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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.  ''From: Apocalypse Ufopaedia''
  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
===Cargo Module===
<table><tr><td>[[Image:Craft Equip CargM (Apocalypse).png|left]]</td><td>
* Size: 2 × 2
* Size: 2 × 2
* Weight: 55
* Weight: 55
Line 9: Line 10:
* Base Price: 300
* Base Price: 300
* Minimum Weekly Stock: 4
* Minimum Weekly Stock: 4
* Maximum Weekly Stock: 12
* Maximum Weekly Stock: 12</td></tr></table>





Revision as of 15:50, 18 August 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

Cargo Module

  • 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.