Quasimorph Loadout Planner
Run this checklist before every contract so clones extract instead of reset your stash
The Quasimorph Loadout Planner is a pre-mission checklist, not a spreadsheet simulator. Magnum Scriptum already exposes weight, weapons, and consumables on the ship armory screen; what players lack is a consistent script that catches the same mistakes before deployment. Die on station and everything on that clone is gone. This page gives you a repeatable audit you can finish in under a minute once you know your build.
Read Getting Started with Quasimorph if the extract-or-lose loop is new. Browse Items for crafting recipes and Class Builds for operator pairings. When your destination can trigger horror sectors, cross-check Quasimorphosis on the World map before you tick the planet risk box below.
How to use this checklist before each contract
Treat the checklist like aviation pre-flight: same order, every time, no skipping because Mars felt easy last run.
- Accept or highlight the mission on the Magnum galaxy map so objective type, faction, and timer are visible.
- Open this page or your saved copy beside the game on a second monitor, phone, or Steam overlay notes.
- Walk top to bottom once with your stash open. Mark each section mentally or on paper; do not deploy until every mandatory line is satisfied or consciously waived with a reason.
- Queue ship crafting for anything missing — medkits and sorbets first, ammo second, grenades last.
- Re-run the checklist if you swap class, operator, or primary weapon after the first pass. One change can break damage-type coverage or calorie math.
- Set extract rules aloud — partial loot cap, anchor door, minimum AP reserve — so panic later does not override the plan.
Waiving a line is allowed when you document why. “No grenades on Espionage” is fine. “Skipped meds because hurry” is how clones die.
Mission prep checklist
Copy this block into notes if you want a portable version. Mandatory items apply to almost every contract; situational lines note when you can skip.
Damage coverage
- Primary weapon matches your class plan (ranged Scout, melee Eclipse, heavy Tifton, etc.)
- Second damage type packed — cut for robots, pierce or blunt as primary, examine-driven swap ready
- Melee or pistol backup that does not share the primary resistance profile
- Examined last run’s faction — tech upgrades change resistances; read Weapons if unsure
Meds, bandages, and medkit
- Bandages for efficient bleed patching mid-fight
- Splints if blunt fractures are common on this faction
- At least one medkit that stabilizes all wound categories for extract panic
- Ship queue refilled after last mission so you are not stealing from tomorrow’s kit
Food and calories
- Food packed within operator starvation limit after full backpack weight
- Calorie buffer for long Sneak clears — sprint-heavy kits burn faster
- No greed loot plan that assumes you will eat corpses unless build intentionally allows it
Antibiotics and sorbets
- Sorbets or antibiotics when infection is possible and operator lacks immunity
- Waived for Isabella Capet or other infection-immune operators — note the waiver
- Extra sorbets on bio-heavy stations listed on World
Ammo and spares
- Primary ammo at full mag plus one reload minimum
- Secondary ammo for backup weapon type
- Spare magazines or stacks before Defence timers and multi-floor Conquest
- Energy batteries if running experimental energy weapons from Class Builds
Repair parts and durability
- Repair kit or spare weapon when mission expects sustained fire
- Disposable melee if primary blade durability is low
- Disassembly plan for junk loot if weight spikes mid-mission
Grenades and throwables
- Grenades packed for Sabotage, choke clears, or robot clusters
- Waived on stealth Espionage — document waiver
- Throwing weapons considered if keyboard Controls muscle memory is solid
Class, operator, and perk fit
- Operator trait synergizes with kit (Isabella melee, Victoria ranged, etc.)
- Class perks match mission type — Tunnel Rats for economy, Phoenix for timed mobility
- Skill reset understood — changing class wipes progress; commit before launch
- Build template from Class Builds applied, not improvised each time
Planet and Quasimorphosis risk
- Destination checked — Mars, Phobos, Deimos have no Quasimorphosis
- Horror-capable station flagged; read Quasimorphosis entry before first visit
- Timer reducers or alcohol packed if walkthrough chapter demands timed horror extract
- Lighter kit when map pressure can lengthen paths unexpectedly
Extract plan
- Partial loot threshold defined before entry — leave when hit, not when dead
- Anchor door identified and updated each sector during horror runs
- Minimum AP reserve for Sneak retreat to exit
- Extract route rehearsed mentally — no sprint through uncleared tiles
- Objective priority — story items beat optional crates when timer or Quasimorphosis active
After the checklist: deploy discipline
Passing the checklist does not replace stance discipline from Combat Stances or door work from Room Clearing. It ensures you arrive with the tools those guides assume.
On station, revisit extract rules when the map gets loud. Quasimorphosis and Defence timers punish players who treat a successful opening as permission to ignore the plan they wrote five minutes ago.
Sample loadouts by mission type
Mars farming — light pierce rifle, cut sidearm, bandages, one medkit, food for short sorties. Skip grenades; skip sorbets with Isabella.
First Quasimorphosis station — Sneak-friendly kit, dual damage types, full med stack, sorbets, timer reducer if required, extract AP reserve enforced.
Story Sabotage — grenades, backup weapon, heavier meds, extract threshold lower than loot greed.
Adjust templates in Class Builds rather than reinventing each launch.
When the checklist fails
If you extract with unused meds, you packed too much — tighten next run. If you died with empty med slots, you skipped lines. If robots shrugged off all damage, you missed the two-type rule. Log the failure, fix one checklist line, and redeploy. Quasimorph progression is iterative, not heroic.
Use this planner every contract until the lines are reflex. Then keep using it on any mission with timers, horror, or rare chips on the line.
Frequently Asked Questions
Quick answers to the most common questions.
Is the Quasimorph Loadout Planner an in-game feature?
No. It is a wiki checklist that mirrors what experienced players verify on the Magnum armory and mission prep screens before deployment.
How long should the mission prep checklist take?
Under one minute once you know your build. First visits to new planets or classes may take longer while you cross-check Items and Class Builds pages.
What is the most commonly skipped checklist item?
Second damage type coverage and extract AP reserve. Players pack one strong gun then die to resistant robots or panic sprint without retreat AP.
Do I need sorbets on every mission?
Only when infection is a threat and your operator lacks immunity. Isabella Capet and similar traits waive sorbets; note the waiver so you do not pack dead weight.
When should I read the Quasimorphosis world page?
Before any mission outside Mars, Phobos, or Deimos. Tick the planet risk section of this checklist against the World Quasimorphosis entry every time the destination changes.
Can I use this checklist with Steam Deck play?
Yes. Keep the list on a phone or overlay while configuring loadouts with Steam Input. Pair with the Steam Deck controls guide for inventory shortcuts.