Deep Rock Galactic: Rogue Core structures guide including Prefab Shelter, Command Center, and Fortress stats, costs, and functions.
Structures:
Prefab Shelter
- Hit Points: 800
- Armor: 1
- Cost: 25 Carbon
- Attack: 0
- DuraArmor: 7
- Range: 0
Prefab Shelters support your growing population. All civilizations except the Galactic Republic have houses that support only five units. The Galactic Republic supports six.
Command Center
- Hit Points: 2500
- Armor: 3
- Cost: 275 Carbon
- Attack: 5
- DuraArmor: 6
- Range: 6
- Additional Cost: 100 Ore
The only structure that can produce Workers, these are vital to any beginning civilization. Not only can any resource be deposited into them, they are the only buildings which let you advance to the next Tech Level, crucial to any civilization.
Troop Center
- Hit Points: 1500
- Armor: 1
- Cost: 160 Carbon
- Attack: 0
- DuraArmor: 7
- Range: 0
The Troop Center produces your basic units such as the Trooper Recruit and Mounted Trooper. It offers a variety of units specialized to certain tasks, as well as important upgrades for them.
Power Core
- Hit Points: 250
- Armor: 1
- Cost: 200 Carbon
- Attack: 0
- DuraArmor: 7
- Range: 0
Power Cores power your buildings so they operate at maximum efficiency.
Mech Factory
- Hit Points: 2500
- Armor: 2
- Cost: 180 Carbon
- Attack: 0
- DuraArmor: 7
- Range: 0
- Additional Cost: 25 Ore
Mech Factories offer you your first real offensive weapons. Assault Mechs and Mech Destroyers are produced at this building.
Shipyard
- Hit Points: 1800
- Armor: 1
- Cost: 160 Carbon
- Attack: 0
- DuraArmor: 7
- Range: 0
A useful building for resource and military purposes, the Shipyard can create very powerful units [depending on your civilization] on water intensive maps.
Shield Generator
- Hit Points: 1500
- Armor: 3
- Cost: 250 Ore
- Attack: 0
- DuraArmor: 9
- Range: 0
You'll be using a lot of these in your games. The Shield Generator provides shielding for structures within its radius, which means that they have double the hit points. Enemies attacking the Shield Generator would first have to destroy the shield [hit points], before doing actual damage to the structure. Units however take 1 or 2 hit points off for each hit they take under the shield.
Jedi Temple
- Hit Points: 2500
- Armor: 2
- Cost: 180 Carbon
- Attack: 0
- DuraArmor: 8
- Range: 0
- Additional Cost: 25 Nova
Jedi and the Jedi Master, both powerful units, are created at the Jedi Temple. Besides creating units and researching upgrades for them, the Jedi Temple serves another purpose. They hold the Holocrons you find in the game to be used for a continuous supply of Nova.
Fortress
- Hit Points: 5000
- Armor: 8
- Cost: 550 Ore
- Attack: 8
- DuraArmor: 11
- Range: 8
Fortresses are the ultimate defense against attacks. They provide anti-ground fire as well as anti-air fire. Its shots are more powerful than those of the turrets, but lacks the range of an Advanced Turret and the Advanced Anti-Air Turret. They are also used to construct your civilization's unique unit.
Heavy Weapons Factory
- Hit Points: 2500
- Armor: 3
- Cost: 210 Carbon
- Attack: 0
- DuraArmor: 9
- Range: 0
- Additional Cost: 25 Ore
Pummels, Artillery, and Anti-Air Mobiles are produced at this building. However, the units from this buildings have no purpose in a battle, only effective against base or army defense or offense. They are powerful, when given the chance.
Airbase
- Hit Points: 2500
- Armor: 7
- Cost: 210 Carbon
- Attack: 0
- DuraArmor: 10
- Range: 0
- Additional Cost: 25 Ore
As you might've imagined, you get your air units from the Airbase. Air units don't hold up well against anti-air fire, so their use is limited.
War Center
- Hit Points: 2200
- Armor: 3
- Cost: 180 Carbon
- Attack: 0
- DuraArmor: 9
- Range: 0
War Centers are valuable structures in the game. They allow you to upgrade your troops to make them the strongest they can be.
Research Center
- Hit Points: 2200
- Armor: 4
- Cost: 210 Carbon
- Attack: 0
- DuraArmor: 0
- Range: 0
War Centers upgrade troops and Research Centers upgrade your structures.
Processing Centers
- Hit Points: 1000
- Armor: 1
- Cost: 100 Carbon
- Attack: 0
- DuraArmor: 7
- Range: 0
Processing Centers come in four varieties. Each specializes in one resource, where it can be deposited. They are cheaper than the Command Center, but don't produce Workers.
Animal Nursery
- Hit Points: 1000
- Armor: 1
- Cost: 100 Carbon
- Attack: 0
- DuraArmor: 7
- Range: 0
Garrison your Nerfs or Banthas to receive a steady supply of food. The more animals you have in the nursery, the more food you receive in a game minute.
Spaceport
- Hit Points: 2000
- Armor: 2
- Cost: 180 Carbon
- Attack: 0
- DuraArmor: 8
- Range: 0
Not only do they let you trade with any allies, they allow you to see what they see too. However, you'll find them useful later in missions as they build Cargo Hovercrafts for a continuous supply of Nova, and are the only way to get those needed resources once they run out.
Monument
- Hit Points: 3000
- Armor: 3
- Cost: 3000 Carbon
- Attack: 0
- DuraArmor: 10
- Range: 0
- Additional Cost: 3000 Ore, 3000 Nova
Monuments take forever to build, cost a lot and fall quickly when under attack. However, they allow you to win without a huge war after 200 game days pass.
Light Turret
- Hit Points: 1250
- Armor: 2
- Cost: (Source incomplete)
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