Quasimorph Throwables Guide
Thrown weapons, gas grenades, and deployable covers after the 1.0 combat split
Version 1.0 of Quasimorph (Steam, July 31, 2026) reworked how disposable combat tools behave. Throwables are no longer lumped with explosive grenades. Knives, saws, nails, bottles, and similar projectiles occupy their own category with melee bonuses, operator damage contribution, break-on-use durability, and weight costs that compete with ammo in your backpack. Magnum Scriptum also added four gas grenades, two deployable covers, and clearer action point rules for when throwing beats shooting. This guide explains the split, when to throw versus shoot, and how throwables fit Classes builds without duplicating the full Weapons gun catalog.
Pair with Quasimorph Midgame Combat Guide, Room Clearing Tactics, and Crafting and Consumables for med and ammo budgeting on throwable-heavy kits.
Throwables versus grenades in 1.0
Before 1.0, many players treated every Shift-throw item like a consumable explosive. Launch separates categories:
| Category | Examples | Behavior |
|---|---|---|
| Thrown weapons | Knives, saws, nails, bottles | Melee bonuses, operator stat contribution, can break after throw |
| Grenades | Explosive, gas, specialty launch types | Consumable area effects; gas interacts with environment |
| Deployable covers | Two placeable shields | Deploy on tile for temporary peek geometry; not thrown damage |
Thrown weapons are improvised extensions of melee, not unlimited grenade spares. Grenades remain area denial and finishers. Mixing the categories in your head wastes AP and weight.
Full launch context: Patch 1.0 Release Notes.
How to throw: Shift, AP, and weight
Throwing uses the same modifier as before: hold Shift while clicking to attack with a throwable readied or equipped. Documented in Keyboard Controls and awkward on Steam Deck without chord layouts.
Action points: Throws consume attack actions like shots or melee swings. Budget throws in doorway kiting — do not open on last AP, throw, and end turn frozen in a choke point per Room Clearing Tactics.
Weight: Throwables stack in inventory like weapons. Overweight kits reduce dodge and burn calories — the same encumbrance rules that kill Tunnel Rats looters mid-extract. Weigh throwable slots in Loadout Planner against a cut sidearm you might keep instead.
Range and line of sight: Throws finish wounded targets behind low cover or through windows when rifles would waste AP repositioning. They fail when distance, stance accuracy penalties, or Sprint movement block reliable arcs.
Operator damage on thrown weapons
Version 1.0 adds visible operator damage contribution to throwing weapons. Clone melee stats and operator traits modify thrown damage separately from base item values — similar to how melee previews already showed clone contribution, now extended to knives and bottles.
Practical rules:
- Check your Operators panel before assuming a community screenshot damage matches your clone.
- Melee-focused builds — Eclipse Blades and operators with strike bonuses — get more value from thrown weapons than pure gun specialists.
- Operator damage does not turn a bottle into a grenade; armor profiles still matter. Examine targets per Armor and Resistances.
The embedded video shows 1.0 weapon rebalance testing including throw interactions — use it to see AP timing and damage numbers on live targets.
When to throw versus shoot
Throw when:
- A examined target sits behind cover your rifle cannot angle without entering the room.
- A wounded enemy needs one cheap finish and a thrown knife beats reloading.
- You want to discard an empty or inferior melee weapon before looting a heavier replacement.
- Clustered low-armor targets align with a grenade — not a knife — but you are deciding between explosive finish versus saving grenades for Sabotage objectives.
Shoot when:
- Range, accuracy, and resistance favor your primary ammo type after examine.
- You need sustained DPS on armored robots — cut shotguns and rifles beat one-off throws.
- Throwables would break your only cut backup before a robot floor documented in Weapons.
- Gas or fire setup is overkill for a single patrol you can doorway-kite.
Default midgame kit: primary gun, cut backup, one throwable or grenade slot, not a bandolier of breakable knives unless your build proves it on Mars.
