XCOM Codexery

Rocket Launcher

One shot, one crater, and every alien in the blast radius pays the price.

The Rocket Launcher is a heavy weapon in XCOM: Enemy Unknown (2012). It is a single-shot, splash-damage armament designed to hit multiple alien targets in a tight cluster, making it one of the most destructive tools available to a commander's squad. Because it occupies the heavy-weapon slot, a soldier carrying it forgoes their sidearm, creating a deliberate trade-off between raw area denial and personal close-quarters survivability.

Quick Facts

Type
Heavy Weapon
Appears in
XCOM: Enemy Unknown (2012)
Equippable by
Heavy class
Acquisition
Research (lab)

Lore & Background

In XCOM: Enemy Unknown, the Rocket Launcher is a heavy weapon wielded by the Heavy class. The weapon is a single-shot armament that produces splash damage, making it invaluable against clustered infantry. Its real strategic value lies in area denial: a well-placed rocket can turn a corridor, a doorway, or a cluster of alien structures into a kill zone that no enemy can safely occupy. The weapon is obtained through research in the lab, not from alien-tech salvage. Once researched, it can be manufactured and assigned to soldiers as a standard loadout option.

Reader's Guide

Rocket Launcher — Heavy Weapon

Damage: Splash / AOE. The warhead detonates on impact or at the end of its flight, dealing damage to the primary target and all enemies within a small radius. Exact damage values scale with the game's difficulty. The weapon is a single-shot heavy armament; the soldier must reload from their inventory after firing.

Class suitability: Equippable only by the Heavy class. Acquisition: Obtained through research in the lab. It is not an alien-tech salvage item. Tech-tree position: Sits in the mid-to-late research tree, after basic heavy weapons are available.

It does not require alien-tech prerequisites, making it accessible purely through lab investment. Tactical niche: Best used as a squad's area-denial tool. Assign to a Heavy positioned at range with clear line-of-sight to a cluster of enemies. It excels against grouped infantry, against enemies behind partial cover (the splash can still reach them), and for clearing a room before the squad advances.

Avoid assigning to a soldier who will be in close quarters, as the lack of a sidearm is a significant liability at melee range.

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