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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|frame|Cargo Module]]
[[Image:Cargo Module (Apocalypse).png|frame|Cargo Module]]
Craft Item
Craft Item
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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>
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.
Only one module is needed for each craft used in a recovery/raid/transport role since it has 'unlimited' capacity.
Note: [[Bio-Transport Module (Apocalypse)|Alien]] lifeforms are not equipment.


<u>Incorrect Picture:</u> The in-game UFOpedia incorrectly displays this 'red module with prison bars' as a cargo module.  
<u>Incorrect Picture:</u> The in-game UFOpedia incorrectly displays this 'red module with prison bars' as a cargo module.  

Revision as of 17:08, 6 July 2022

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

Craft Item

  • Size: 2 × 2
  • Weight: 55
  • Capacity: 50
  • Manufacturer: Superdynamics
  • Available: Week 1
  • Base Price: 300
  • Minimum Weekly Stock: 4
  • Maximum Weekly Stock: 12


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.

Incorrect Picture: The in-game UFOpedia incorrectly displays this 'red module with prison bars' as a cargo module.