Quasimorph Weapons Guide
Damage types, guns, melee, and resistance counters
Weapons in Quasimorph are more than DPS numbers. Every gun, blade, and thrown object carries a damage type, armor interaction, fire mode or melee pattern, weight cost, and ammo logistics that must align with enemy resistances on each station. After the 1.0 launch, faction tech scaling makes examine mandatory: robots shrug off pierce, blunt, and fire while dying quickly to cut, and human squads mix armor profiles by mission tier. This guide explains how to pick, carry, and swap weapons for extraction success tied to Classes and Armor and Resistances.
Damage types and examine
Quasimorph uses typed damage such as pierce, cut, blunt, and fire with additional special cases on explosives and energy weapons. Enemies display resistances in the examine panel opened with right-click. Resistance percentages reduce incoming damage; high armor further shrinks weak hits. Bring at least two types in every loadout planned via Loadout Planner.
Community staples repeat across guides: shotguns and machetes for cut weak targets, rifles and SMGs for flexible mid-range pierce or blunt, flamethrowers as threats rather than default player weapons due to friendly risk. When a mag empties into a robot, swap instead of reloading hope.
Ranged weapons
SMGs and rifles suit Scouts of Hades builds with walk stance accuracy. SMGs shine in CQC with operators like Victoria Boudicca who extend effective range. Rifles trade rate of fire for per-shot reliability on Conquest floors.
Shotguns deliver cut pellets that shred robots and unarmored rushers. Ammunition weight adds up; budget calories and backpack space. Pair with door peeking from Combat Stances.
Machine guns and heavy rifles anchor Tifton’s Elite kits. They need reload discipline bound to keyboard R in Controls and medkit support when trading in open rooms.
Energy weapons appear in advanced Martian Mech Inf loops. Batteries crafted from chemtrail and glass components fuel sustained energy DPS once bench tech matures. Hoard chemtrail when missions spawn it.
Flamethrowers appear on enemy loadouts especially Mars threats. Counter them at range with cut or high burst weapons before they melt your armor.
Fire modes matter: aimed shots, bursts, and snap fire change accuracy and action cost. Toggle modes with mouse UI during your turn before committing.
Melee weapons
Melee adds clone melee damage stat automatically in UI previews. Prioritize patterns labeled series of hits for Eclipse Blades door peeking; multiple strikes in one action spike kill potential against armored targets when carnage or cannibalism buffs active.
Early jackhammers and claw knives carry players through Mars. Mid-game crafted blades upgrade cut profiles and durability. Sprint stance grants extra actions but lowers accuracy; Eclipse perks mitigate downsides.
Always pack a ranged backup. Melee-only kits fail against cutters, flamethrowers, and open Defence arenas.
Throwing and explosives
Hold Shift while attacking to throw equipped weapons or grenades. Throws finish wounded targets through windows or discard empty guns before looting heavier replacements. Sabotage missions with explosive objectives reward grenades but watch friendly fire near barrels you can disarm by removing fuel with clicks.
Throws cost actions and rely on mouse modifiers; Deck players see Steam Deck Controls for layout limits.
Combat 1.0: covers, gases, composites, and throwables
The July 31, 2026 full release expanded combat beyond the Early Access grenade-and-rifle loop. Version 1.0 adds two deployable covers, four gas grenades, two composite damage types, and separates thrown weapons from standard grenades — knives, saws, nails, and bottles now occupy their own throwable category with melee bonuses and break-on-use durability instead of behaving like consumable explosives.
Deployable covers — placeable shields you deploy during your turn for doorway kiting and open-room trades. They consume inventory space and action points; pair with Room Clearing Tactics threshold fights. Covers do not replace Sneak discipline — they buy one or two turns, not a full sector clear.
Gas grenades — four launch types interact with fire and liquid already on station tiles. Gas clouds can chain through spilled fuel or water pools; examine floor hazards before you throw. Some enemies resist gas better than bullet damage — refresh examine after clouds shift patrol paths. Midgame guidance in Quasimorph Midgame Combat Guide covers gas-and-cover combos.
Composite damage types — two new composite profiles combine base typing with secondary effects on examine. They punish single-type loadouts harder on upgraded faction stations. Plan dual coverage in the Loadout Planner and verify composite labels in the armory preview before deploy.
Thrown weapons versus grenades — hold Shift to throw as before, but knives, saws, nails, and bottles now stack operator melee bonuses separately from grenade damage. They can break after use like improvised melee extensions. Do not treat them as unlimited grenade spares; budget weight like any disposable sidearm. Employee ID items from story progression unlock locked doors without wasting explosives — carry ID checks before you burn Sabotage grenades on sealed hatches.
