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 | Plan around this |
|---|---|---|
| Control | Protect marked cargo or communication devices | Ordinary floor loot is scarce, so build around the defense objective |
| Conquest | Eliminate 50% of the enemies on every floor | Broad floor coverage matters; success transfers station control |
| Counterattack | Eliminate a named target within the turn limit | Route speed matters more than clearing optional rooms |
| Defense | Survive the timer, then eliminate the remaining enemies | Bring enough supplies for a prolonged fight and final clear |
| Elimination | Kill the marked target | The target may carry equipment above the surrounding tier |
| Escort | Bring an NPC to the designated destination | The NPC's death loses the contract; equip and protect them |
| Espionage | Recover a prototype or PCPU | The result reduces the target station's Technology |
| Infiltration | Find and eliminate the designated enemies | Targets reveal at close range or after scanning and may skip some floors |
| Robbery | Evacuate with every specified valuable | Reserve inventory space; contract cargo is surrendered afterward |
| Ritual | Reach the marked area and hold against attackers | Prepare to fight from one fixed position |
| Sabotage | Destroy marked cargo or communication devices | Objective-area crates may contain ship-upgrade materials |
| Security | Survive the timer and clear the station | Budget ammunition and recovery supplies for sustained pressure |
| Surveillance | Defend the marked objects | Approaching each objective starts the attack; nearby crates may hold barter loot |

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.
- 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.
- Reserve capacity for the constraint
Keep inventory space for Robbery, mobility for Counterattack, sustained supplies for timer missions, and protective equipment for Escort.
- Check the campaign effect
Before accepting, note whether the result changes station control, faction Power, or Technology on the strategic board.
Common mistakes
Only some objectives reward or require broad clearance. Read the exact success condition before spending supplies on optional rooms.
Robbery needs reserved slots for required valuables, while timed and escort jobs can make optional looting the wrong priority.
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.