Difference between revisions of "Cargo Module (Apocalypse)"

From UFOpaedia
Jump to navigation Jump to search
m
m (fixdlink)
 
(9 intermediate revisions by 2 users not shown)
Line 1: Line 1:
The Cargo Module allows for recovery of equipment left on the floor at the end of a mission where all hostile units - aw here applicable: mission targets - on the map have been defeated. Only equipment is recovered. Stunned organic lifeforms are catered for by the [[Bio-Transport Module (Apocalypse) | Bio-Transport Module]].
+
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: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
 +
* Capacity: 50
 +
* Style: road/air
 +
* Manufacturer: [[Superdynamics]]
 +
* Available: Week 1
 +
* Base Price: $300
 +
* Minimum Weekly Stock: 4
 +
* Maximum Weekly Stock: 12
 +
* Storage Space: 40
 +
</td></tr></table>
 +
<br clear="all">
  
The vehicle carrying the cargo module will then be able to unload all of its contents into the General [[Stores (Apocalypse)| Store]] module at any X-COM base it parks or docks at. If no stores are present, the equipment is kept on board the ship.  
+
Note: The module has a stated capacity of 50 units of equipment. This is incorrect. There is no upper limit!
  
Though the information screens suggest that the module has a capacity of 50 units of equipment, there is no actual upper limit to what they can store. This means that only one cargo module is required to get all of the equipment from a mission site.  
+
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.
  
  
 +
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 }}
  
== See Also ==
 
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]
 
* [[Superdynamics]]
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
[[Category: Vehicle Equipment (Apocalypse)]]
 
[[Category: Vehicle Items (Apocalypse)]]
 

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
Craft-Pedia-CargMod-(Apocalypse).png

Cargo Module

Craft Equip CargM (Apocalypse).png
  • Weight: 55
  • Size: 2 × 2
  • Capacity: 50
  • Style: road/air
  • Manufacturer: Superdynamics
  • Available: Week 1
  • Base Price: $300
  • Minimum Weekly Stock: 4
  • Maximum Weekly Stock: 12
  • Storage Space: 40


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.


Apocalypse Insignia X-COM: Apocalypse\Vehicles\Vehicle Equipment
Air
Weapons Apoc 40mm auto cannon.png 40mm Auto-Cannon
Apoc bolter laser gun.png Bolter 4K Laser Gun Apoc lancer laser gun.png Lancer 7K Laser Gun
Apoc rendor plasma gun.png Rendor Plasma Gun Apoc lineage plasma cannon.png Lineage Plasma Cannon Apoc plasma multi system.png Plasma Multi-System
Apoc janitor missile array.png Janitor Missile Array Apoc prophet missile launcher.png Prophet Missile Array Apoc justice missile launcher.png Justice Missile Launcher Apoc retribution missile launcher.png Retribution Missile Launcher
Apoc laser defense array.png Laser Defense Array Apoc plasma defense array.png Plasma Defense Array

Apoc light disruptor beam.png Light Disruptor Beam Apoc medium disruptor beam.png Medium Disruptor Beam Apoc heavy disruptor beam.png Heavy Disruptor Beam
Apoc disruptor bomb launcher.png Disruptor Bomb Launcher Apoc disruptor multi bomb launcher.png Disruptor Multi-Bomb Launcher
Apoc stasis bomb launcher.png Stasis Bomb Launcher

Engines SD Standard
SD Deluxe
SD Sports
SD Turbo
SD Elite
SD Special
Ground
Weapons Apoc 40mm auto cannon turret.png 40mm Auto Cannon Turret Apoc airguard anti air cannon.png Airguard Anti-Air Cannon Apoc glm array.png GLM Array
Apoc plasma turret cannon.png Plasma Turret Cannon Apoc glm air defense.png GLM Air Defense Apoc rumble cannon.png Rumble Cannon
Engines Metro Roadhog
Metro Roadgrav
Metro Turbograv
Metro Powergrav
Metro Multipower Plus
Shared
Devices Weapons Control System (Light, Medium, Heavy, Advanced)
Transport Module (Cargo, Passenger, Bio-Transport)
Small / Large Disruption Shield
Missile Evasion Matrix, Cloaking Field
Teleporter