XCOM 2
[WOTC] Rocket Launchers 2.0
 This topic has been pinned, so it's probably important
Iridar  [developer] Nov 24, 2019 @ 7:29pm
Rocket Launchers Tech Tree
Campaign Start

You start the game with an infinite supply of conventional Rocket Launchers, Standard Rockets and Shredder Rockets.

Magnetic Tier

Once you research Gauss Weapons (advanced Magnetic Weapons), you can purchase an Advanced Rocket Launchers squad upgrade in Engineering, and then you can craft random Experimental Rockets one by one in Proving Grounds.

Make sure not to skip this upgrade. If you go straight to beam tier, you will be unable to craft Experimental Rockets.

Beam Tier

The Beam Cannon research will unlock Elerium Rocket Launcher squad upgrade in Engineering. Then you can craft random Powered Rockets one by one in Proving Grounds.

At the same time, if you have created at least one Experimental Rocket, you will gain access to Improved Rockets Proving Grounds project, which will upgrade all your current and future Experimental Rockets to the level of Powered Rockets - they will deal more damage and - rarely - gain new effects.

Final Tier

When you complete the Improved Rockets project, one of the Resistance Factions will provide access to a new Covert Action: Refined Elerium. This Covert Action becomes available only if you have high reputation with that faction - Chosen Stronghold Revealed.

This Covert Action will require a Major rank Soldier, a Major rank Resistance Hero of that faction (e.g. Reaper), an Engineer and a Scientist.

The Covert Action can be completed only once per each faction, and it grants you one Refined Elerium.

The Refined Elerium can be used to craft one Tactical Elerium Nuke in Proving Grounds, the most powerful rocket available to XCOM.
Last edited by Iridar; Nov 19, 2022 @ 2:23am