Steam 1.0 · Armory & Ballistics Dossier

Quasimorph Weapons & Ammo Guide: Tier List, AP vs RIP Math & Mods

In Quasimorph 1.0, survivability is dictated by ballistic math rather than raw trigger pulling. Loading the wrong cartridge against corporate heavy plate results in zero damage, while spending three turns reloading an uncalibrated drum magazine turns your clone into target practice. Master the definitive weapon tier list, armor penetration calculations, scatter cones, and Magnum workbench reload modifications.

Loadout Hierarchy

Definitive Steam 1.0 Weapon Tier List

Weapons in Quasimorph are ranked by their single-turn burst output, effective engagement range, ammunition availability across star systems, and reliability under degradation.

Tier Archetype Key Weapon Examples Caliber / Type Tactical Strengths Vulnerabilities & Jam Risk
S-TIER Auto-Shotgun Taiga-24, Striker-12, Bulldog 12 Gauge Devastating close-range burst; 8-12 pellets per shot cause instant multi-limb amputations and stagger. High recoil; 3-turn unmodded reload; massive pellet spread past 4 tiles.
S-TIER Designated Marksman Rifle (DMR) Buffalo DMR, SVD Marksman, Eagle Eye 7.62x51mm / 7.97mm Extreme pinpoint accuracy (1.5° cone); one-shot headshot kills from beyond enemy visual aggro range. Narrow single-target line of fire; punishing when swarmed in tight 1-tile bottlenecks.
S-TIER High-Velocity Submachine Gun MP-50, Vector Tactical, Cobra-9 9x19mm / 10mm Auto Blistering fire rate (3-4 rounds per burst); low recoil; high dismemberment chance when loaded with AP. Rapid ammo depletion; low base damage against heavy vehicle-grade plating.
S-TIER Thermal Projector Flamethrower Mk.II, Scorcher Napalm Fuel / Gas Ignores physical ballistic armor; blankets 3x3 tiles in flame; forces immediate enemy panic and burn debuffs. Dangerous in tight quarters; burns valuable wooden loot crates and consumable drops.
A-TIER Assault Rifle AR-15 Custom, AKMS-74, Val-8 5.45x39mm / 5.56x45mm Versatile hybrid engagement profile; dependable at both 3-tile hallway breaches and 8-tile courtyard gunfights. Jack-of-all-trades; lacks the raw alpha-strike decapitation power of shotguns or DMRs.
A-TIER Monomolecular Blade Vibrating Dagger, Nanoblade, Katana Melee (Cut / Pierce) Zero noise footprint; 0 AP ammo cost; bypasses reload locks; devastating in Sneak stance. Requires closing to 1 tile; lethal against counter-attacking shotgunners if attack fails to kill.
B-TIER Pump Shotgun / Service Pistol Remington-870, Enforcer-9, P-226 12 Gauge / 9x19mm Plentiful ammunition; low repair cost; reliable sidearms during early-game 1-skull contracts. Subpar DPS against tech level 3+ factions; single-shell loading creates turn lag.
C-TIER Improvised / Makeshift Weapons Zip Gun, Pipe Rifle, Scrap Cudgel Makeshift / .22 LR Desperation scavenge tools; zero resource investment. Catastrophic jam chance (>30%); high spread; fails to breach basic ballistic vests.

Tactical Loadout Archetypes

  • The Heavy Breacher: Taiga-24 Auto-Shotgun (Primary) + Vibrating Dagger (Melee Sidearm). Ideal for claustrophobic station corridors and elevator defenses.
  • The Ghost Infiltrator: Buffalo DMR with Suppressor (Primary) + MP-50 SMG (Secondary). Eliminates high-value targets at range while maintaining CQB burst capability.
  • The Anti-Demon Pyromancer: Scorcher Flamethrower + 12g AP Slug Shotgun. Incinerates Bramfatura swarms while sniping armored Barons.

Terminal Ballistics

AP (Armor-Piercing) vs. RIP (Flesh Trauma) Ballistics

Damage calculation in Quasimorph is non-linear. Armor does not simply subtract a flat number from damage; it dampens incoming kinetic and elemental energy along a logarithmic reduction curve.

CORE DAMAGE & ARMOR FORMULAS

Damage_Taken = Base_Damage × [ 1 - (Effective_Armor / (Effective_Armor + 100)) ]
Effective_Armor = Target_Armor × (1 - AP_Penetration_Factor)

Where AP_Penetration_Factor ranges from 0.50 to 0.70 for military armor-piercing ammunition, reducing enemy armor by more than half before the mitigation curve resolves.

