Steam 1.0 · Battlefield Trauma & Surgery

Quasimorph Medical & Wounds Guide: Field Surgery, Amputation & Drugs (1.0)

In Quasimorph, damage is never a generic health bar reduction. Ballistic shrapnel, monomolecular blades, and demonic void fire target 6 discrete anatomical body parts, inflicting lethal hemorrhages, compound fractures, septic necrosis, and traumatic limb amputations. Master field surgical triage, pharmaceutical toxicity limits, and emergency demonic metamorphosis before stepping into corporate crossfire.

Anatomical Damage Model

The 6 Independent Anatomical Zones & Wound Dynamics

Every projectile, slash, and explosion rolls against a specific body part. Each zone maintains its own independent HP pool, armor coverage rating, and catastrophic failure threshold:

Anatomical Zone Base HP Pool Lethal Threshold Clinical Debuffs & Trauma Consequences Protective Priority
Head 100 HP Instant Death at 0 HP Concussion, sudden blindness (-60% vision radius), severe aim tremor (-40% weapon accuracy), cognitive stun locking clone action points. CRITICAL Sealed ballistic helmets or heavy visors mandatory.
Torso 100 HP Instant Death at 0 HP Internal hemorrhage, pneumothorax, fractured ribs doubling stamina burn and reducing maximum action points from 3 down to 2. CRITICAL Heavy composite plate vests; prioritize blunt and piercing defense.
Left Arm 100 HP Non-lethal (Amputation risk) Fractures degrade aim by -35% and double reload time. Complete loss (amputation) permanently disables 2-handed firearms (rifles, shotguns, heavy machine guns). HIGH Armored pauldrons, tactical vambraces, and reinforced sleeves.
Right Arm 100 HP Non-lethal (Amputation risk) Primary weapon wielding limb. Severe trauma cuts melee swing damage by 50% and raises weapon jam clearance AP costs. Amputation forces single-handed sidearm usage. HIGH Same as left arm; vital for retaining heavy weapons deployment.
Left Leg 100 HP Non-lethal (Immobility risk) Compound fracture doubles tile traversal AP cost (1 AP/tile → 2 AP/tile), strips away sprint capability, and penalizes dodge evasion by -25%. MODERATE Kevlar trousers and composite greaves to prevent mobility loss.
Right Leg 100 HP Non-lethal (Immobility risk) Cumulative trauma with left leg reduces operative mobility to 3 AP per single tile. Amputation renders clone unable to retreat from advancing shotgunners or melee horrors. MODERATE Reinforced combat boots and ballistic leg guards.

Tactical Diagnostic Rule: Headshot & Torso Penetration Protection

Never deploy a clone with mismatched torso or headgear protection. Even if your clone sports Tier-4 heavy armor on their legs, a single stray 7.97 AP slug passing through an unarmored canvas cap will instantly decapitate your operative, resulting in immediate game over. Head and Torso armor ratings dictate survival probability across all difficulty tiers.

Pharmacopoeia & First Aid

Targeted Field Medication & Surgical Triage Matrix

Applying the wrong medical item under fire wastes scarce action points and accelerates death. Use the certified trauma matrix to counter specific physiological conditions:

Trauma / Condition Severity & Bleed Rate Primary Certified Treatment Secondary / Emergency Alternative Fatal Failure Mode
Arterial Bleed -10 to -12 HP / Turn Tourniquet (CAT) Hemostatic Bandage, Coagulant Ampoule Applying Cotton Rags fails to halt flow; clone bleeds out in 3-5 turns.
Capillary Bleed -1 to -3 HP / Turn Sterile Bandage Hemostatic Sponge, Cotton Rags Slow attrition leaves operative vulnerable to single-shot finishing blows.
Bone Fracture Crippling AP/Aim debuffs Medical Splint Surgical Bone Pinning Kit Applying a Medkit restores HP but leaves the fracture active and operative crippled.
Septic Infection Rising toxemia (+3%/turn) Broad-Spectrum Antibiotics Sorbent (if blood contamination is <40%) Delayed treatment leads to systemic septic shock and unmanageable fever coma.
Chemical / Acid Burn Continuous armor & flesh melt Neutralizing Solution Purified Water rinse, Sorbent Acid puddle residue spreads across all limbs, destroying outer armor plates.
Thermal / Plasma Burn Rapid HP erosion & panic Burn Gel / Ointment Purified Water douse Active burning causes uncontrollable clone panic, running blindly into hazards.
Acute Shock / Pain Lock Action point suppression (-1 AP) Morphine Injection Tramadol, Combat Stimulant Taking ≥2 doses within short interval causes fatal chemical overdose.
Quasimorph inventory sorting and medical supplies management interface
Official Patch 1.0.2 screenshot Medical inventory layout: Place Tourniquets and Splints in primary hotbar slots for instant access during firefights without menu scrolling. © Magnum Scriptum / HypeTrain Digital

