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Gunner

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Gunner portrait.png Just show me where to shoot!
~ the Gunner
Gunner
Gunner.png
Class Details
Icon Gunner
Voice Pitch 90%

The Gunner is one of the four playable dwarves in the game. He is equipped with a "Lead Storm" Powered Minigun, "Bulldog" Heavy Revolver, Zipline Gun, and Shield Generator.

The Gunner's Zipline gun allows for the team to travel across long distances without touching the ground, and even reverse directions while using it, making it an effective tool for traversing gaps and large caverns with relative ease.

About[edit | edit source]

As the Gunner, your position is at the forefront of any battle, cutting down aliens using your high-calibur Minigun and Heavy-Duty Revolver. You are also equipped with an extremely handy Zipline Launcher, allowing the entire team to easily get across almost any chasm or obstacle.
~ Class Description

As the Gunner, you are the firepower of the team. You are equipped with a heavy Powered Minigun, packing high amounts of damage through its constant spray of bullets, while your secondary "Bulldog" Heavy Revolver allows for high damage shots with decent accuracy at any range. To navigate the depths, you are equipped with a Zipline Gun, launching a steel-reinforced cable across any pit or chasm. Finally, you are equipped with a Shield Generator, which allows the gunner to protect himself and others while laying down his devastating line of fire.

The Gunner can choose from three different kinds of grenade: the Sticky Grenade which is able to stick to surfaces for improved accuracy, the Incendiary Grenade which creates a fiery explosion and the Cluster Grenade which upon explosion launches several mini-grenades which instantly explode on contact.

As should be expected, the Gunner's weapons have the most damage potential of any playable Dwarf. His Powered Minigun spits bullets at an astonishing thirty-five hundred rounds per minute, more than capable of shredding any poor Glyphid within range. His sidearm, the Bulldog Revolver, demands high accuracy but rewards with punishing damage when hitting enemy weak spots. His unlockable weapons are equally effective; the Heavy Autocannon is slow but fires explosive rounds and is not susceptible to overheating, making it a much better option against swarms. The BRT7 SMG fires rapid bursts which are accurate to long range and can quickly deal damage.

The Gunner has potent support options too. His Zipline Gun allows teammates to cross large gaps and carry heavy objects without loss of mobility (especially handy on Point Extraction missions) and his Shield Generator provides near-invulnerability to all Dwarves stood inside, providing cover from enemies and boosting the regeneration rate of personal Shields. He is a must-have for Elimination missions, where his immense damage potential is invaluable against a Dreadnought's high health.

The Gunner is not without flaws, however. His Powered Minigun is vulnerable to overheating if fired for extended periods, eventually jamming if temperatures exceed safe levels. This forces the Gunner to use his secondary firearm or his Pickaxe for combat, significantly reducing his damage output. His support tools are limited by low ammo for the Zipline Gun and long recharge periods for the Shield Generator, meaning he has to carefully pick and choose when to use these items.

Equipment[edit | edit source]

All classes have eight pieces of gear, each of which can be individually upgraded using Credit.png credits and crafting resources. There's currently two unlockable weapons per class, each weapon has their own assignment. Once an assignment for a weapon has been completed it then can be purchased within the upgrade terminal.

Equipment Initial Stats Description
Gatling-gun.png

"Lead Storm" Powered Minigun
Heavy Weapon

Damage 10
Max Ammo 2,400
Rate of Fire
(per second)
30.0
Cooling Rate 1.5
Spinup Time 0.7s
Spindown Time 3s
What's more effective than bullets? A whole LOT of bullets.
With a fire rate of 3500 rounds per minute, the Minigun remains a mainstay of any heavy engagement.
Autocannon.png

"Thunderhead" Heavy Autocannon
Heavy Weapon

Damage 14
Area Damage 8
Damage Radius 1.2
Magazine Size 110
Max Ammo 440
Rate of Fire
(per second)
1.0
Reload Time 5.0s
Movement Speed While Using 50%
Requirements
Credit.png 7600 Magnite 120 Croppa 80
A peculiar but devastating weapon. The slow rate of fire is made up for by heavy damage, delivered with glee by the belt-fed .50-caliber tungsten rounds.
The Thunderhead is a somber weapon for the sophisticated executioner, delivering death as inexorably as the passage of time itself.
Revolver.png

"Bulldog" Heavy Revolver
Revolver

Damage 45
Stun Duration 1.5s
Magazine Size 4
Max Ammo 28
Rate of Fire
(per second)
2
Reload Time 2s
Stun Chance 50%
A custom revolver firing rounds so large it only holds 4 shots.
More or less nothing can stand before a direct hit from one of these 26mm monstrosities.
Burst pistol.png

BRT7 Burst Fire Gun
Pistol

Damage 14
Magazine Size 18
Max Ammo 144
Rate of Fire
(per second)
2.5
Reload Time 2.2s
Burst Size 3
Burst Speed 0.05
Armor Breaking 70%
Requirements
Credit.png 8200 Umanite 120 Magnite 80
More precise than an SMG, with the stopping power of a small shotgun,
the BRT (or "Burt", as it's sometimes called) is highly prized among collectors and connoisseurs alike.
Zipline-gun.png

Zipline Gun
Support Tool

Max Range 30m
Max Ammo 3
Reload Time 1.5s
Max Angle 30
Movement Speed 250
Fully portable and constructed from lightweight components,
this handy gadget will fire a steel-reinforced tether across any chasm you might happen upon in the depths.
Shield generator.png

Shield Generator
Support Tool

Radius 2.8
Duration 6.0s
Shield Regen
(per second)
10
Recharge Time 12.5s
Carried Amount 4
Projects an energy bubble that simultaneously keeps you reasonably safe from harm while recharging your shield.
Comfortably fits a full team inside! Don't get too comfy, however... the effects do not last long.
Pickaxe.png

