- Deep Rock Galactic Rogue Core all weapons: The arsenal carries over the proven DRG sandbox with roguelite upgrade layers.
- S-Tier picks: Lead Storm Minigun, CRSPR Flamethrower, and Breach Cutter lead early expeditions.
- Ammo economy matters: Resource-tight runs reward efficient weapons like the GK2 Rifle.
- Unverified gear: New roguelite weapons are teased but not fully detailed — check patch notes.
- Match weapons to role: Crowd control for swarms, burst damage for praetorians and bosses.
Rogue Core Weapon Arsenal Overview
The Deep Rock Galactic Rogue Core weapon pool builds on the classic five-class structure. Each Reclaimer dwarf carries a primary weapon, a secondary sidearm, a throwable, and a support tool, and roguelite expedition upgrades stack on top of that base kit. Because runs are resource-tight in the early loops, ammo efficiency and crowd-control value weigh as heavily as raw damage in these rankings.
The table below summarizes the full confirmed arsenal by class:
| Class | Primary Options | Secondary Options | Throwable/Support |
|---|---|---|---|
| Driller | CRSPR Flamethrower, Cryo Cannon | Subata 120 | Impact Axes, Satchel Charge |
| Engineer | Warthog Auto 210, Stubby Voltaic SMG | PGL, Breach Cutter | LMG Gun Platform turrets, Platform Gun |
| Gunner | Lead Storm Minigun | Revolver, BRT7 Burst Fire Gun | Shield Generator, Zipline Launcher |
| Scout | GK2 Rifle, M1000 Plasma Carbine | Boomstick | Flare Gun, Grappling Hook |
Rogue Core is in Early Access with a still-revealing arsenal. Entries here marked Confirmed are known DRG weapons that carry over. New signature weapons tied to roguelite progression have been teased by Ghost Ship but await full stat details — follow the Steam news hub for reveals.
All Weapons Tier List
Weapons are scored on damage output, crowd control, ammo economy, survivability value, and usefulness in early expeditions. The roguelite structure means an upgrade-dependent weapon in loop one can become S-Tier by loop four once run bonuses stack.
| Tier | Weapon | Class | Status | Why It Ranks Here |
|---|---|---|---|---|
| S | Lead Storm Powered Minigun | Gunner | Confirmed | Best sustained DPS; slow spin-up is the only cost |
| S | CRSPR Flamethrower | Driller | Confirmed | Top crowd control in close caves; clears swarms cheaply |
| S | Breach Cutter | Engineer | Confirmed | Slicing line deletes praetorians and packed groups |
| A | GK2 'Gulftida' Rifle | Scout | Confirmed | Accurate, ammo-efficient all-rounder for tight runs |
| A | 'Warthog' Auto 210 | Engineer | Confirmed | Reliable shotgun; rewards aggressive positioning |
| A | Subata 120 | Driller | Confirmed | Solid burst sidearm beyond flamethrower range |
| B | Cryo Cannon | Driller | Confirmed | Freezes waves; needs team follow-up to shine |
| B | Boomstick | Scout | Confirmed | Emergency shotgun; poor ammo economy in long runs |
| B | BRT7 Burst Fire Gun | Gunner | Confirmed | Precise mid-range sidearm; wants overclock builds |
| C | M1000 'Houdini' Carbine | Scout | Confirmed | High ceiling; weak base ammo until upgrades unlock |
| C | Stubby Voltaic SMG | Engineer | Confirmed | Fun electro synergy; raw output lags early |
S-Tier: Must-Use
- Lead Storm Minigun — sustained DPS king
- CRSPR Flamethrower — swarm eraser
- Breach Cutter — elite deleter
A-Tier: Strong Picks
- GK2 Rifle — ammo-efficient all-rounder
- Warthog Auto 210 — aggressive shotgun
- Subata 120 — burst sidearm
B/C-Tier: Situational
- Cryo Cannon — needs synergy
- Boomstick — emergency only
- M1000 — upgrade-dependent
In a roguelite run, tiers shift. An M1000 with charged-shot and reload upgrades earned mid-run can outperform a stock Warthog. Pick your base weapon for its floor, then let expedition upgrades raise the ceiling.
