Difference between revisions of "Cargo Module (Apocalypse)"

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(forgot pic blurb)
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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.
Cargo Module

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.