Full launch context: Quasimorph Patch 1.0 Release Notes and twenty-nine new guns listed in the ranged sections above.
Loot versus craft versus barter
Mission loot supplies immediate upgrades especially Mars farming without timers. Disassemble inferior drops for components instead of extracting junk that clogs weight. Faction barter on World hubs offers meta backpacks and tiered guns gated by reputation and tech level. Crafting upgrades bench favorites using mats from Crafting and Consumables.
Cyborgs drop wiring, chips, and plating for high-end recipes. Strip them when energy or mech weapons appear in your build plan.
Weapon pairing by mission
| Mission type | Primary | Backup | Notes |
|---|---|---|---|
| Conquest | Rifle or SMG | Cut shotgun | Mixed squads, door fights |
| Espionage | Quiet SMG or melee | Pistol | Vision from Operators helps |
| Sabotage | Explosives or rifle | Cut sidearm | Ranged detonation warnings |
| Defence | High ROF gun | Cut melee | Spawn pressure, ammo count |
Adjust after examining first wave.
Maintenance and ammo
Reload during cover turns. Unload partial mags in safe rooms to consolidate ammo types before extract. Repair kits and bench repairs restore durability on favorites you refuse to disassemble.
Weight affects dodge; heavy LMG kits need Tunnel Rats discipline or lighter sidearms.
Version 1.0 combat tools
The July 31, 2026 launch expanded the tactical toolbox beyond raw gun DPS:
Twenty-nine new guns deepen faction-tier pools — examine still decides whether pierce, cut, blunt, fire, or the new composite damage types apply. Composite profiles exist to punish single-type kits on mixed armor floors; keep a second type even when a new rifle looks meta.
Deployable covers (two new deployables at launch) create temporary peek geometry when station crates are wrong. Place them before opening contested doors, then fight from Combat Stances with AP in reserve.
Four gas grenades join updated fire and liquid rules. Gas interacts with puddles and indoor/outdoor environment masks — lighting a poison puddle can cascade. Tutorial messaging now flags first gas encounters; do not throw into rooms where your clone still needs to loot.
Thrown weapons are no longer lumped with grenades. Knives, saws, nails, empty bottles, and similar projectiles are their own item type: they receive melee bonuses, can break on throw, and benefit from operator melee contribution. Hold Shift to throw as before, but budget durability like a blade, not like a grenade stack. Battery-loaded energy guns also changed — loaded batteries modify stats while damage type still comes from the weapon itself.
Employee IDs can unlock certain locked doors without explosives — pack them when Espionage or corporate interiors gate routes.
For midgame application of these tools, read Midgame Combat.
Common weapon mistakes
One-type loadouts into robot floors. Ignoring fire mode selection on tough targets. Throwing without Shift held and wasting actions. Looting every gun when bench already has upgrades, killing dodge. Skipping cut sidearm because primary DPS looks high on paper.
Fix habits in Getting Started Mars zones, then stress-test in timed Walkthrough missions.
Weapons express build identity, but examine and swap mechanics win fights. Keep two types, respect weight, and align gear with class perks from Classes Hub.
Frequently Asked Questions
Quick answers to the most common questions.
What damage type beats robots in Quasimorph?
Cut damage from shotguns, machetes, and many melee weapons performs best against robots. Pierce and fire often resist heavily.
How do I throw a weapon in Quasimorph?
Hold Shift while clicking to attack. This throws your equipped weapon or grenade instead of a normal strike or shot.
What is series of hits on melee weapons?
Series of hits melee patterns strike multiple times in one action. Eclipse Blades builds prioritize this trait for door peek kills.
Should I craft or loot weapons early?
Loot Mars missions first for baseline guns. Craft when bench recipes and disassembly mats support upgrades you use repeatedly.
Why does my accurate clone still miss?
Stance, fire mode, pain, and encumbrance modify accuracy. Walk stance stabilizes shots better than sprinting with a full backpack.
How many weapons should I carry?
A primary, a cut backup, and optional throwable or grenade slot is a common minimum. Weight limits dodge and food supply.
What changed for throwables in Quasimorph 1.0?
Knives, saws, nails, and bottles are separated from grenades. They gain melee bonuses, can break on use, and stack operator damage differently from explosive grenades.
How do gas grenades interact with the environment?
Four gas grenade types interact with fire and liquid already on tiles. Examine floor hazards before throwing — clouds can chain through fuel or water pools.