Basic Pickaxe
Support Tool

Damage 25
Armor Breaking 150%
No respectable miner would leave home without it.
Flare.png

High-Intensity Flare
Support Tool

Flare Duration 25s
Max Flares 3
Recharge Time 12s
Flare Color Green
A flare on steroids! Powerful enough to light up even the darkest of caves, and sure to put a gleam in the eye of even the most dour dwarf. What's not to love?
Grenade sticky.png

Sticky Grenade
Throwable

Area Damage 130
Effect Radius 4
Impact Fear Factor 250%
Explosion Fear Factor 100%
Carried Amount 4
Will stick to any surface or creature, and then explode after a short time. Sometimes keeping it simple is best.
Grenade incendiary.png

Incendiary Grenade
Throwable

Damage Radius 4.3
Carried Amount 4
Requirements
Level 5 Credit.png 1200 Magnite 10
One of our most popular "handle with care" items. Will explode on activation, covering a large area in roaring fire.
Would almost be cozy if the flames did not burn hot enough to melt steel.
Grenade cluster.png

Cluster Grenade
Throwable

Bomblet Area Damage 40
Bomblet Effect Radius 3.8
Bomblet Stun Duration 1.5s
Bomblet Stun Chance 50%
Carried Amount 4
Bomblets 9
Requirements
Level 10 Credit.png 3400 Umanite 20
When one grenade just won't cut it. This thing is basically Armageddon in the palm of your hand.
Armor.png

"Barracuda" Armor Rig
Armor Undersuit

Shield 25
Recharge Delay 7s
Explosion Resistance 0%
Regeneration Rate 100%
Revive Invulnerability 3s
Extra Carrying Capacity 0
Each set of DRG issue armor is mounted on a highly modifiable undersuit, capable of transforming the capabilities of the armor considerably.
Regrettably, R&D has as yet proven unable to utilize the suit's stillsuit capacity towards onboard production of alcohol.

Basic Tips and Strategy[edit | edit source]

  • "Lead Storm" Powered Minigun
    • Be mindful of the Minigun's heat level. You can tell if the minigun is close to overheating by listening to the rumbling sounds it makes at high heat, as well as a bar seen on the barrel of the gun (it will pop out if the gun overheats).
    • Blowthrough Rounds make the gun excel at controlling swarms due to firing through multiple targets, while Staggering Rounds make the gun better at handling better enemies such as Praetorians.
    • The Minigun's accuracy increases as it is fired for extended periods. Start firing by focusing down closer targets before trying to attack targets at range.
    • Tap-firing with the Minigun fully revved up helps to conserve ammo while maintaining a high spin, but is not very heat efficient due to the meter rising slightly sharper on the initial click.
  • "Thunderhead" Heavy Autocannon
    • The Autocannon uses explosive rounds, but at the moment they deal no friendly fire damage despite the screen effects and reactions from dwarves.
    • Like the Minigun the Autocannon takes time to rev up, but it is capable of firing instantly and does not overheat.
  • "Bulldog" Heavy Revolver
    • With damage boosting upgrades, often just one shot from the Revolver is enough to instantly kill medium sized enemies such as Glyphid Grunts when hitting their weak spots. Aim well to get the most out of the gun.
    • If you need Red Sugar for health but can't reach it, the Explosive Rounds mod will cause chunks of it to fall from the primary vein, allowing you to collect it.
    • Equip the Deadeye mod for improved accuracy while attempting to flank.
  • BRT7 Burst Fire Gun (a.k.a. Burt)
    • The Burt's spread recovers quickly, making it an effective long-ranged weapon when fired in a controlled manner.
      • Firing too quickly causes a sharp increase in recoil, which is exacerbated with mods like Longer Burst. Only spam fire at close to point-blank range.
    • Like the Revolver, the Burt is best used when aiming for weak spots on a target. Upgrades such as Hollow Point Rounds increase this damage.
  • Zipline Gun
    • Use Ziplines for long drops or unreachable caves, but watch out for Mactera Spawn; their spit attacks can knock you off the line.
    • The Gunner is a very useful class on Point Extraction missions, as his Ziplines can be used to easily transport Aquarqs back to the minehead.
    • Consider how much use you will get out of a Zipline before firing it as they can not be recovered once deployed and the Gunner doesn't carry many. Don't spend your ziplines frivolously, such as for crossing short gaps or collecting resources; jobs like these are better suited for the Engineer's Platform Gun.
    • Depending on the angle, if you're hit off of a Zipline you can grab back on by pressing E the moment before you begin to fall.
  • Shield Generator
    • Shield generators not only protect you from projectiles and prevent glyphids from entering the space, but they also massively increase the regeneration of personal Shields.
    • Fall back inside your shield generator if you need to reload your autocannon or wait for your minigun to cool down during large swarms.
    • Shield generators are an invaluable tool during Salvage Operations, remember to use them if enemies are overwhelming the Uplink/Fuel Cell zones.
    • Be mindful of how you use Shield Generators. Not only is your supply limited but there is a cooldown between deploying them.

Voice Responses[edit | edit source]

Class Selected[edit | edit source]
  • "So what if I like really big guns?!"
  • "Time to turn some aliens into thin, green paste!"
  • "Just show me where to shoot!"
  • "It ain't a gun, if it don't weigh at least one hundred pounds!"
  • "Born to kill, baby."
  • "Two thousand rounds of depleted uranium! Aww yeah!"
  • "Pumped up, and ready to kill!"
  • "Trigger finger is itchy again."
  • "I'll kill anything with more legs than two!"
  • "Lock and load!"