Cargo Module (Apocalypse): Difference between revisions
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A standard module for transporting goods. X-Com Agents should have cargo capacity at a building after a tactical combat mission in order to retrieve equipment and Alien artifacts. | A standard module for transporting goods. X-Com Agents should have cargo capacity at a building after a tactical combat mission in order to retrieve equipment and Alien artifacts. ''From: Apocalypse Ufopaedia'' | ||
[[Image:Cargo Module (Apocalypse).png| | [[Image:Craft-Pedia-CargMod-(Apocalypse).png|right]] | ||
===Cargo Module=== | |||
<table><tr><td>[[Image:Craft Equip CargM (Apocalypse).png|left]]</td><td> | |||
* Weight: 55 | |||
* Size: 2 × 2 | * Size: 2 × 2 | ||
* Capacity: 50 | * Capacity: 50 | ||
* Style: road/air | |||
* Manufacturer: [[Superdynamics]] | * Manufacturer: [[Superdynamics]] | ||
* Available: Week 1 | * Available: Week 1 | ||
* Base Price: | * Base Price: $300 | ||
* Minimum Weekly Stock: | * Minimum Weekly Stock: 4 | ||
* Maximum Weekly Stock: | * Maximum Weekly Stock: 12 | ||
* Storage Space: 40 | |||
</td></tr></table> | |||
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Note: The module has a stated capacity of 50 units of equipment. This is incorrect. There is no upper limit! | Note: The module has a stated capacity of 50 units of equipment. This is incorrect. There is no upper limit! | ||
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Only one module is needed for each craft used in a recovery/raid/transport role since it has 'unlimited' capacity. | Only one module is needed for each craft used in a recovery/raid/transport role since it has 'unlimited' capacity. | ||
Image [[Known_Bugs_(Apocalypse)#Cargo_.26_Bio-Transport_Modules|Error]]: The icon for this module is swapped to the bio-transport module within the Vehicle Equipment screen, and the in-game UFOpedia may also incorrectly display this 'red module with prison bars' as a cargo module, depending on the game version used. | |||
{{ Vehicle Equipment (Apocalypse) Navbar }} | |||
[[Category: Apocalypse]] | [[Category: Apocalypse]] | ||
Latest revision as of 15:07, 6 November 2023
A standard module for transporting goods. X-Com Agents should have cargo capacity at a building after a tactical combat mission in order to retrieve equipment and Alien artifacts. From: Apocalypse Ufopaedia

Cargo Module
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Note: The module has a stated capacity of 50 units of equipment. This is incorrect. There is no upper limit!
The Cargo Module allows transport of equipment recovered at the end of a battlescape mission, or equipment transfers between X-Com bases. The Cargo Module only stores equipment which then is moved into General Stores, if available, when landing at a base.
Only one module is needed for each craft used in a recovery/raid/transport role since it has 'unlimited' capacity.
Image Error: The icon for this module is swapped to the bio-transport module within the Vehicle Equipment screen, and the in-game UFOpedia may also incorrectly display this 'red module with prison bars' as a cargo module, depending on the game version used.
