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DRG Survivor Classes: Twelve Base-Game MODs, Starting Weapons and Build Decisions

The four base-game classes and twelve Class MODs: names, unlocks, starting weapons, early-to-late decisions, route choices and equipment priorities.

Checked: 17 October 2026

Classes and Class MODs

The base-game Scout, Gunner, Engineer and Driller each have three Class MODs. A MOD changes the starting weapon, stats and access to tagged weapons. This guide does not present an experimentally measured tier ranking.

A MOD starts with one weapon. The class’s default pool is not a list of weapons all granted at the beginning. In a normal dive, choose additional weapons from unlocked candidates at dwarf levels 5, 15 and 25.

Classes and Class MODs
CounterBreakpointNext action
Dwarf level during the dive5 / 15 / 25Choose additional weapons from unlocked offers. Four weapons are not granted at the start.
Individual weapon level6 / 12Balanced overclock choices. Read the card and its tradeoffs.
Individual weapon level18Unstable overclock choice. Compare specialization with penalties to other weapons.
Player / Class RankPersistent progressionUnlock classes and weapon candidates. This is not a substitute for dwarf or weapon level.

Four base-game classes compared (unranked)

Four base-game classes compared (unranked)
ClassAvailabilityStarting MOD and weaponWhat to practise
ScoutInitially availableClassic / Deepcore GK2Movement during automatic fire, escape routes before mining, and focused main-weapon upgrades.
GunnerPlayer Rank 3Weapons Specialist / Lead StormMove so the forward firing lane crosses enemies, then compare additional Projectile candidates.
EngineerPlayer Rank 5Maintenance Worker / LMG Gun PlatformSafe places to stop, balancing Construct deployment with movement.
DrillerPlayer Rank 7Foreman / Subata 120The length of a tunnel and the firing lane behind Subata.

Gunslinger, Field Engineer, Mole, Sapper and a Driller MOD called Demolisher are not used in this base-game table of twelve MODs. The DLC Demolisher is a separate class.

Scout progression and decisions

Early: use Classic’s Deepcore GK2 as a main weapon and work toward weapon level 6. Pull enemies away before returning to ore; Sharp Shooter is not assumed to be unlocked initially.

Mid-run: additional offers depend on unlocks and MOD. M1000 enters the default pool at Scout Class Rank 3, while Sharp Shooter itself needs Class Rank 18. These are separate unlocks.

Later: identify whether damage per shot, firing rate or reload is lacking. Do not assume freezing always guarantees critical hits. Create enough time to finish digging a narrow route.

Gear decision: use Armor to address durability and Gadgets for mining or collection. Checked versions of Hunters Harness have different pickup or healing conditions; do not merge every variant into one effect.

Gunner progression and decisions

Early: Weapons Specialist’s Lead Storm fires forward. Route enemies through that lane and use weapon-specific cards toward the next overclock. An inherent shield or invulnerability is not assumed.

Mid-run: Bulldog, BRT7 at Gunner Class Rank 3 and GK2 at Scout Class Rank 1 form an example from the unlocked Projectile pool. BRT7 fires in four fixed directions, unlike Bulldog’s targeting.

Later: compare investment toward Lead Storm levels 12 and 18 with survival and shared-tag cards. The Favourite penalizes other weapons, so it is not an unconditional upgrade to the entire four-weapon loadout.

Gear decision: compare Company Breastplate’s health conditions, weapon stats from a Weapon Mod and Reload from a Tool. Heavy Gunner unlocks separately at Class Rank 18; practise Thunderhead’s firing direction.

Engineer progression and decisions

Early: use LMG Gun Platform with Maintenance Worker. Create a gap before stopping to deploy, then move again when threatened. A turret does not make standing at the centre automatically safe.

Mid-run: compare unlocked Construct offers by tag. Tinkerer starts with Warthog and Demolitionist with PGL. In Engineer’s default pool, PGL unlocks at Class Rank 12.

Later: examine Construct charges, Lifetime, Reload and the main weapon’s next level. Do not classify Hi-Volt Thunderbird as a Beam by assumption or assume a Chip converts every carried weapon’s damage type.

Gear decision: read Chips as Bosco equipment and carried Constructs as weapon tags. Support movement or mining to create more safe deployment openings. No universal weakness against single bosses is asserted for every loadout.

Driller progression and decisions

Early: Foreman’s Subata 120 fires backward. Keep a firing lane toward pursuers while digging, rather than drawing enemies into the route ahead. Mining speed does not make a deep dead end safe.

Mid-run: Interrogator uses CRSPR and Fire/Acid offers. Its regular Damage penalty and status-effect bonus are different calculations. Strong Armed instead starts with Impact Axe and accesses Throwable candidates.