How to Evaluate a Weapon in-Run
Use these criteria when choosing between weapons during expedition prep:
| Criterion | What to Check | Weight Early Run | Weight Deep Run |
|---|---|---|---|
| Damage output | DPS vs. swarms and heavies | Medium | High |
| Crowd control | Freeze, fear, or area denial | High | Medium |
| Ammo economy | Kills per resupply pack | High | Medium |
| Survivability value | Shielding, kiting, terrain use | High | High |
| Upgrade synergy | Scales with run bonuses | Low | High |
Check the Biome and Hazard Level
Hotter biomes mean tougher swarms and environmental hazards. Short-reach weapons like the flamethrower punish you in open caverns; accurate rifles gain value.
Match Weapon to Team Composition
If teammates already cover crowd control, take single-target burst like the Breach Cutter or M1000 for praetorians and bosses. If nobody clears trash, take area damage.
Budget Ammo Before You Drop
Early runs are resource-tight. Favor efficient weapons — the GK2 or Warthog — until your Reclaimer progression unlocks deeper ammo pools.
Stack Run Upgrades on Strengths
Choose expedition upgrades that multiply what your weapon already does well. Stacking ammo regeneration on a minigun or heat bonuses on a flamethrower outperforms spreading thin.
The most forgiving early combo is Gunner with the Lead Storm plus Revolver: high health, forgiving ammo, and the Shield Generator rescues failed fights. It is the strongest starting point for new Reclaimers.
Class-by-Class Weapon Pairings
Each class pairs best when primary and secondary cover each other's weaknesses:
| Class | Best Pairing | Covers | Weakness Covered |
|---|---|---|---|
| Driller | CRSPR + Subata 120 | Swarm clearing + ranged burst | Flamethrower's short reach |
| Engineer | Warthog + Breach Cutter | Wave clear + elite deletion | Shotgun's falloff vs. armor |
| Gunner | Lead Storm + BRT7 | Sustained + precision | Minigun spin-up windows |
| Scout | GK2 + Boomstick | Range + emergency melee out | Fragility when swarmed |
Save satchel charges for praetorian clumps and emergencies, and keep grenades for boss phases. Dumping throwables into trash mobs is a classic way to arrive at the drop pod fight empty-handed.
Loadout Checklist Before Every Drop
Pre-Expedition Weapon Check:
- Primary and secondary cover different ranges
- Throwable saved for heavies and boss phases
- Support tool matches team role (shield, platforms, flares)
- Resupply call-in charges topped off before launch
- Hazard level checked against weapon ammo economy
Ghost Ship ships ongoing balance tuning across weapons and expedition upgrades as players discover stronger strategies. Check the official site and Steam page for the latest patch notes before committing to a main weapon.
FAQ
Q: Does Deep Rock Galactic Rogue Core include all weapons from the original DRG?
Rogue Core builds on the proven DRG weapon sandbox, and the core arsenal — minigun, flamethrower, Breach Cutter, GK2, and more — is confirmed to carry over. However, since the game is in Early Access with a still-revealing arsenal, treat exact weapon rosters and stats as subject to change, and watch official patch notes for additions.
Q: Are there new weapons exclusive to Rogue Core?
New signature weapons tied to the roguelite progression system have been teased, but exact stats are not yet fully detailed. These are flagged as Unverified in our rankings until Ghost Ship publishes complete numbers via Steam news.
Q: What is the best all-around weapon for early expeditions?
The Lead Storm Powered Minigun is the strongest sustained damage pick, while the GK2 Rifle is the most ammo-efficient. For beginners, the Gunner kit with minigun plus Shield Generator is the most forgiving setup for surviving early loops.
Q: How do roguelite upgrades change weapon rankings?
Expedition upgrades stack multiplicatively during a run, so upgrade-dependent weapons like the M1000 or Stubby Voltaic SMG climb tiers quickly once charged-shot, reload, or electro-synergy bonuses are acquired. Base rankings reflect stock performance at run start.
