Since there are always bad guys around every corner of the city, it’s good to keep your options open and your trigger finger ready. RoboCop Rogue City offers a wide variety of weapons to choose from in your endless mission to enforce the law and protect the innocent citizens of Old Detroit.
In this RoboCop Rogue City weapons guide, I’ll tell you when and where you first encounter every weapon in the game and give you some tips you might find interesting about them.
Not counting your Auto-9 sidearm and the OCP shotgun you get from the Alex Murphy Edition, there are a total of 16 weapons to pick up and use in your crusade against the criminally inclined of Old Detroit. There are a couple of melee weapons, namely the sledgehammer and fire axe, in the game as well but it would seem that RoboCop is not programmed to wield them. Thus they won’t be counted.
RoboCop Rogue City Weapons List
Auto-9 sidearm
Default primary weapon.
On its own, the auto-9 can see you through the vast majority of the game’s content. Once you start experimenting with motherboards and chip sets, you get a versatile weapons platform that can make quick work of any enemy in the game. (Provided you have the right chip configuration for the right situation.)
Nothing beats the ever-reliable Auto-9. The rest of the guns in the game are just there to spice things up while you’re on patrol.
OCP Shotgun
DLC secondary weapon.
The OCP shotgun is only available to players who have purchased the Alex Murphy edition. It may be similar in a lot of ways to the Combat Shotgun S12, but you’ll always have an instance in your secondary slot at the start of every level. It really doesn’t impact the game all that much considering that you’ll have no choice but to replace it once all the shells are spent. But it’s nice having a shotgun as your prime secondary.
Pistol 9mm
First seen at the TV station level.
The humble 9mm pistol is a good backup if there are no other secondary weapons available. Though admittedly there’s no other reason to pick one up other than to say that you’ve picked it up. It’s fun to mix things up after a while, and the 9mm can be that change of pace you might be looking for in your second playthrough and beyond.
Micro SMG
First seen at the TV station level.
The micro SMG is the most common weapon you’ll find on the ground at all stages of the game. If it’s not your typical street goon then it’s the “state of the art” UEDs wielding them with deadly effect. The fast rate of fire and high handling is what makes this weapon viable against any and all unarmored enemies.
Assault Rifle 74
First seen at the TV station level.
The game’s first assault rifle you encounter is clunky and a little unwieldy. But what it lacks in finesse, it makes up with stopping power. You’ll be able to mow down enemies with ease in close range before using up all the bullets in your 30-round magazine.
SMG Tek
First seen at Downtown Chop Shop.
The Micro SMG’s more powerful and more reliable cousin, the SMG Tek is better in almost every way. The only downside is that you won’t encounter many of these guns in the early to mid-game. And I can argue even in the late game if you don’t know where to look.
Heavy Machine Gun
First seen at Downtown Ghost House.
The heavy machine gun is my go-to secondary in most situations. Why wouldn’t you use a mounted weapon and go ham on enemies like John Rambo? There’s no reason not to. In terms of practicality, the machine gun has 100 bullets in its ammo box and is pretty good even at longer ranges. More importantly, they become more common as armored enemies such as the UEDs will start to carry them as well.
Combat Shotgun
First seen at Steel Mill Level.
The best thing about the combat shotgun is that it doesn’t have to push out spent shells after firing a shot. You can fire all 9 shots in as many enemies while at close range.
Heavy Pistol .50 Cal
First seen at Steel Mill Level.
The heavy pistol .50 cal has one job and one job only. To one-shot enemies on the head or upper torso. What I really like about this pistol is that it has one of the fastest reloads from a partial magazine. Almost comparable to the 9mm in that regard. It’s almost as good as your Auto-9.
Assault Rifle KH-21
First seen at Steel Mill Level.
This upgraded assault rifle is a more stable version of the Assault Rifle 74. It only comes with the downside of having a long reload time for an empty magazine. Good at mid-range even at full auto.
Grenade Launcher
First seen at Steel Mill Level.
Grenade launcher enemies become much more of a threat the longer they remain in play. The burst damage potential to you is quite high if 2 or 3 shells explode close to you. For some reason, when we use it for ourselves, the timed fuses are replaced with impact shells. Not that I’m complaining but it’s just an observation worth noting. Good for crowd control and some degree of boss stun.
Sniper Rifle .50 Cal
First seen at Steel Mill Level.
The only regular “sniper rifle” in the game. You don’t see this kind of weapon on the streets too often. But when you do, it’s often on a mercenary on an elevated surface, looking for a glint of shining silver.
From my experience, it’s often hit or miss. I can’t quite explain why that is. The hit registration is somewhat off when I use it. Though you may find it more reliable in your hands. Good luck finding one while on patrol.
Assault Rifle RBS
First seen at the end of the Steel Mill Level.
There are a couple of things to like about the Assault Rifle RBS. For one, it hits like a truck and two, it is fully automatic. But there are negatives to consider as well when picking up the weapon. The recoil is unbelievably strong for a rifle, an issue that becomes evident when you scope in and hold the trigger.
You’ll love this gun the moment you realize that full auto is best for hip-fire and scoped is for one-tapping enemies in the head.
Rocket Launcher
First seen at the end of the OCP Bank Level.
The rocket launcher is one of the most peculiar weapons in your arsenal. The slow-moving rockets it fires usually won’t be able to hit moving targets. But if you aim at a nearby surface, there is a chance that the blast radius can kill them instantly. Or they won’t. I’ve found out that it is somewhat reliant on line-of-sight. So even if you shoot the sandbag in front of them, enemies behind soft cover are likely to survive a rocket’s splash damage. How odd.
Combat Shotgun S12
First seen at OCP Correctional Facility Level.
This upgraded shotgun hits harder than the combat shotgun. Plus, it is semi-automatic. It’s pretty much the OCP shotgun in everything but the model and name.
Assault Rifle RBS Mk2
First seen at OCP Correctional Facility Level.
the best assault rifle in the game, in my opinion. This weapon has the stopping power of the first RBS and the recoil pattern of the KH-21. It is somewhat held back by its lengthy reload animation which appears to have a rod that runs the length of the barrel. The empty reload animation adds a bit of wind up to the side.
SMG Mk6
First seen at Detroit Weapons EXPO Level.
To my knowledge, the SMG Mk6 only appears at the Detroit Weapons EXPO level. There’s not much to say about it other than, it’s cool to look at. Have fun with it while you can, you probably won’t see them again for the rest of the game.
Cobra Assault Cannon
First seen during the ‘No Way Out’ Level.
The Cobra Assault Cannon is a sniper rifle stuffed with explosive rounds. You only get this bad boy in one encounter at the very end of the game but it is by far the best introduction to a weapon in the entire game.
And that’s everything you need to know about all the weapons in RoboCop Rogue City. Each secondary weapon brings something unique to the table. And that’s very much appreciated in a game where barely anyone has any interest in putting down their weapons. But that’s just Old Detroit for you.
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