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| | + | [[Image:Craft-Pedia-CargMod-(Apocalypse).png|right]] |
− | + | ===Cargo Module=== | |
+ | <table><tr><td>[[Image:Craft Equip CargM (Apocalypse).png|left]]</td><td> | ||
+ | * Weight: 55 | ||
* Size: 2 × 2 | * Size: 2 × 2 | ||
− | |||
* Capacity: 50 | * Capacity: 50 | ||
+ | * Style: road/air | ||
* Manufacturer: [[Superdynamics]] | * Manufacturer: [[Superdynamics]] | ||
* Available: Week 1 | * Available: Week 1 | ||
− | * Base Price: 300 | + | * Base Price: $300 |
* Minimum Weekly Stock: 4 | * Minimum Weekly Stock: 4 | ||
* Maximum Weekly Stock: 12 | * Maximum Weekly Stock: 12 | ||
− | + | * Storage Space: 40 | |
+ | </td></tr></table> | ||
+ | <br clear="all"> | ||
Note: The module has a stated capacity of 50 units of equipment. This is incorrect. There is no upper limit! | Note: The module has a stated capacity of 50 units of equipment. This is incorrect. There is no upper limit! | ||
Line 17: | Line 21: | ||
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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− | + | Image [[Known_Bugs_(Apocalypse)#Cargo_.26_Bio-Transport_Modules|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. | |
+ | |||
+ | |||
+ | {{ Vehicle Equipment (Apocalypse) Navbar }} | ||
+ | |||
[[Category: Apocalypse]] | [[Category: Apocalypse]] | ||
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Latest revision as of 15:07, 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.