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PER-RUN MODIFIERS · 13 DECKS · 49 CARDS

Bio-Boosters.

The Bio-Booster system replaces classic DRG perks - 49 cards spread across 13 themed decks. Each run you pick from a deck pool to shape your build. Themes range from Carnage (aggression) to Mobility, Storm (electric) and Tinkering.

49Entries
BUCKET · BIO-BOOSTERS

All In3 CARDS

COMMON

Bingo

Every tenth hit gains +{weakpoint_damage}% Weakpoint Damage +{critical_damage}% Critical Hit Damage

COMMON

Double Down

Hitting an enemy with a weapon makes any other weapon deal an additional {damage}% damage next hit. Stacks. +{stacks} Max Stacks

COMMON

Sleight Of Hand

+{reloadspeed}% Reload Speed +{interactspeed}% Interaction Speed +{revivespeed}% Revive Speed

Big Crits4 CARDS

COMMON

Critical Focus

Increases crit chance by +{crit}%

COMMON

Improved Criticals

Critical damage increased by +{crit}%

COMMON

Lucky Shot

Weapon used has {chance}% chance to recover +{ammo} ammo on Critical Hit

COMMON

Vital Impact

Critical hits stun enemies for +{duration}s

Carnage4 CARDS

COMMON

Blood Lust

Killing a medium or larger enemy gives you +{stoneskin} Stone Skin

COMMON

Death Resonance

Killing an enemy replenishes +{cooldown}% of Ability Charge cooldown

COMMON

Momentum

Killing an enemy reloads +{bullets} bullet into your magazine

COMMON

Seeing Red

Killing an enemy gives you +{damage}% damage for {duration} seconds

Devestation4 CARDS

COMMON

Aftermath

Area damage leaves an Aftermath AoE that deals +{damage}% of initial damage over {duration} seconds. Max {maximum} Aftermath areas can be active at one time

COMMON

Explosive Shots

Direct damage weapons deal up to +{damage}% of their damage in a {range} metre radius

COMMON

Reach

All area effects have +{radius}% larger Radius

COMMON

Tremoring

Damage has a {chance}% chance to stun for +{duration}s

Electro Dynamicism2 CARDS

COMMON

Shock

Damaging an electrocuted enemy with electric damage stuns them for +{duration}s

COMMON

Voltage

+{damage}% of Damage is added as Electric Damage

Footwork4 CARDS

COMMON

Back Stab

+{damage}% damage when behind the target

COMMON

Close Quarter Combat

+{damage}% damage against targets within {distance}m

COMMON

Dodge

+{dodge}% chance to avoid incoming damage

COMMON

Outmaneuver

Dealing Melee Damage gives you a large burst of Movement Speed for +{duration} Seconds

Mixed Tactics4 CARDS

COMMON

Constant Pressure

While Total Ability Charge is under {charge}% Reload speed is increased by +{reload}%

COMMON

Flush Out

Gain +{damage}% damage for {duration}s after using suit power ability

COMMON

Power Efficiency

{cooldown}% Ability Cooldown

COMMON

Synergy

+{charge}% Ability Charge every time you hit an enemy with a weapon

Mobility4 CARDS

COMMON

Overwatch

Increases damage dealt to enemies who are more than {height}m below you by +{damage}%

COMMON

Quick shot

Reduces the spread penalty from moving by +{damage}%

COMMON

Rapid Repositioning

Increases sprint speed by +{speed}% for the first {duration} seconds ({cooldown}s cooldown)

COMMON

Vertically Gifted

Increase falling resistance and jump height by +{jump}%

Protection4 CARDS

COMMON

Damage Reflection

Enemies attacking you receive +{reflection} damage

COMMON

Daunting

Enemies within 6m move +{slow}% slower

COMMON

Defensive Stance

{damage} damage taken from enemies in front of you

COMMON

Sturdiness

+{armor}% Armor

Prowess4 CARDS

COMMON

Anticipation

Shooting an enemy with a ranged weapon recharges +{cooldown}% of Power Attack Cooldown

COMMON

Cascade

Hitting an enemy with a ranged weapon gives that weapon +{rate}% Fire Rate up to a max of {max_rate}% for {duration} seconds.

COMMON

Clear

No Weapon Spread for +{duration} seconds after throwing a Grenade.

COMMON

Two Steps Ahead

+{damage}% damage to your next grenade after a power attack hit.

Recklessness4 CARDS

COMMON

Axe Out

Double Melee Damage for +{duration}s after emptying a weapons magazine

COMMON

Come Get Some

+{damage}% Damage per enemy within {range}m

COMMON

Headbutt

Enemies attacking you in melee get stunned for +{duration} seconds

COMMON

No Time To Bleed

Taking damage from enemies returns +{health}% of Health lost as Stone Skin

Storm4 CARDS

COMMON

Back Charge

+{recharge}% ability recharge rate for each electrocuted enemy within {range}m

COMMON

Chain Lightning

Whenever an electrocuted enemy within {range}m dies you trigger an explosion of +{damage} electrocution damage in a {radius}m radius around you

COMMON

Death Torrent

+{death_torrent_damage}% damage against electrocuted targets

COMMON

Thunderstrike

Melee hits deal an extra +{damage}% damage as electrocution while Suit power charge is below {below_charge}%

Tinkering4 CARDS

COMMON

Finer Propellants

Armour Piercing Damage {piercing}%

COMMON

Heavier Springs

Rate Of Fire {rate}%

COMMON

Mechanical Leeway

Reload Speed {reload}%

COMMON

Personalized Ergonomics

Weapon Recoil Control {recoil}%

Last updated May 21, 2026 · DRG: Rogue Core wiki