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== General Information ==  
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: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
* Capacity: 50
* Style: road/air
* Manufacturer: [[Superdynamics]]
* Available: Week 1
* Base Price: $300
* Minimum Weekly Stock: 4
* Maximum Weekly Stock: 12
* Storage Space: 40
</td></tr></table>
<br clear="all">


The Cargo Module allows for recovery of any equipment left on the floor at the end of a mission where all hostile units on the map have been defeated. The Cargo Module only stores equipment. Stunned organic lifeforms are catered for by the [[Bio-Transport Module (Apocalypse) | Bio-Transport Module]].  
Note: The module has a stated capacity of 50 units of equipment. This is incorrect. There is no upper limit!


When a vehicle is carrying cargo in the Cargo Module, the vehicle it will unload the equipment into the General [[Stores (Apocalypse)| Store]] module of any X-COM base that it goes to. If no stores are present, the equipment is not unloaded. This means that if you want to unload the equipment directly into the stores of a different base other than the home base of the vehicle, you can manually order the vehicle to briefly stop at the other base before returning home.  
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.<br>
Only one module is needed for each craft used in a recovery/raid/transport role since it has 'unlimited' capacity.


== Actual Capacity ==


Though the information screens suggest that the module has a capacity of 50 units of equipment, there is no actual upper limit to what they can store. This means that only one cargo module is required to get all of the equipment from a mission site.  
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 }}


== See Also ==
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]
* [[Superdynamics]]


[[Category: Apocalypse]]
[[Category: Apocalypse]]
[[Category: Vehicle Equipment (Apocalypse)]]
[[Category: Vehicle Items (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

  • Weight: 55
  • Size: 2 × 2
  • Capacity: 50
  • Style: road/air
  • Manufacturer: Superdynamics
  • Available: Week 1
  • Base Price: $300
  • Minimum Weekly Stock: 4
  • Maximum Weekly Stock: 12
  • Storage Space: 40


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.


Apocalypse Insignia X-COM: Apocalypse\Vehicles\Vehicle Equipment
Air
Weapons 40mm Auto-Cannon
Bolter 4K Laser Gun Lancer 7K Laser Gun
Rendor Plasma Gun Lineage Plasma Cannon Plasma Multi-System
Janitor Missile Array Prophet Missile Array Justice Missile Launcher Retribution Missile Launcher
Laser Defense Array Plasma Defense Array

Light Disruptor Beam Medium Disruptor Beam Heavy Disruptor Beam
Disruptor Bomb Launcher Disruptor Multi-Bomb Launcher
Stasis Bomb Launcher

Engines SD Standard
SD Deluxe
SD Sports
SD Turbo
SD Elite
SD Special
Ground
Weapons 40mm Auto Cannon Turret Airguard Anti-Air Cannon GLM Array
Plasma Turret Cannon GLM Air Defense Rumble Cannon
Engines Metro Roadhog
Metro Roadgrav
Metro Turbograv
Metro Powergrav
Metro Multipower Plus
Shared
Devices Weapons Control System (Light, Medium, Heavy, Advanced)
Transport Module (Cargo, Passenger, Bio-Transport)
Small / Large Disruption Shield
Missile Evasion Matrix, Cloaking Field
Teleporter