Direct answer

Compare 13 documented Quasimorph mission types by objective, planning constraint, and campaign effect before choosing a loadout or accepting a contract.

All 13 Quasimorph mission types

The objective—not the mission name alone—determines how a contract ends. Use this matrix to spot whether the run is shaped by a timer, protected target, required cargo, fixed position, or floor-clearance rule before you pack.

Documented types
13 objectives covering protection, clearance, escort, theft, survival, targeted kills, and destruction.
Hard fail condition
Escort is lost if the protected NPC dies before reaching the destination.
Time pressure
Counterattack requires the named target to be eliminated within a turn limit.
Carry pressure
Robbery reserves inventory space for contract valuables that are surrendered afterward.
Mission type, success condition, and the constraint that changes your plan
Mission typeSuccess conditionPlan around this
ControlProtect marked cargo or communication devicesOrdinary floor loot is scarce, so build around the defense objective
ConquestEliminate 50% of the enemies on every floorBroad floor coverage matters; success transfers station control
CounterattackEliminate a named target within the turn limitRoute speed matters more than clearing optional rooms
DefenseSurvive the timer, then eliminate the remaining enemiesBring enough supplies for a prolonged fight and final clear
EliminationKill the marked targetThe target may carry equipment above the surrounding tier
EscortBring an NPC to the designated destinationThe NPC's death loses the contract; equip and protect them
EspionageRecover a prototype or PCPUThe result reduces the target station's Technology
InfiltrationFind and eliminate the designated enemiesTargets reveal at close range or after scanning and may skip some floors
RobberyEvacuate with every specified valuableReserve inventory space; contract cargo is surrendered afterward
RitualReach the marked area and hold against attackersPrepare to fight from one fixed position
SabotageDestroy marked cargo or communication devicesObjective-area crates may contain ship-upgrade materials
SecuritySurvive the timer and clear the stationBudget ammunition and recovery supplies for sustained pressure
SurveillanceDefend the marked objectsApproaching each objective starts the attack; nearby crates may hold barter loot
Turn based combat preview
Combat choices begin with the operation's success condition.

Choose the contract by its constraint

Two contracts at the same station can demand different builds. Start with the condition that can end or fail the job, then decide how much room remains for ordinary combat and loot.

  1. Identify the success condition

    Decide whether the run ends through clearance, a protected object or NPC, a recovered item, a timed target, or a held position.

  2. Reserve capacity for the constraint

    Keep inventory space for Robbery, mobility for Counterattack, sustained supplies for timer missions, and protective equipment for Escort.

  3. Check the campaign effect

    Before accepting, note whether the result changes station control, faction Power, or Technology on the strategic board.

Common mistakes

Treating every contract as a full-clear mission

Only some objectives reward or require broad clearance. Read the exact success condition before spending supplies on optional rooms.

Filling the inventory before the objective is secured

Robbery needs reserved slots for required valuables, while timed and escort jobs can make optional looting the wrong priority.

Ignoring what the result changes on the map

Conquest, Defense, Sabotage, Espionage, and Elimination can change control, Power, or Technology beyond the current run.

Read the campaign effect before accepting

Mission results change the strategic board. Conquest transfers a station, Defense keeps the present owner in place, Sabotage attacks Power and Technology, Espionage attacks Technology, and Elimination usually reduces Power. A scientist target shifts that Elimination effect toward Technology.

Power influences enemy presence and mission loot, while Technology influences the gear a faction can field or sell. The next contract can therefore become easier, harder, or more valuable because of the job you finish now.