Quasimorph combat guide

Quasimorph Combat Guide

Quasimorph combat guide: action points, Walk Run Stealth, cover peeks, wound triage, and weapon habits for safer extraction fights. Verified August 2026.

Training Center loot, Percy + Eclipse Blades opener, and tile combat habits.

~10 min read

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At A Glance

Quasimorph combat is tile-based and turn-driven: every move and shot spends action points (AP), enemies act on their own phase, and wounds persist after the fight. Corporate PMCs, quasimorph creatures, and turrets all obey the same AP grammar — only the risk profile changes. Difficulty options and 1.0 balance passes made early fights more forgiving, but door peek deaths and bleed-out between rooms still end more runs than boss DPS checks. This Quasimorph combat guide covers AP budgeting, movement stances, cover discipline, and wound triage so you extract instead of feeding the clone bay. Verified August 16, 2026 · Magnum Scriptum / HypeTrain Digital · Steam.

FactDetail
ModelTurn-based tile combat with AP
StancesStealth (~0.5 AP/tile) · Walk (1 AP) · Run (2 AP)
Damage typesBlunt · Pierce · Cut · Fire · Cold · Poison · Energy · more
WoundsBleeding · fractures · infection · addiction · amputation risk
CoverLine-of-sight tiles reduce incoming fire
PlatformSteam (Windows · Steam Deck Verified)
GenreTurn-Based Extraction RPG

How do action points and turn order work?

Each clone receives a pool of AP each turn. Moving, attacking, reloading, using items, and interacting with doors or terminals all draw from that pool. When AP hits zero your turn ends and enemies resolve their actions — often shooting the tile you just exposed.

Turn-based tile combat with AP movement and cover
ActionTypical AP costNotes
Stealth move~0.5 per tileSlowest, quietest, bonus to first-shot accuracy
Walk1 per tileDefault balance of speed and noise
Run2 per tileFast, loud, wrecks accuracy if you shoot same turn
Single shotWeapon-dependentSMGs and pistols are cheap; LMG bursts are expensive
ReloadVaries by weapon/perksNever reload in the open with 0 AP left
Use med itemUsually 1+ APDo this behind cover, not in the kill box

Keep a reaction buffer

Competitive players leave at least 1 AP unspent when they finish a turn in contact. That AP buys a step back into cover, a bandage, or a crouch behind a corner when a patrol you did not see opens fire.

Scatter and indoor combat

SMG and shotgun scatter indoors punishes hip-fire panic. CQC-Specialist exists because door fights are ugly — level it on purpose, not by accident, if you run Scouts of Hades or a Tunnel Rats import.

Morale and pain

Pain debuffs and low morale collapse accuracy faster than missing one perk level. Morphine is combat relevant, not role-play — carry one dose for the room after a bad peek.

Double-spawn rooms

When the combat log shows two enemy phases back-to-back, you probably stepped into an aggro chain. Fall back one tile, re-Stealth if possible, and let them waste AP approaching — then burst with Assault Reflex AP if running Scouts.

When should I Walk, Run, or Stealth?

Movement mode is not cosmetic. Stealth costs half an AP per tile but moves slowly; Run crosses rooms fast at double AP and alerts distant patrols. Walk is the compromise you use when you already know the next two tiles are safe.

SituationStanceWhy
First contact unknownStealthNoise radius stays small; first shot accuracy bonus
Looting cleared wingWalkSpeed without announcing the next room
Extract timer / fire spreadingRunAccept noise — survival beats stealth
Melee Eclipse Blades openerStealth into rangeCannibalism and Carnage want adjacent targets
Open courtyard crossfireNever Run straightZigzag Walk tile to tile behind hard cover

Calories punish sprinting

Running and heavy loadouts drain calories faster. A starving clone loses regen and eventually max HP. Pack cheap food on any contract longer than two floors — combat is not only bullets, it is metabolism.

Weight interacts with stance

Overloaded backpacks slow Stealth and increase fatigue. Strip sell-junk before you descend; keep combat weight under what your operator's Training or Bodybuilding perks can offset.

Stance gets you into the room; cover and door discipline decide whether you leave it alive.

How do cover, doors, and last-step peeks work?

Tiles with cover block or reduce incoming fire along specific angles. Doors create a one-tile choke where both sides want to spend AP efficiently. The classic beginner death is spending the last AP to step through a doorway — enemies act, you cannot dodge, and a shotgun deletes the clone.

  • Do01Approach doors from an angle, not the center line, so one tile of wall blocks return fire
  • Do02Stop adjacent to the door, end turn, listen for footsteps or weapon sounds
  • Do03Open doors with AP remaining — never open and walk through on the same turn unless cleared
  • Do04Use Stealth first shot bonuses when the room is unaware
  • Do05If two enemies have angles, break line-of-sight before you heal or reload

Dangerous tiles exist

Some floors include dangerous tiles — fire, gas, entropy fields, and environmental hazards. The combat log and tile tooltip tell you which squares hurt at end of turn. Do not end your turn standing on a glowing hazard because you were fixated on a loot crate.

Turrets and deployables

Corporate maps spawn turrets, robots, and player-placed deployables. Tifton's Elite and Phoenix Brigade lean into emplaced fire — if you are not running those classes, treat turrets as priority targets before you walk into their arc.

Winning the firefight means nothing if you bleed out on the stairs — wound triage is next.

Extract with a floor plan next

Matched by build plan, shared topics, and guide progression — not random related links.

How do I triage wounds mid-fight?

The Body Status Monitor tracks head, torso, arms, and legs separately. Bleeding drains blood volume; fractures reduce accuracy and movement; infection and addiction are longer-term campaign problems. Combat triage is about stopping what kills you this floor.

