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A shoulder-fired explosive launcher system, the Rocket Launcher is available to purchase from the start of the conflict.
The rocket launcher is almost unchanged compared to its original counterpart, the only difference is that the Rocket Launcher has access to an upgraded elerium based rocket for a significant damage upgrade.
This weapon remains an effective weapon for destroying cover and eliminating high value enemy targets, direct hits are virtually guaranteed to kill early game enemy forces such as Sectoids, Floaters and Snakemen. Rockets are very proficient in destroying enemy occupied structures and deny the usage of cover to enemy forces. Large Rockets represent one of the most reliable ways to eliminate enemy Cyberdiscs before Laser weapons become available, with a direct hit having an approximate 35% chance to destroy a Cyberdisc outright.
The Elerium Rocket is a Large Rocket that has been enhanced with a generous amount of elerium, it represents a major damage boost and has a slightly increased blast radius of 7 tiles, direct hits are virtually guaranteed to kill enemy cyberdiscs and are also very likely to kill more potent enemies such as Mutons. It represents a stepping stone towards the Blaster Launcher. However this upgraded rocket has a major price point of $10,000, and a single rocket requires 3 elerium in its production.
Statistics
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- Power: Dependent
- Size: 3 high x 2 wide
- Weight: 10
- TUs:
- Snap: 45% (Accuracy 55%)
- Aimed: 75% (Accuracy 115%)
- Price: $4,000
- Sell Price: $3,000
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Ammo
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Small Rocket
- Power: 75 High Explosive
- Size: 2 high x 1 wide
- Weight: 6
- Price: $600
- Sell Price: $480
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Large Rocket
- Power: 100 High Explosive
- Size: 2 high x 1 wide
- Weight: 8
- Price: $900
- Sell Price: $720
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Incendiary Rocket
- Power: 90 Incendiary
- Size: 2 high x 1 wide
- Weight: 8
- Price: $1,200
- Sell Price: $960
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Elerium Rocket
- Power: 140 High Explosive
- Size: 2 high x 1 wide
- Weight: 8
- Manufacturing: $10,000 for parts, 3 Elerium, 300 Engineering Hours
- Sell Price: $520
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Firing Time Unit Notes
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.
- Aimed 1 shot, 25% remaining TUs
- Snap: 2 shots theoretical, 10% remaining TUs, would require soldier to duel wield two rocket launchers due to time units required to reload.
See Also