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 | ===Cargo Module=== | ||
<table><tr><td>[[Image:Craft Equip CargM (Apocalypse).png|left]]</td><td> | |||
* Size: 2 × 2 | * Size: 2 × 2 | ||
* Weight: 55 | * Weight: 55 | ||
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* 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
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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.
Incorrect Picture: The in-game UFOpedia incorrectly displays this 'red module with prison bars' as a cargo module.
