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Combat Units
Deep Rock Galactic: Rogue Core

Combat Units

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.

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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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