Cargo Module (Apocalypse): Difference between revisions
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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)#UFOpedia|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. | |||
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Revision as of 15:04, 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.
