Trains

Trains

Dead Rails train tier list and upgrade guide: compare the 14 locomotives, armour plating, cargo space and which engine keeps a crew alive on the run to 80 km.

14
Locomotives
Upgradeable
Carriages
Metal sheets
Core Armour

Introduction

The train is the run. Fourteen locomotives are currently available, and each trades speed, cargo space or armour differently, so the right choice depends on whether your crew plans to loot heavily, fight bosses or simply cover distance before dark. Upgrades matter as much as the base engine: metal sheets bolted over windows, barbed wire at doors, turrets welded to a carriage and extra seating all change how a night plays out. A fast train with no armour reaches 80 km quickly but loses the cabin to one ambush, while a heavy train survives contact and then runs out of fuel because every stop takes longer. This hub ranks the current train pool, explains which upgrades actually keep a crew alive, and highlights the locomotives most players will meet during their first few runs.

Train Tier Overview

B

Default Train

Top Trait: Balanced

Best For: First runs and learning the route

A

Armored Train

Top Trait: Heavy plating

Best For: Surviving outlaw gunfire

S

Gold Rush Train

Top Trait: Bond value

Best For: Bond farming crews

A

Ghost Train

Top Trait: Spectral theme

Best For: Event runs and collection

A

Presidential Train

Top Trait: Premium cabin

Best For: Late-game crews

B

Old Faithful

Top Trait: Reliability

Best For: Mid-tier all-round play

Locomotive Breakdown

B

Default Train

The free starter locomotive every crew begins with

BuildA driver cabin plus one empty carriage, enough for a small crew and a modest loot haul.
UseLearn fuel timing and armour placement before spending Bonds on a premium engine.
LimitLow protection means a single outlaw ambush can reach the driver if nobody is watching the windows.
A

Armored Train

Heavy-plated engine built to survive gunfire

StrengthPlating absorbs outlaw bullets and gives the crew time to return fire from cover.
CostExtra weight slows acceleration and raises fuel consumption on long desert stretches.
Best ForPublic lobbies and boss attempts where surviving one ambush decides the run. It also makes the crew a larger target, so pair the armour with a driver who knows when to leave instead of fighting every patrol.
S

Gold Rush Train

legendary

High-value locomotive favoured by bond farming crews

StrengthCommunity tier lists place it near the top for crews focused on bond income and repeated town loops.
CostUnlocking and maintaining it demands a healthy bond bank before the run even starts.
Best ForExperienced groups that can protect a valuable train and still fill it with loot.
A

Ghost Train

epic

Event-styled locomotive with a spectral look

StyleA distinctive event appearance that stands out on the route and appeals to collectors.
RankingConsistently ranks high in community lists, though availability depends on event windows.
UseA strong pick when you want a premium-feeling train without the full cost of the rarest unlocks. Its value is mostly stylistic and collectible, so treat it as a reward rather than a competitive upgrade when Bonds are tight.
A

Presidential Train

Late unlock with a premium cabin layout

BuildA larger cabin layout that gives the crew more room to move and store supplies.
UseComfortable for full lobbies that want a mobile base rather than a pure speed build.
CostA late unlock, so new players should treat it as a long-term goal rather than a first purchase.
B

Old Faithful

Classic locomotive that remains a reliable mid-tier pick

StrengthPredictable handling and a familiar silhouette make it easy to armour and defend.
UseA dependable choice for crews that want a recognisable engine without chasing the meta.
LimitMid-tier stats mean it rarely wins a pure speed or pure armour comparison. It is a safe recommendation for a returning player who wants a familiar engine while learning the current route and enemy timings.

Core Mechanics

Train choice is a trade between three resources: speed, survivability and carrying capacity. Speed decides how many towns you can loot before the spawn window and how quickly you can leave a bad fight. Survivability decides whether the cabin survives concentrated gunfire from outlaws or a werewolf boarding party. Capacity decides how much loot, fuel and ammunition the crew can bring home. Upgrades modify all three: plating adds protection at the cost of weight, barbed wire slows boarders without stopping bullets, and turrets add firepower that requires its own ammo supply. Because fuel consumption rises with weight, an over-armoured train can become a stationary fortress earlier than expected. The practical approach is to pick a train that matches your crew size and then upgrade one weakness instead of trying to make every stat average.

Advantages

A dedicated train build gives the crew a mobile base that no on-foot group can match. Armour keeps the driver alive through ambushes, cargo space turns a single town run into a meaningful bond profit, and speed lets an experienced crew skip fights that are not worth the ammo. The train also acts as a recovery point: wounded players can retreat inside, heal and rejoin instead of dying in the open. Upgrades compound these benefits because plating and barbed wire protect the same cabin that carries the loot. For co-op crews, a well-built train becomes a shared project, and the difference between a prepared locomotive and a default engine is usually visible within the first night cycle.

Challenges

Every train upgrade competes for the same limited resources. Bonds spent on plating cannot buy ammunition, and fuel spent hauling a heavy train cannot push the next checkpoint. Larger trains also present a bigger target and can be blocked in narrow sections, forcing the crew to fight outside the armour they paid for. Rare trains are expensive to unlock and painful to lose, which encourages cautious play that may actually reduce bond income. Finally, train rankings are community-driven and shift after balance patches, so a tier list is a starting point rather than a guarantee. Players should test a build on a cheap run before committing a large bond bank to a premium locomotive.

Frequently Asked Questions

Which train should a new crew use?+
Start with the Default Train until you understand fuel and armour timing. It is free, has a usable cabin and does not punish mistakes with a large unlock cost. Once the crew can reliably reach Fort Constitution, move to an Armored or Gold Rush variant that matches whether you prefer survival or bond income.
Is the Armored Train worth the slower speed?+
For public lobbies and boss attempts, yes. Outlaw gunfire is one of the most common causes of a lost driver, and plating buys the crew time to respond. For a solo speedrun that avoids fights, the extra weight and fuel cost usually outweigh the protection, so the default or a fast variant is better.
How much coal do I need to reach 80 km?+
There is no fixed number because train weight, route length and detours all change consumption. The reliable method is to refill at every town and keep at least one backup stack, treating fuel as a per-stop cost rather than a per-run total. If the stove is low before a checkpoint, loot fuel before valuables.

Quick Tips

💡

Upgrade the cabin, not the hull. Enemies reach the driver through windows and doors, so metal sheets and barbed wire placed at those entry points protect the player who keeps the run alive. Place sheets where enemies actually reach: the driver cabin windows, the door the crew uses most and the walkway between carriages.

💡

Carry a turret ammo box if you mount a Maxim. A welded turret without ammunition is decoration, and crews often spend the Bonds for the gun while forgetting the supply that makes it useful. Assign one player to turret duty during night stops so the gun is loaded and aimed before enemies reach the platform, not after they are already inside.

💡

Test a premium train on a low-stakes run. Losing an expensive locomotive to an avoidable ambush teaches nothing, while a cheap run lets you learn the handling without risking the bond bank. Drive the first few kilometres of a new locomotive yourself, because handling and braking feel different enough that a driver who guesses can lose the train at the first obstacle.

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