Hemostasis & Orthopedics

Arterial Hemorrhage vs. Compound Bone Fractures

The two most common causes of preventable mercenary deaths are misdiagnosing arterial wounds and neglecting orthopedic stabilization:

Arterial Bleed: The Silent 30-Second Executioner

  • The Mechanism: Severed major artery (femoral, brachial, or carotid) inflicts devastating -10 to -12 HP per turn.
  • The Trap: Panic-clicking basic Cotton Rags or standard Gauze Bandages consumes 1 AP but produces zero hemostatic effect. The bleed status icon stays bright red.
  • The Counter: Apply a mechanical Tourniquet immediately. Tourniquets instantly compress arterial flow. Follow up with Coagulant to seal the vascular breach.

Compound Fractures: The Movement Death Sentence

  • The Mechanism: Heavy kinetic blunt trauma or shotgun slug impacts crack limb bones, inflicting severe orthopedic trauma.
  • The Trap: Injecting a High-Tech Medkit heals raw HP numbers to 100/100, but does not reset bone alignment. The broken bone icon remains active!
  • The Counter: Apply a Medical Splint first. The splint stabilizes the structural framework, eliminating the movement and aim penalty. Then heal HP with a medkit.

The Orthopedic Emergency Golden Rule

When retreating from a room breach while suffering both an arterial bleed and a broken leg: treat the arterial bleed first on AP 1, apply the splint on AP 2, and use AP 3 to close the door behind you. Never run on a broken leg while bleeding arterially; each tile moved consumes double stamina and ticks lethal blood loss twice as fast.

Microbial & Chemical Hazards

Septic Pathogens, Chemical Toxicity & Thermal Necrosis

Bramfatura corruption introduces virulent pathogens and corrosive byproducts that turn minor flesh scratches into runaway biological cascades:

STAGE 1: BLOOD CONTAMINATION

Early Bacterial Seeding (<40% Toxicity)

Incurred from zombie claws, rusted blades, or contaminated corpse interaction. Toxemia creeps upward at +2% to +3% per turn.

Treatment: Administer Sorbent immediately. Sorbent flushes active circulating toxins and arrests pathogen replication before tissue colonization.

STAGE 2: SYSTEMIC SEPSIS

Full-Blown Septic Fever (>40% Toxicity)

Pathogens breach the blood-organ barrier. Clone suffers shivering tremors, severe vision distortion, intermittent AP loss, and rapid organ necrosis.

Treatment: Sorbent is no longer effective alone. You must inject Broad-Spectrum Antibiotics to kill bacteria, followed by purified water to clear drug residue.

ACID & FLAME EXTINGUISHMENT

Corrosive Hazard Protocols

Acid pools dissolve armor durability by 5% every step and inflict spreading chemical burns. Fire ignites clothing, inducing uncontrollable panic.

Treatment: Wash with Purified Water or Neutralizing Solution. Never pour alcohol or moonshine on burns—alcohol acts as an accelerant and will instantly incinerate your operative!

Trauma Surgery & Metamorphosis

In-Mission Amputation & Demonic Transformation Survival

When high-caliber kinetic rounds or monomolecular blades cleanly sever a limb, standard medicine cannot restore the lost anatomical part:

The Iron Law of In-Mission Amputations

Severed limbs cannot be regrown or reattached during an active contract. In Quasimorph 1.0, field medicine has no surgical clone vat capability. If an arm or leg is severed:

  • Step 1 (Stop Fatal Bleeding): The amputation stump inflicts a catastrophic arterial hemorrhage. You must immediately apply a Tourniquet to the remaining stump. Failure to tourniquet the stump results in death within 3 turns.
  • Step 2 (Loadout Reconfiguration): An amputated arm instantly forces your clone to drop any 2-handed firearm (shotguns, assault rifles, heavy machine guns). Your clone can now only wield 1-handed sidearms (pistols, SMGs, combat knives). Switch weapon slots immediately.
  • Step 3 (Extraction Abort): If a leg is amputated, your movement AP cost doubles permanently for that mission. Abort secondary objectives and chart the shortest vector to the shuttle elevator.

Vat Regeneration Note: Once you successfully extract to the Magnum shuttle, ship medical vats synthesize a pristine replacement clone chassis with all limbs intact at zero credit cost.

Human Despair: The Crippled Operative

Your operative has lost both legs, carries 8 HP on the torso, and is surrounded by corporate security 3 floors below extraction with zero splints or medkits remaining. Continuing as a human mercenary means guaranteed death.

