Can I change class between missions?
Yes — assign a different chip before launch if you own it. Perk XP stays on the operator for the class you leveled.
Quasimorph classes guide: all 14 class chips, perk leveling, Scouts and Eclipse starters, unlock paths, and 1.0 tier rankings. Verified August 2026.
Class chips, operator pairing, and perk fundamentals from the dev channel.
~8 min read
Sponsored
Quasimorph ships 14 mercenary classes at 1.0 — each is a six-perk class chip you slot before a contract. Perks level from combat actions and can be swapped on the Magnum Classes module once unlocked. The Steam community class compendium and official wiki perk tables disagree on min-max details, but agree on structure: two starters, twelve unlocks, one weapon family per class for efficient XP. This Quasimorph classes guide lists every class, starter picks, unlock paths, and operator pairings after the July 2026 launch. Verified August 16, 2026 · Steam.
| Fact | Detail |
|---|---|
| Total classes | 14 |
| Starters | Scouts of Hades · Eclipse Blades |
| Perks per class | 6 (passive + trigger mix) |
| Leveling | Action-based XP per perk |
| Swap | Magnum Classes module + Memory Improvement |
| Dev / Pub | Magnum Scriptum / HypeTrain Digital |
A class chip is a datachip item consumed or assigned to define your clone's perk tree for that operator line. Each class has six perks with base and max values; triggers like Blind Fury or Assault Reflex fire on combat events and grant bonus XP when they proc.

| Perk type | Example | Levels from |
|---|---|---|
| Passive accuracy / resist | CQC-Specialist · Gear Maintenance | Matching weapon fire, damage absorbed |
| Trigger damage spike | Blind Fury · Carnage | Getting hit · melee kills |
| Trigger AP / tempo | Assault Reflex | Enemy misses you |
| Utility | Training · Shelters | Movement weight · cover use |
| Specialist | Cannibalism · Pyromaniac | Human meat · fire kills |
| Late scaling | Cyberpsychosis-tier spikes | High-level grinds — endgame |
Scouts of Hades wants SMGs, shotguns, and assault rifles for CQC-Specialist and Fire Transfer. Eclipse Blades wants knives, blades, and fists. Running the wrong gun starves XP and makes the class feel weak when the build is just misfired.
The ship module lets you import perk points from another class chip into a hybrid build — popular for story quests (Tunnel Rats + Scouts CQC-Specialist for shotguns). Overwriting perks you cannot recover is the main risk; snapshot your operator before experimenting.
Mechanics understood — which two classes ship on day one?
New saves only include Scouts of Hades and Eclipse Blades. Both are viable through Mars; neither is a trap pick.
| Class | Focus | Pick when |
|---|---|---|
| Scouts of Hades | SMG · shotgun · AR | You want a generalist shooter — best first combat class in community tier lists |
| Eclipse Blades | Melee · knives · fists | You want Percy tank melee and lower ammo logistics |
Gear Maintenance and CQC-Specialist raise physical resistances and tighten scatter — the reason Scouts beat Spaceborne Ghosts as a generalist. Blind Fury turns getting shot into a damage window; pair with cover discipline from the combat guide.
Knife Fight, Carnage, and Cannibalism reward adjacent kills and human meat consumption — high risk, high clear speed on two-floor Elimination jobs. Athletics reduces sprint accuracy penalty when you must Run to extract.
Starters carry you through week one; chips unlock the specialist roster below.
Remaining classes arrive via class chip drops, faction Technology thresholds, mission rewards, and trade. There is no single menu listing every source — track chips in storage and read faction unlock notes on the factions guide.
Beyond the starters: Tifton's Elite, Tunnel Rats, Phoenix Brigade, Spaceborne Ghosts, Angels of Spades, Terror Pack, Valkyrja Squad, Martian Mech Infantry, Tongkong, CO.B.R.A., Unit 317, and Golem Squad. Names match the Steam community class compendium for 0.9.9/1.0.
The last four unlocks skew exotic — cybernetic, corporate black-ops, and construct themes. Community tier lists place them C until you have spare chips because their perk triggers are mission-specific, not general extraction.
Keep unassigned chips in a dedicated storage tab. Accidentally slotting Golem Squad on your only operator because the UI remembered last pick is a real 1.0 footgun.
Operators bring base stats, talents, and resistances; classes multiply one combat style. Match them instead of fighting the spreadsheet.
| Operator | Class | Why it works |
|---|---|---|
| Percy | Eclipse Blades | +5 all resistances tank melee — beginner default |
| Percy | Tunnel Rats | Story quest tank with shotgun marauder perks |
| Percy | Scouts of Hades | Ranged generalist when you prefer guns over knives |
| Victoria | Scouts of Hades | Aggressive shooter stat line |
| Kenzie | Spaceborne Ghosts | Accuracy and mid-range tempo |
| Cyborgs / high implant | Martian Mech Infantry | Robotic wound stabilize + implant fixation bonus |
| Maximilian Rohr | Tunnel Rats | Stun immunity for hard story maps |
Operators with medical or technical talents skew toward support classes once unlocked. Field Medic-style roles (when chipped) love operators with calm-under-fire talents — read each operator card before you overwrite a starter.
