Deep Rock Galactic: Rogue Core Combat Units: Worker, Medic, Trooper Recruit, Mounted Trooper, Anti-Air Trooper, Grenade Trooper, Jedi Padawan, Sith Apprentice, Jedi or Sith Master, Power Droid, Probot, Scout, Strike Mech.
Units:
- Worker - [50 Food]
- Hit Points : 55
- Armor : 0
- Upgrades : NONE
- DuraArmor : 0
- Range : 0
- Capacity : 0
- Attack : 3
- Intelligence: Universal unit for gathering resources and producing new structures. The more workers assigned, the faster tasks are completed. Guard these units carefully.
- Medic - [35 Carbon]
- Hit Points : 35
- Armor : 0
- Upgrades : NONE
- DuraArmor : 0
- Range : 1
- Capacity : 0
- Attack : 0
- Intelligence: Heals any biological unit (excluding mechs) for free. Medics are droids and can only be repaired by a worker.
- Trooper Recruit - [25 Food][35 Carbon]
- Hit Points : 45
- Armor : 0
- Upgrades : Trooper, Heavy Trooper, Repeater Trooper
- DuraArmor : 1
- Range : 3
- Capacity : 0
- Attack : 6
- Intelligence: Basic, standard infantry for support in attacking and defending. Cheap to make, they become powerful with upgrades. Work best in groups and can enhance structures like Turrets.
- Mounted Trooper - [55 Food][20 Nova]
- Hit Points : 55
- Armor : 3
- Upgrades : Heavy Mounted Trooper, Advanced Mounted Trooper
- DuraArmor : 3
- Range : 0
- Capacity : 0
- Attack : 7
- Intelligence: Close-ranged units that must move in close to attack. Best against structures and defenses like mechs. Should be grouped with other Mounted Troopers.
- Anti-Air Trooper - [35 Food][35 Carbon]
- Hit Points : 35
- Armor : 0
- Upgrades : Heavy Anti-Air Trooper
- DuraArmor : 1
- Range : 6
- Capacity : 0
- Attack : 9
- Intelligence: Mobile anti-air defense. Cheap to make, they can down enemy fighters quickly. Best used in groups, but their rockets are only for anti-air and they are vulnerable in ground assaults.
- Grenade Trooper - [90 Food][40 Nova]
- Hit Points : 45
- Armor : 1
- Upgrades : NONE
- DuraArmor : 3
- Range : 6
- Capacity : 0
- Attack : 1
- Intelligence: Anti-mech unit. Their grenades are weak against most targets but effective against mechs. Projectiles arc and may miss moving targets. Use in groups for best effectiveness.
- Jedi Padawan - [100 Food][200 Nova]
- Hit Points : 125
- Armor : 0
- Upgrades : Jedi Knight
- DuraArmor : 4
- Range : 0
- Capacity : 0
- Attack : 6
- Intelligence: Students learning The Force. Can convert units/structures at a range, despite zero range attack (lightsaber). Can pick up a Jedi Holocron.
- Sith Apprentice - [100 Food][200 Nova]
- Hit Points : 125
- Armor : 0
- Upgrades : Sith Knight
- DuraArmor : 4
- Range : 0
- Capacity : 0
- Attack : 6
- Intelligence: Similar to Jedi Padawans but use the dark side of The Force.
- Jedi or Sith Master - [100 Food][350 Nova]
- Hit Points : 400
- Armor : 1
- Upgrades : NONE
- DuraArmor : 6
- Range : 0
- Capacity : 0
- Attack : 2
- Intelligence: Ultimate Jedi/Sith. Can convert almost any unit or structure. Regenerate hit points, making them very durable.
- Power Droid - CLONE CAMPAIGNS - [65 Carbon]
- Hit Points : 50
- Armor : 1
- Upgrades : NONE
- DuraArmor : 7
- Range : 1
- Capacity : 0
- Attack : 0
- Intelligence: Mobile power source produced at a Power Core. Sustains buildings before a permanent source is built. Useful near structures like Shield Generators if main power fails.
- Probot - [45 Carbon]
- Hit Points : 15
- Armor : 0
- Upgrades : NONE
- DuraArmor : 0
- Range : 3
- Capacity : 0
- Attack : 2
- Intelligence: Fast scout unit, good for covering terrain quickly but weak in combat.
- Scout - [50 Carbon]
- Hit Points : 60
- Armor : 0
- Upgrades : NONE
- DuraArmor : 2
- Range : 2
- Capacity : 0
- Attack : 3
- Intelligence: Used to scout terrain early in a map to reveal resources and enemies. Less useful later as the map becomes exposed; weak in combat.
- Strike Mech - [50 Food][100 Carbon]
- Hit Points : 80
- Armor : 2
- Upgrades : Heavy Strike Mech
- DuraArmor : 5
- Range : 6
- Capacity : 0
- Attack : 0
Tips
- Workers are crucial for base building and resource gathering; prioritize their safety.
- Medics are essential for healing biological units but require worker repair.
- Trooper Recruits are versatile basic infantry that improve with upgrades.
- Mounted Troopers excel against structures and defenses.
- Anti-Air Troopers are specialized for air defense and are vulnerable to ground attacks.
- Grenade Troopers are effective anti-mech units with arcing projectiles.
- Jedi and Sith units have unique Force abilities and can convert units/structures.
- Power Droids provide mobile power support for critical buildings.
- Scouts and Probots are fast but weak reconnaissance units.
- Strike Mechs have good hit points and armor, with a decent range.
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