AP / SABOT / API AMMUNITION

High-Penetration Kinetic Projectiles

  • Penetration Factor: Strips 50% – 70% of target armor rating.
  • Best Targets: RealWare Titans, AnCom shock troopers, SBN combat droids (Armor 30 – 120+).
  • Mechanic: Converts heavy plates into thin sheets, allowing lethal kinetic shock to reach internal organs and bones.
  • Downside: Deals standard base damage against naked targets without additional tissue expansion.
RIP / HOLLOW-POINT / DUM-DUM

Expanding Soft-Tissue Trauma Ammunition

  • Flesh Multiplier: +75% bonus damage against biological unarmored tissue.
  • Best Targets: Unarmored Quasimorphs, civilian technicians, escaped convicts (Armor < 15).
  • Mechanic: Catastrophic hydraulic shock induces immediate massive hemorrhage, fractures, and amputations.
  • Downside: Firing at Armor ≥ 30 results in 0 – 2 scratch damage; completely stopped by ballistic weave.
Target Category Representative Armor Damage with RIP Round (50 Base) Damage with AP Round (50 Base, 60% Pen) Tactical Verdict
Tezctlan Flesh Demon 0 Armor 87.5 Damage (+75% bonus) 50.0 Damage (Base) RIP Dominates: One-shot dismemberment.
Mercenary Patrol Guard 30 Armor 19.2 Damage (Heavy dropoff) 44.6 Damage (Armor cut to 12) AP Outperforms: Pierces tactical vest cleanly.
RealWare Titan Heavy Exo 120 Armor 1.5 Damage (Virtually zero) 33.7 Damage (Armor cut to 48) AP Mandatory: RIP completely bounces off plate.

The Field Ballistics Mnemonic

“AP against plate, RIP against meat; bring the wrong cartridge and face defeat.”

Always partition your ammo pouch: keep two magazines of standard AP in your active vest for sudden encounters with corporate guards, and carry a box of RIP or Buckshot in your backpack to clear demonic waves during high Quasimorphosis events.

Marksmanship Mechanics

Scatter Mechanics, Accuracy Cones & Hotfix 1.0.4.582s

Unlike traditional grid roguelikes with flat percentage hit rolls, Quasimorph models projectile trajectories inside an angular cone of fire (Scatter).

Stance Scatter Multiplier Effective Cone (10° Base Shotgun) Effective Cone (2° Base Rifle) Tactical Implication
Sneak Stance -40% Scatter 6.0° tight focus 1.2° laser beam Concentrates all pellets into a single body part (head/torso) for lethal decapitations.
Walk Stance 1.0x Baseline 10.0° standard cone 2.0° precision Standard engagement dispersion across target profile.
Run / Sprint Stance +60% Scatter 16.0° wide bloom 3.2° spread Severe accuracy loss; bullets spray into adjacent walls, tiles, and friendly units.

Hotfix 1.0.4.582s Tooltip Display Fix

In original 1.0.4 releases, equipping specialized cybernetic eye implants or marksmanship weapon augments applied the scatter reduction mathematically during ballistic calculation, but failed to update the visual weapon tooltip in your inventory. Hotfix 1.0.4.582s corrected this synchronization: your weapon inspection panel now displays the exact composite scatter cone down to tenths of a degree with all clone perks and modifications applied.

Magnum Engineering

Magnum Workbench: 3-Turn Reload Calibration

The most common rookie death in Quasimorph is the “Reload Freeze”: running an empty magazine on heavy weapons and entering a multi-turn reload lock under enemy fire.

Unmodified Heavy Weapon (Base Stock)

  • Reload Cost: 3 full Action Points (turns).
  • Vulnerability Window: Clicking reload consumes your entire turn and the subsequent two actions. Surrounding enemies execute full turns, closing distance and firing point-blank.
  • Risk Level: Extreme. Any reload in an active hallway results in fatal trauma or limb amputation.

Calibrated Weapon (Magnum Modded)

  • Reload Cost: 1 single Action Point (turn).
  • Tactical Mobility: Reload on AP 1, fire on AP 2, step behind cover on AP 3.
  • Required Materials: Weapon parts, electrical parts, high-grade tools.
  • Risk Level: Minimal. Restores tactical parity against aggressive corporate squads.
Upgrade Stage Reload AP Cost Required Components Magazine Capacity Bonus Strategic Milestone
Tier 0 (Factory Default) 3 AP Turns None Base Magazine Carry a sidearm; NEVER reload with hostiles in line of sight.
Tier 1 (Flared Magwell) 2 AP Turns 2x Weapon Parts, 1x Screws +10% Reload Speed Manageable when holding doorways with corner cover.
Tier 2 (Tactical Quick-Feed) 1 AP Turn 4x Weapon Parts, 2x Microchips, 1x Machine Oil +25% Capacity / 1-Turn Reload Endgame Ready: Sustained full-auto room clearing capability.