WoundImmediate fixCombat priority
BleedingBandage / medical kitHigh — blood loss kills between rooms
Fracture (leg)Splint when safeMedium — AP and move penalty
Fracture (arm)SplintHigh if it is your gun arm
Pain / shockMorphineMedium — accuracy collapse
InfectionAntibiotics (post-mission)Low in combat unless fever debuff active
Amputation riskStop fighting, extractCritical — do not push deeper

Organic vs cybernetic vs quasimorphic

Wounds behave differently on flesh, bionic parts, and quasi augments. Cyber limbs may ignore some bleeds but short out under shock damage. Check the monitor color and tooltip before you waste a bandage on a part that needs repair gel instead.

Stabilize before looting

Clear the room, break line-of-sight, *then* bandage. The game will let you bleed while you sort a corpse inventory — do not.

Weapon choice determines how fast enemies reach bleeding status — that is the next section.

Which weapon habits win early firefights?

There are hundreds of guns; early campaigns win on shotguns, SMGs, and knives because they finish fights inside one or two AP bursts. Snipers and LMGs shine later when perks and armor support stationary play.

Weapon familyBest class synergyEarly habit
ShotgunTunnel Rats · Scouts CQCClose doors, one-shot workers, watch scatter indoors
SMG / pistolScouts of HadesBurst, reload behind cover, cheap AP
MeleeEclipse BladesStealth adjacent, finish before alarm
Assault rifleScouts · Spaceborne GhostsTap fire — recoil and scatter punish full auto early
Heavy / LMGTifton's EliteSetup behind cover; too slow for rushes
Flamethrower / energyPhoenix BrigadeWatch friendly fire and tile hazards

Ammo type beats raw damage

Armor has separate resist tables for blunt, pierce, cut, and energy. If your pierce rounds bounce off a corporate exosuit, swap ammo or target limbs — the class guide pairs weapons with perk families so you are not guessing.

Sound and reinforcements

Unsilenced gunfire pulls distant patrols into your firefight. On timed contracts the meter and the noise radius stack — you can "win" every room and still lose the mission clock. Melee and suppressed paths exist for a reason on Espionage cards.

Deployables change the action economy

Turrets, robots, and gas grenades from Phoenix Brigade or heavy inventories consume setup AP but refund it by deleting a whole approach vector. If you are not running those classes, treat deployables as pickup-only until mid-game storage is deep.

When habits slip, use the mistake table below as a post-mortem checklist.

Combat mistakes that end extraction runs

Scan this after a wipe before you re-clone. Most combat deaths are positioning and AP errors, not bad RNG.

MistakeFix
Full AP door peekStop short, end turn, enter next round
Reload in the openBreak LOS first; partial mags are fine
Ignore Stealth on EspionageFirst shot bonus saves more AP than Run
Chase wounded enemies aloneHold angle — separated clones die
Fight during eclipse spikeExtract — Quasimorphosis
No bandages on floor twoOne stack minimum per descent
Face-tanking for Blind FuryTrigger is good; dying is not
Same weapon vs every factionMatch ammo to armor type on the contract card

Combat is a means to extract

You do not need a 100% kill score. You need the objective item and a path to the pad. If the room is cleared enough to walk out, walk out — the extraction guide covers floor timing and exit rules.

Quick combat reference for extract runners

Pin this mentally for mid-fight decisions when you cannot reopen the full guide:

SignalAction
Red wound icon pulsingBandage before reload or push
AP at 0 in doorwayAccept you end turn — do not heal in kill box next round without stepping back
Enemy on overwatch tileSmoke, flank, or Stealth reset — not Run straight
Weapon jam / durability redSwap sidearm or melee — fixing in combat costs both AP and nerves
Ally robot low HPRecall or body-block — losing deployable is cheaper than losing clone

What changed for combat in the 1.0 launch?

July 2026 1.0 rebalanced weapon scatter, wound processing, and early enemy counts — fights are slightly more readable than late EA, but tile grammar unchanged. Training Center still teaches AP; this page teaches judgment. Re-read after major patches if your muscle memory feels off.

Quasimorph combat FAQ

What are the best Quasimorph combat tips for beginners?

Door peek with one AP buffer, Walk until contact then Run for reposition, triage bleeds before pushing, and disable the combat log once AP basics click. Pair Percy + Eclipse Blades on Training Center before story skull missions.

How much AP do I get per turn?

AP depends on clone stats, wounds, loadout weight, and perks. There is no fixed number — read the UI counter each turn and leave a buffer near doors.

Is melee viable in 1.0?

Yes. Eclipse Blades with Percy is the standard beginner melee route. You trade range safety for lower ammo logistics.

Does cover block explosions?

Partially — read tile tooltips. Fire and gas can wrap around corners; do not treat low walls like full immunity.

Should I always use Stealth?

Use Stealth until contact, then Walk or Run based on AP budget. Permanent Stealth is too slow on Defend timers.

Should I disable the combat log?

Many 1.0 players disable it for clarity once basics click — re-enable when learning new enemy types.

What should I read next?

The extraction guide — winning fights you cannot exit still loses the run.

Last verified?

August 16, 2026

How do turrets and robots work in combat?

Deployables act on their own phase after placement. Clear a room before setting up if AP is low — placement AP plus enemy turn is a common wipe vector.

Should I fight Quasimorphs differently from PMCs?

Quasi creatures often rush and ignore cover angles humans respect. Prioritize limb shots and status resist; corporate fighters punish peeking with aimed fire.

Is friendly fire a thing?

Flamethrowers, gas, and some explosives can hurt you — Phoenix Brigade players double-check arc before hold-to-fire.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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