The Demonic Gambit: Intentional Metamorphosis

Consume Gavvakh, ingest Quasimorphic organs, or slaughter hostiles to push the station's Quasimorphosis meter to 1,000 (Ecstasy). The overwhelming Bramfatura wave disintegrates your ruined biological flesh and triggers a Demonic Metamorphosis.

  • Your human body is completely replaced by a demonic chassis boasting 350+ fresh Hit Points.
  • All broken bones, severed limbs, septic infections, and arterial hemorrhages are completely wiped out.
  • Gain innate demonic armor, massive melee claws, and elemental void attacks.
  • Battle your way to the shuttle, extract, and secure your mission bounty!

Pharmacological Boundaries

Morphine Metabolism, Pain Suppression & Overdose Lethality

Morphine is the most potent painkiller in your field trauma kit, but pharmaceutical misuse is one of the quickest ways to accidentally kill your own operative:

Chemical Toxicity Level Doses Administered Physiological Status Clinical Symptoms & Mechanics Required Emergency Action
0% – 35% 0 Doses Normal Baseline Standard clone physiology; pain from wounds inflicts accuracy penalties and shock tremors. None required.
36% – 75% 1 Dose Therapeutic Analgesia Complete pain suppression, shock immunity, restored action points, slight pupil dilation. Safe window. Monitor toxicity before taking subsequent medications.
76% – 85% 2 Consecutive Doses Acute Intoxication Severe nausea, erratic pulse, -30% aim penalty, random stumbling during traversal. IMMEDIATE Ingest Sorbent to purge drug metabolites before next turn.
≥85% 2+ Doses or Mixed Drugs LETHAL RESPIRATORY ARREST Operative suffers violent vomiting, drops all remaining AP, and dies of asphyxiation within 1-2 turns. CRITICAL Administer Sorbent or Naloxone-equivalent immediately on current turn!

The Pharmacological Golden Rule: Stacking & Sorbent Cleansing

Never inject two ampoules of Morphine back-to-back. If your clone suffers extreme multi-limb trauma requiring continuous pain suppression, execute the clean clinical loop: Morphine Dose 1 → Wait 15 Turns / Ingest Sorbent → Verify Toxicity <30% → Administer Dose 2. Mixing Morphine with combat stims (Adrenaline, Methamphetamine) compounds toxicity accumulation exponentially.

Video Field Intel

Kanalie: High-Difficulty Survival & Field Medical Triage

Watch master-class gameplay analyzing trauma medicine management, surgical priorities, and surviving extreme injury states under Unfair difficulty:

Detailed field demonstration of trauma inventory layout, hemostatic prioritization, and surviving multi-limb fractures.

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Field FAQ

Frequently Asked Questions

What should I do immediately when my clone suffers an arterial bleed?

Open inventory immediately on your current action point and apply a Tourniquet, Coagulant, or Hemostatic Bandage. Standard cotton rags and basic bandages cannot halt high-pressure arterial spurts (-10 to -12 HP per turn). Without a tourniquet, your operative will bleed out and suffer irreversible cardiovascular collapse within 3 to 5 turns.

Can I reattach or heal a severed arm or leg during a mission?

No. In-mission amputations are permanent for the duration of the deployment. Once a limb is severed, it cannot regenerate until your clone successfully evacuates back to the Magnum clone vats. Your immediate survival priority is applying a tourniquet to stop fatal stump hemorrhage, switching to a 1-handed firearm or melee blade, and retreating toward the extraction shuttle.

Why does an expensive Military Medkit fail to heal my broken arm or leg?

Military Medkits restore raw limb hit points, but they do not set or stabilize fractured bones. Bone fractures are distinct clinical debuffs requiring a dedicated Medical Splint. If you restore an arm or leg to 100 HP without applying a splint, your clone remains severely crippled with -50% weapon accuracy or doubled movement AP costs.

How does Morphine overdose occur and how do I prevent accidental death?

Each dose of Morphine suppresses acute trauma and pain shock but injects approximately +45% chemical toxicity into your bloodstream. Administering two consecutive doses without an elimination interval pushes systemic toxicity beyond the lethal 80% threshold, triggering immediate nausea, loss of all action points, and fatal respiratory collapse. Always carry Sorbent to purge chemical toxicity between injections.

How can intentional demon metamorphosis save a doomed operative with amputations?

If your operative has suffered catastrophic injuries—such as both legs fractured or arms severed with zero medical supplies remaining—you can intentionally trigger Ecstasy by pushing the Quasimorphosis meter to 1,000 (or ingesting Gavvakh / Quasimorphic organs). Bramfatura metamorphosis replaces your shattered human clone chassis with a fresh, fully healed demonic entity (350+ HP) possessing natural claws and elemental attacks, allowing you to fight through to the shuttle.