Field Maintenance

Durability Degradation, Jams & Field Repair

Every bullet fired chips away at weapon structural integrity. Firing degraded firearms will trigger catastrophic jams that lock your actions and surrender turn initiative.

Durability Range Operating Condition Misfire / Jam Chance Handling Penalties Recommended Action
100% – 70% Pristine / Factory Condition 0.0% Jam Chance None; optimal recoil and scatter. Safe for deep skull expeditions and boss encounters.
69% – 50% Worn Field Condition 2% – 5% Misfire +10% Scatter penalty; minor recoil drift. Apply maintenance oil or clean before breaching elevator rooms.
< 50% Critical Danger Zone 15% – 30% Fatal Jam +35% Scatter; frequent misfires; jam clearing costs 1 AP. Retire weapon or repair immediately. Firing under fire is suicide.
SPECIALIST REPAIR KIT

Military Armor & Weapon Kit

Condition Restored: 100% current durability.

Durability Cap Penalty: 0% (Max condition cap remains at 100%).

Verdict: Save exclusively for S-tier weapons (Taiga-24, Buffalo DMR, Scorcher). Preserves long-term campaign investment.

JURY-RIGGED REPAIR

Duct Tape & Scrap Metal

Condition Restored: Restores 30% – 50% current durability in the field.

Durability Cap Penalty: -10% to -20% Max Cap permanently!

Verdict: Desperation measure only. Repeated jury-rigging drops max durability below 50%, permanently trapping weapon in the jam threshold.

QUASIMORPH CRYSTALS

Bramfatura Reality Restoration

Condition Restored: Restores ruined weapon caps back to 100%.

Tradeoff: High crystal crafting cost; requires hunting Barons or high Q-meter incursions.

Verdict: Use to salvage damaged rare high-tier prototype weapons recovered from corporate vaults.

Quasimorph tactical field weapon management and inventory interface
Official Patch 1.0.2 screenshot Official tactical combat view: Monitoring weapon condition, magazine reserves, and fire stance before clearing hostile rooms. © Magnum Scriptum / HypeTrain Digital

Video Field Intel

Neyreyan: Weapons, Upgrades & Ammunition Guide

Watch in-depth ballistic testing, weapon tier ratings, and practical Magnum modification breakdowns by veteran mercenary Neyreyan:

Detailed demonstration of weapon tiering, 12g auto-shotguns, rifle penetration, and ammunition efficiency.

Player blocked or saving data?

This optional privacy-enhanced player loads only after you press play. If it is blocked, continue with the written guide on this page.

Field FAQ

Frequently Asked Questions

Why did my shotgun deal 0 damage to a RealWare elite guard?

Standard buckshot has zero armor penetration factor. Against heavy composite plate or Titan armor (60-120+ rating), each individual pellet is mitigated down to 0-1 scratch damage. To defeat heavily armored corporate infantry, you must switch to 12-gauge AP Sabot / Slug cartridges or high-caliber armor-piercing rifles like 7.97 API.

How do I avoid getting killed while reloading heavy weapons?

Unmodified heavy weapons (such as drum auto-shotguns, LMGs, and sniper rifles) demand 3 full Action Points (turns) to reload, leaving you completely defenseless. Prioritize the Magnum Workbench upgrade to calibrate weapon reload speed down from 3 turns to 1 turn. In the field before upgrading, carry a drawn sidearm or blade to swap for 1 AP rather than reloading under direct fire.

When should I use RIP / Hollow-Point ammunition over AP rounds?

Use RIP (Radically Invasive Projectile) or hollow-point rounds against unarmored biological hostiles, low-tech civilian militias, and pure flesh Quasimorphs where enemy armor is below 15. RIP inflicts a +75% flesh damage multiplier, causing catastrophic trauma and immediate limb amputations. Never fire RIP at tech level 3+ corporate operatives, as heavy armor stops it entirely.

What should I do if my weapon jams in the middle of a room breach?

If your weapon jams under active enemy fire, do not waste a full AP attempting to clear the chamber. Immediately press weapon swap to draw a secondary sidearm, shotgun, or monomolecular blade for 1 AP, then neutralize the immediate threat or retreat behind door cover.