Difference between revisions of "Cargo Module (Apocalypse)"
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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. | ||
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<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
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.