Later: Corrosive Sludge Pump, Colette Wave Cooker and Cryo Cannon are examples from the unlocked default pool. Dragonstorm, Twincoil, Chimera and Proximity Mines originate with the DLC Demolisher and are not mandatory base-game Driller unlocks.

Gear decision: for status effects, compare Canister Potency and Strange Mixture’s trigger; look at Gadgets for mining and escape routes. Using fire does not inherently grant resistance to environmental damage.

Starting weapons and unlocks for twelve base-game Class MODs

Starting weapons and unlocks for twelve base-game Class MODs
ClassClass MODStarting weaponRequirementDecision point
ScoutClassicDeepcore GK2Available from the startA starting MOD with movement and health bonuses.
ScoutReconZhukov NUK17Scout Class Rank 9Accesses unlocked Light weapons. Read its dodge and movement triggers.
ScoutSharp ShooterM1000 ClassicScout Class Rank 18Uses critical hits and overkill. Rapid firing is not automatically the best fit.
GunnerWeapons Specialist“Lead Storm” Powered MinigunUnlock Gunner at Player Rank 3Accesses unlocked Projectile weapons. The minigun fires forward.
GunnerJuggernaut“Bulldog” Heavy RevolverGunner Class Rank 9Uses durability and a bonus triggered by taking damage. Taking hits is not guaranteed to be safe.
GunnerHeavy Gunner“Thunderhead” Heavy AutocannonGunner Class Rank 18Supports Heavy weapons. Watch the aiming and movement constraints once firing begins.
EngineerMaintenance WorkerLMG Gun PlatformUnlock Engineer at Player Rank 5Accesses Construct weapons. Create a safe opening to stop and deploy.
EngineerTinkerer“Warthog” Auto 210Engineer Class Rank 9Uses starting weapon levels and an XP bonus. Weapon level and dwarf level are separate.
EngineerDemolitionistDeepcore PGLEngineer Class Rank 18Accesses unlocked Explosive weapons. Compare explosion radius and reload.
DrillerForemanSubata 120Unlock Driller at Player Rank 7A mining-focused MOD. Subata fires backward, so align your mining route with enemy position.
DrillerInterrogatorCRSPR FlamethrowerDriller Class Rank 9Accesses unlocked Fire and Acid weapons. Distinguish regular Damage from status-effect bonuses.
DrillerStrong ArmedImpact AxeDriller Class Rank 18Accesses unlocked Throwable weapons. This is a Driller MOD.

Classes and environments: route decisions

This table gives editorial checks based on terrain and attack direction, rather than measured matchup ratings. A biome name alone does not establish one best class.

Classes and environments: route decisions
ClassCrystalline CavernsMagma CoreHollow BoughSalt PitsAzure Weald
ScoutKeep an outer route for GK2Check dangerous ground aheadRecheck regrowing passagesLeave time to dig through rockCheck healing and bounce landing routes
GunnerMaintain Lead Storm’s forward laneAvoid dangerous ground to maintain fireAvoid blocked firing lanesPosition around interrupted lanesBalance movement and firing direction
EngineerMake room to stop before deploymentDo not fix your position on dangerous groundKeep an exit after deployingLeave room to deploy after miningCheck Construct positions before bouncing
DrillerDig with a firing lane behindSeparate digging from floor hazardsRecheck a regrowing passagePrioritize an exit over more oreCollect resources with a return route

Class unlocks and a beginner practice route

This is not a promise that four clears unlock every MOD. Player Rank opens a class, then individual Class Rank requirements unlock later MODs. The route below changes the skill being practised.

Class unlocks and a beginner practice route
StageChoicePractice objective
FirstClassic ScoutGK2 weapon level 6, Supply Pods and Drop Pod extraction
Player Rank 3Weapons Specialist GunnerLead Storm’s forward fire and weapon-specific cards
Player Rank 5Maintenance Worker EngineerA safe opening to stop and deploy
Player Rank 7Foreman DrillerSubata’s backward fire and mining routes

FAQ

Which class is available first?

Classic Scout is available from the start and begins with Deepcore GK2. Gunner unlocks at Player Rank 3, Engineer at 5 and Driller at 7. Do not assume Heavy Gunner is available immediately.

Do overclocks need a separate unlock run?

The old permanent unlock requirement at weapon level 12 was already obsolete in official 1.0 documentation. During a dive, reach individual weapon levels 6, 12 and 18.

Are Gear, artifacts and weapons the same system?

Gear is persistent equipment selected between dives. Artifacts are run-specific upgrades obtained through Supply Pods and similar rewards. Weapons begin with the Class MOD’s starting weapon, followed by additional dwarf-level slots.

Is this a verified best build or complete guide?

Controlled comparisons across every MOD, Hazard and equipment variant, and runtime clears, have not been performed. Names and requirements are source-checked; recommendations are editorial decisions with reasons.

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