate. Loot Priority ranks ammo components above duplicate fashion guns when Supply crafting is hungry.
Crafting and farming ammo
Early game: loot and strip stations. Midgame: craft on Magnum benches once recipes unlock.
- Gather scrap metal, chemicals, and electronics on successful extracts.
- Disassemble junk guns for components instead of hauling weight you will never fire.
- Buy or find blueprints for AP and specialty rounds from high-tech corporate contracts.
- Use Stock Exchange and Trade Shuttle when station demand pays more for surplus soft ammo than crafting time is worth.
Patch 1.0.1 clarified which goods a station accepts on the trading screen — check demand before dumping specialty AP for pennies.
Batteries, composites, and 1.0 changes
- Batteries — change energy weapon performance when loaded; confirm the live tooltip after Hotfix trait/component fixes in Post-1.0 Hotfixes.
- Composite damage — two launch composites punish single-type kits; see Weapons for how composites read on examine.
- Thrown weapons — knives, nails, and bottles are not ammo, but they compete for the same backpack slots. Budget them in Throwables separately from grenade belts.
Mission budgeting rules
- Short Absentia Mars runs: one loaded primary + small backup + meds.
- Multi-floor horror or story endurance (Unchained Belt, RealWare): primary + typed backup + reduction items + meds, then cut fashion loot.
- Defence / Control meter-locks: ammo for wave volume beats exotic specialty rounds.
- Espionage: quieter calibers and lighter stacks; leave room for data items.
If Calories or weight collapse mid-route, drop soft surplus before specialty AP — you can loot soft rounds more often than craft rare piercers.
Common ammo mistakes
- Bringing three calibers for one gun because “more is safer.”
- Spending AP swapping ammo mid-peek when you should have pre-loaded the expected type.
- Ignoring battery charge until the energy rifle ticks for zero.
- Extracting every loose shell while leaving Class Chips on the floor.
- Assuming skull count equals ammo type — Power Concentration and faction tech matter more per Choosing Contracts.
Related pages
- Items Hub — weapons, armor, crafting, throwables, augs.
- Midgame Combat — resistance kiting with correct stacks.
- Environmental Hazards — when fire and gas replace bullets.
- Getting Started — first Mars ammo habits.
Ammo is a routing decision, not a shopping list. Match caliber, read damage type, craft the rare stacks, and extract before the backpack becomes a museum of wrong magazines.
Frequently Asked Questions
Quick answers to the most common questions.
Does Quasimorph ammo type change damage?
Yes. Many weapons inherit damage behavior from the loaded ammunition. Always read the stack tooltip and examine enemies before committing a full magazine.
When should I use armor-piercing ammo?
Save AP stacks for corporate vests and mid-tier PMC armor. Soft or hollow-point rounds are usually better against unarmored cultists and soft tissue.
Do batteries change energy weapon damage type?
Loaded batteries modify weapon stats, but damage type still comes from the weapon itself in 1.0. Confirm the live tooltip during the mission.
Should I craft or loot ammo early?
Loot and strip early. Craft specialty AP and high-tier cells once Magnum benches and blueprints support the calibers you actually fire.
How many ammo types should I carry?
Usually one primary stack matching your main gun and one typed backup for the armor you expect. Extra calibers for unused guns only waste weight.
Where do ammo blueprints come from?
High-tech corporate contracts, station loot, and faction traders. Use Stock Exchange demand views after Patch 1.0.1 to avoid selling specialty stacks for nothing.