Quasimorph Weapons Guide: All Classes, Ammo Families & Picks

Quasimorph weapons guide: all ranged and melee classes, the 12 ammo families, top picks like AMW-Snow Wolf and AAD-Barracuda, and how to get them.

Last Updated: August 14, 2026

Quasimorph Weapons Guide: All Classes, Ammo Families & Top Picks

Quasimorph's arsenal is enormous — the official wiki catalogs well over a hundred ranged weapons across a dozen classes, plus the full melee tree, and every one of them runs on a specific ammo family with its own damage type. Version 1.0 added 29 new guns, two new composite damage types, and rebalanced accuracy, critical damage, and falloff across the board. This guide gives you the full weapon taxonomy, the 12 ammo families you'll actually load, and the picks that carry each phase of the game.

Quasimorph weapons — official capsule art.
Quasimorph weapons — official capsule art.

Here's what you'll learn:

  • Every weapon class: melee, pistols, SMGs, shotguns, rifles, machine guns, and the exotics
  • The 12 ammo families and what damage each deals
  • Standout weapons: AMW-Snow Wolf, AAD-Barracuda, AEP-Alpha, ANDR-X and more
  • How to obtain weapons: barter, faction rewards, loot, and crafting
  • Weapon upgrades, traits, and the damage-type logic behind good loadouts

The Weapon Classes at a Glance

The wiki organizes weapons into melee and ranged halves. Melee classes: Knives, Blades, Clubs, Fists, Axes, and Chainsaws. Ranged classes: Pistols, Shotguns, SMGs, Assault Rifles, Marksman Rifles, Machine Guns, Miniguns, Sprayers, Rocket Launchers, Grenade Launchers, and the odd Discthrowers. The community wiki's weapon tables (accurate as of the 0.8-era data, with 1.0 adding 29 new guns) put roughly 45 pistols, 26 SMGs, 26 assault rifles, 22 shotguns, and 22 marksman rifles in the pool — plus machine guns, miniguns, and exotics like the Harpoonthrower and Chemnade Launcher.

Key class notes:

  • Pistols are the early-game backbone — cheap, light, and most take 9mm or .42 ammo, both plentiful.
  • Shotguns dominate close quarters: the AAD-Barracuda's auto mode dumps 4 shots of 26–64 damage, and shotgun classes like Tunnel Rats get damage perks on top (see the classes tier list).
  • Marksman rifles are your long-range answer: range 7–9, high crits, but slow reloads.
  • Machine guns and miniguns (7.97 or 12.7) trade weight and ammo hunger for sustained fire.
  • Sprayers (Gasoline/Eannis Redfire) are flamethrowers — 1.0 buffed their attack-zone damage.
  • Rocket launchers take the missile family (Scalp, Agni, Chlorine, Ultimatum) and are boss-answer tools, not room-clearers.
Melee is a real archetype, not a fallback

Melee weapons add their damage on top of the clone's base melee damage, and 1.0 gave thrown melee weapons their own item type (they gain melee bonuses and can break when thrown). Knives get a three-hit series, chainsaws chew through robots' cut weaknesses, and the builds guide has full melee loadouts. Community consensus: melee is viable but demands better positioning than guns — you must get the first hit.

The 12 Ammo Families and Their Damage

Almost every gun consumes ammunition, and the ammo defines your damage type as much as the gun does. The wiki's Ammos table lists 36 individual cartridges; they group into roughly a dozen families you need to memorize:

Family Notable rounds Damage types
.42 .42 (Pierce), .42 Rubber (Blunt +20), .42F Cryo (Cold) pistols, light MRs
9mm 9mm (Blunt), 9mm HP (Lacerating +35), 9mm EXP/Bursting (Explosive) pistols, SMGs
7.97 7.97 (Pierce), 7.97 AP (+20 Pierce), 7.97 API (Plasma, burn 80%) rifles, MGs, miniguns
12-gauge Slugs (Blunt), Buckshot (Lacerating), Flechette 12 (+20 Pierce), FRAG-12 (Explosive), Dragon Volley (Fire) shotguns
12.7 12.7 (Blunt), 12.7 FlaK (Pierce), 12.7 IR (Fire) heavy MGs, miniguns
Batteries Battery/Dilthey/Makeshift (Beam), Elerium (Plasma +40) energy rifles, SMGs, pistols
Igvas Igvas (Poison) Tezctlan-family weapons
90mm Nails 90mm Nails (Pierce), Nails of Pain (Pierce, 100% crit) nail guns, Architect/Builder MGs
Gasoline Gasoline, Eannis Redfire (Fire +30) flamethrowers/sprayers
Chemtrail Chemtrail (Poison), DVL-T Saw (Poison) chem weapons
160mm Disc 160mm Disc (Cut) discthrowers
Missiles & grenades Scalp (Blast), Agni (Fire), Chlorine (Poison), Ultimatum (Radiation), RGD-20, SST-2 launchers, throwables
Ammo is a faction politics question

Which ammo you can restock depends on which factions like you. 7.97 and 9mm are everywhere; Dragon Volley, Elerium, and Igvas are faction-gated or rare. Before you fall in love with a gun, check that its ammo family is farmable at your reputation level — the economy guide explains station supply.