Martian Mech Infantry scales with bionic parts — see implants guide before you reroll flesh limbs. A cyborg head on a melee operator is a different build than the same class on Percy.
Pairings feed the tier snapshot — ranked list below is for 1.0 extraction, not role-play.
Tier lists are argument fuel in Quasimorph — mission type, faction Power, and Quasimorphosis matter more than letter grades. Still, community 1.0 consensus clusters like this for extraction reliability:
| Tier | Classes | Role |
|---|---|---|
| S — extraction | Tunnel Rats · Scouts of Hades | Loot + shotgun/medium gun consistency |
| A — combat | Tifton's Elite · Phoenix Brigade | Heavy weapons · fire · turrets |
| A — stealth | Spaceborne Ghosts | Espionage and quiet steals |
| B — melee | Eclipse Blades · Terror Pack | High skill — pact and fear synergies later |
| B — niche | Valkyrja Squad · Angels of Spades | Mission-specific spikes |
| S — late cyborg | Martian Mech Infantry | Endgame implant stacking |
| C — unlock first | Tongkong · CO.B.R.A. · Unit 317 · Golem Squad | Test on easy contracts before story skulls |
AnCom's hard quest favors Tunnel Rats + Percy + shotguns in community clears — see AnCom storyline. Civil Resistance manifest jobs reward sustained range and medical kits over raw DPS.
Terror Pack and pact-heavy classes spike the meter when you lean into their fantasy. Once your class spine is set, read Quasimorphosis before you deep-descend for chips.
Angels of Spades and Terror Pack skew toward fear, pact, and quasi synergies — S-tier in niche hands, B-tier for your second account. Unlock them after Quasimorphosis basics, not before your first Mars week.
Magnum Classes module respec is not free intellectually — every swapped perk point is a mission of re-grind. Pick a spine for ten contracts before you chase novelty.
Matched by build plan, shared topics, and guide progression — not random related links.
Perks level from specific actions, not generic XP pools. A maxed CQC-Specialist requires hundreds of SMG, shotgun, and pistol shots — not knife kills. Plan leveling routes like farming routes.
| Goal | Contract type | Class tip |
|---|---|---|
| Gun perks | Elimination near Magnum | Scouts · Tunnel Rats · Spaceborne Ghosts |
| Melee perks | Two-floor worker maps | Eclipse Blades — Stealth opener |
| Heavy perks | Defend with turret setup | Tifton's Elite · Phoenix Brigade |
| Loot perks | Maps with many corpses | Tunnel Rats Marauder triggers |
| Stealth perks | Espionage steal jobs | Spaceborne Ghosts · low Power targets |
Three-skull AnCom or Civil Resistance missions are terrible XP-per-minute because survival consumes all attention. Grind perks on one-skull Elimination contracts with extract at floor two until Blind Fury or Marauder hit rank 2.
Import CQC-Specialist into Tunnel Rats only once base Tunnel perks are mid-level — otherwise you have a hybrid that neither levels nor wins. Snapshot operators before first swap.
Class chips are scarce datachip items — treat them like major loot, not vendor trash. Drops skew toward employer Technology, mission type, and map theme; there is no guaranteed drop table on every Elimination job.
| Source | Frequency | Tip |
|---|---|---|
| Faction Tech unlock | One-time per class line | Plan which operator receives chip |
| High-tier Espionage | Rare drop | Extract before side rooms |
| Trade Shuttle stock | Credit sink at high Tech | Check weekly rotation post-1.0 rework |
| Story rewards | Scripted | AnCom/RealWare arcs — do not sell |
Your first chip goes to Percy or your main. Second chip should diversify — ranged Scouts plus melee Eclipse covers two failure modes. Third chip is luxury; do not force Martian Mech before implants exist.
Scouts of Hades and Eclipse Blades cover gun and knife fundamentals for every unlock later. Master one to perk level 2 before you chip into Tunnel Rats — jumping straight to S-tier without AP habits just speeds up corpse recovery.
Yes — assign a different chip before launch if you own it. Perk XP stays on the operator for the class you leveled.
For loot-heavy extraction, yes in most 1.0 tier lists. For melee story comfort, Eclipse Blades + Percy still wins.
Only via Memory Improvement Module swaps — treat that as advanced editing, not default respec.
Late unlock specialists — Golem leans construct/tank fantasy; Unit 317 black-ops triggers. Test on easy contracts before story skulls.
Each chip item is consumed or assigned per operator line. Duplicate chips are rare — plan who gets Tunnel Rats first.
Community 1.0 consensus: Scouts wins general combat; Ghosts wins quiet steals once leveled — not a starter replacement.
Scouts or Tunnel Rats after unlock — both tolerate medium Power jobs if perks are level 2.
August 16, 2026
Matched by build plan, shared topics, and guide progression — not random related links.