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. | |||
[[Image:Cargo Module (Apocalypse).png|frame|Cargo Module]] | [[Image:Cargo Module (Apocalypse).png|frame|Cargo Module]] | ||
Craft Item | Craft Item | ||
Revision as of 02:17, 21 June 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.

Craft Item
- Size: 2 × 2
- Weight:
- Capacity: 50
- Manufacturer: Superdynamics
- Available: Week 1
- Base Price:
- Minimum Weekly Stock:
- Maximum Weekly Stock:
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.
Note: Alien lifeforms are not equipment.
Incorrect Picture: The in-game UFOpedia incorrectly displays this 'red module with prison bars' as a cargo module.