Standout Weapons Worth Building Around

  • AMW-Snow Wolf (marksman rifle, .42 family, range 7, mag 12) — AnCom-exclusive semi-auto; 28–40 damage with 225 crit, +25% pierce chance, and a 100% penetrating-trauma effect. The classic "examine, then one-tap" rifle. Obtainable from AnCom barter/rewards at tech level 8, or from AnCom Keeper of Secrets loot.
  • AAD-Barracuda (automatic shotgun, 12-gauge, mag 10) — AnCom tech 9; single 24–64 damage or a 4-shot auto burst, +25% knockback. Flechette 12 became its standard ammo in 0.9. It's the midgame room-clearing king and the base of many Tunnel Rat shotgun builds.
  • AEP-Alpha (pistol, Igvas) — a Tezctlan-family poison pistol with a 16-round mag; poison ticks make it quietly efficient against humans.
  • ANDR-X — the crowd favorite heavy rifle with a hard-hitting 7.97 profile, frequently cited by players as a late-game workhorse.
  • Archbishop / Bishop / Hunter — 7.97 marksman rifles with range 7–9; the sniper spine for RealWare-adjacent loadouts.
  • Emerald Hand (machine gun) and Judge ABC (assault rifle) — Gannix/Tezctlan-flavored weapons that also exist as limb-augment equipment in the augmentations guide.

Per the official 1.0 patch notes, version 1.0 increased flamethrower damage in the attack zone, made light weapons lighter, raised maximum condition, adjusted prices (mostly down), and slightly reduced average damage falloff — so budget-tier guns feel more consistent, and the top end is mostly unchanged.

How to Get Weapons

  • Barter at stations. Each faction sells weapons from its tech list once reputation is high enough; this is how you get faction-exclusive guns like the Snow Wolf and Barracuda.
  • Mission rewards. Contract rewards are paid in items; high-reward missions can hand you a weapon from the beneficiary's pool.
  • Loot from enemies. Elite units (AnCom's Keeper of Secrets and Inquisitor, VIP bodyguards, CEO guards) drop their gear. Infiltration and Elimination contracts are the "loot piñata" mission types.
  • Crafting. The Magnum's Weaponry department (Engineering tree) builds weapons from recipes — the Snow Wolf recipe costs Ceramic Plates, Weapon Parts, Lens, Microchip, and Short Pipe. 1.0's update cost rework made upgrade components much cheaper (level 100 upgrades now need 450 items instead of 3,000).
  • Disassembly and amputation. 1.0 changed disassembly chances (50% → 33% per item) but added new recipes — you can now obtain the Judge ABC and PV-277 from minigun/laser-turret disassembly, with better odds via amputation.

Weapon Upgrades and Traits

Weapons and armor both take upgrades via item chips (the Weaponry and Arsenal departments). 1.0 rebalanced the system: more items required per upgrade, but lower maximum cost and per-level stats adjusted for usefulness — and different armor pieces have different upgrade steps (a helmet costs less than a chest piece). Traits matter more than raw damage:

  • Laser Sight boosts accuracy (the 1.0 patch fixed a bug showing lower accuracy than the actual 95% cap).
  • Silencer removes the gunshot sound for NPCs — huge for stealth room clearing.
  • Collimator reduces damage falloff (12% → 10% after 1.0).
  • Overheat/Overclocking trade heat management for damage, and the 1.0 patch fixed them being shared between two weapons.
Upgrade the gun, not just the damage

A +100 damage Jeffhammer shotgun is a community meme for a reason — it one-shots most midgame patrols. But upgrades cost chips and materials you also need for Magnum modules. Follow the Magnum upgrades guide priority list before sinking rare materials into sidearms.

Frequently Asked Questions

How many weapons are in Quasimorph?

The official wiki catalogs well over a hundred weapons: roughly 45 pistols, 26 SMGs, 26 assault rifles, 22 shotguns, and 22 marksman rifles, plus machine guns, miniguns, sprayers, rocket launchers, discthrowers, and the full melee tree. Version 1.0 added 29 new guns.

What is the best weapon in Quasimorph?

There's no single best weapon — it depends on faction access and ammo supply. Community favorites include the AMW-Snow Wolf (AnCom marksman rifle), AAD-Barracuda (auto shotgun), AEP-Alpha (Igvas pistol), and the 7.97 marksman rifles (Archbishop, Bishop, Hunter). Carry two damage types and pick guns whose ammo your factions can restock.

What ammo types does Quasimorph have?

Roughly a dozen families: .42, 9mm, 7.97, 12-gauge, 12.7, Batteries (energy), Igvas, 90mm Nails, Gasoline, Chemtrail, 160mm Discs, and missiles/grenades — 36 individual cartridges on the wiki, each with its own damage type and effects.

How do I get weapons in Quasimorph?

Barter at faction stations (faction-exclusive guns need high reputation), mission rewards, looting elite enemies, crafting in the Magnum's Weaponry department, and 1.0's disassembly/amputation recipes.

Are energy weapons good in Quasimorph?

Yes, with a caveat: Beam weapons ignore most armor but robots and some elites resist or ignore them — examine before you lean on them. Elerium (Plasma) is the standout energy ammo with +40 damage and 100% burn chance.

Last updated: August 14, 2026.

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