Gas grenades (four types)
1.0 ships four gas grenade variants with distinct cloud behavior. Gas is an AP economy and zoning tool, not a universal win button:
- Clouds interact with fire and liquid already on station tiles — fuel puddles and water pools can chain hazards.
- Some enemies resist gas better than bullet damage; refresh examine after clouds shift patrol paths.
- Gas can block your extract path if you throw without planning loot routes.
Clear or vacate rooms before you loot through your own cloud. Midgame combos with covers live in Midgame Combat Guide.
Deployable covers (two types)
Two deployable covers let you place temporary shields on tiles during your turn. They buy one or two peek turns when crate geometry fails — common in Conquest door fights and Defence spawn pressure from Mission Types in Quasimorph.
Covers do not replace Sneak discipline or permanent wall cover. Deploy before you peek a contested door, not after flanking contact. Covers consume inventory space and AP like other throwables; they are not free walls every turn.
Crafting, looting, and consumable overlap
Many throwables come from mission loot, disassembly, or bench recipes tied to Crafting and Consumables. Grenades may require components you also need for medkits — prioritize stabilize-all kits before hoarding gas grenades for optional rooms.
On station, loot thrown weapons when they upgrade your melee profile or serve as disposable finishers. Leave them when weight caps extract AP. Ctrl-click transfers per Controls Hub speed field sorting mid-fight.
Throwables and class builds
| Build | Throwable use |
|---|---|
| Eclipse Blades | High — operator melee boosts knife throws at door thresholds |
| Scouts of Hades | Medium — prefer examine then rifle; knives for finishers |
| Tifton’s Elite | Low — rely on sustained fire; gas for zone denial only |
| Tunnel Rats | Low — weight budget goes to loot, not breakable stacks |
Augmentations that alter melee or dodge change throw value — mixed robotic arms may shift which consumables heal after aggressive peek throws.
Common throwable mistakes
- Treating knives like infinite grenades after the 1.0 split.
- Throwing without Shift held and wasting a gun attack.
- Gas grenades into rooms you still need to loot or extract through.
- Deploying covers after entering open ground instead of at the door.
- Ignoring break-on-use — carrying one knife for three rooms then dying when it shatters mid-fight.
- Skipping examine on gas-resistant armored targets.
Related reading
- Weapons Guide — guns, damage types, and full 1.0 combat toolbox.
- Midgame Combat Guide — gas, covers, and doorway kiting together.
- Room Clearing Tactics — AP discipline for throws at doors.
- Operators Guide — stat contribution to thrown damage.
- Items Hub — armor, crafting, and augmentations alongside throwables.
Throwables in Quasimorph 1.0 reward examination and AP math. Separate knives from grenades, budget weight like any sidearm, and throw when finish efficiency beats another magazine — not because Shift is shiny.
Frequently Asked Questions
Quick answers to the most common questions.
What changed for throwables in Quasimorph 1.0?
Knives, saws, nails, and bottles are separated from grenades. They gain melee bonuses, operator damage contribution, break-on-use rules, and their own inventory category.
How do I throw a weapon in Quasimorph?
Hold Shift while clicking to attack. Throws consume action points like normal attacks. See Keyboard Controls for binding notes and Steam Deck chord workarounds.
Do operator stats affect thrown weapon damage?
Yes. Version 1.0 adds operator damage contribution to throwing weapons. Check your operator panel — melee-focused clones hit harder with knives and similar throwables.
How many gas grenades does Quasimorph 1.0 include?
Four gas grenade types. They interact with fire and liquid on station tiles. Examine floor hazards before throwing so clouds do not block your loot or extract path.
When should I throw instead of shoot?
Throw to finish wounded cover targets, discard empty weapons, or save grenades. Shoot when examine shows your primary ammo type is efficient against armor and resistances.
What are deployable covers in Quasimorph?
Two placeable shields you deploy on tiles during your turn. They buy peek turns at door thresholds but consume AP and inventory space like other tactical items.