Date: 24 Aug 94 16:26:33 EDT From: Hugh Foster <100326.446@compuserve.com> To: "INTERNET:xboat@mpgn.com" Subject: Expanded trade tables Okay already! I've been absolutely bombarded by messages asking for a copy of the trading details. Rather than send it to each applicant (and no, US Mail from England isn't a good idea, probably as expensive as sending an X-Boat message (have you ever wondered what that _costs_?)), I'm just going to submit the whole furshlugginer thing. The original article was in Challenge 20, by Marcus Rowland (who used to write for the once-great White Dwarf, now a sad house organ Warhammer Monthly), and covered the hazardous bit. The cargo bit is my own work (blush), produced from Classic and Merchants & Merchandise (remember that?). If you use this, just mention that the system was produced by Ace and the Dog. That's all the copyright there is. Anyone with Windows or similar proportional fonts will notice that it looks like boll*cks, with all the columns failing to line up. I can't help that - just drop it into DOS and it will look OK. The original was in WordStar and had to be reformatted. As you might have spotted, I'm an incorrigible System Designer. If anyone has any good ideas to trade, lob 'em my way! Now, enough drivel from me - on with the tables. Down with the New Era - The Warriors of the Alternative Timeline ------------------------------------------------------------------------------ Cargo detailing for Merchant Prince First, generate the cargo value according to Merchant Prince. This will produce the purchase cost (although it is perfectly allowable and much quicker to take Cr4,000 as a base if in a tight corner for time). Then roll on the most appropriate general table to the source world and throw for a specific cargo from the indicated subtable. Multiply the cost and price per ton by the factor shown and determine how many tons are available by the parameters given. The price & cost may then be optionally multiplied by 2D- 6%. NOTE that the notation "tons" indicates displacement tons in all cases (ie 1,350 litres of hydrogen to the ton). If units are given (suffixed with an @) the cargo will be available in multiples of these units. If not, it will generally be divisible into 1-ton lots. In regular use with a gaming group who trade a lot, it's prpbably worth rolling up a page of cargoes and keeping it handy to improve gameflow. Another option is to write a program to generate them ad-hoc (I did, but my gaming group won't allow PCs at the table - can't think why...) Incidentally, apologies to any Traveller die-hards with only d6. A: General Table Matrix d10 Ag In AgIn Water Vacc/As Desert Icecap No code 1 Agric Indus Agric Water Vacuum Desert Vacuum Agric 2 Agric Indus Agric Water Vacuum Desert Resour Indus 3 Agric Indus Indus Water Vacuum Desert Vacuum FlOcn (1) 4 Agric Indus Indus FlOcn Vacuum Desert Resour AgIn 5 Resour Indus Resour FlOcn Vacuum Desert Vacuum Resour 6 Resour Resour Resour Resour Indus Desert AgIn Resour 7 PRes PRes PRes PRes Indus Desert Vacuum PRes 8 Agric Indus PRes Water Vacuum Desert Vacuum PRes 9 Inform Inform Inform Inform Inform Inform Inform Inform 0 (2) Crimin Crimin Crimin Crimin Crimin Crimin Crimin Crimin 1 = Only if Hydrographics 2+; otherwise Vacuum. 2 = Throw 7+, DMs Admin or Streetwise. If throw fails, treat as result 1 on this table. Can never occur on worlds of law level 0. B: Detailed tables 1. Agricultural Multiply d20 Product Tons/units Cost/ton TL/Notes 1 Livestock 2D @ 4Dx.1 0.75 Must be kept alive 2 Fibres 6D 0.60 3 Meat 4Dx5 0.37 Refrigerate 4 Vegetables 7Dx5 0.01 5 Grain 8Dx5 0.07 410-750X-2v 6 Fruit 2Dx5 0.25 7 Herbs/spices 1Dx5 1.50 8 Processed foods 4Dx5 0.14 9 Pharmacutical feedstocks 1D+2 12.00 10 Forest products (wood) 2Dx10 0.50 11 Textiles 3Dx5 0.75 12 Liquor: 1-3 wine 1D @ .1 5.60 4-6 other 1D @ .1 2.00 13 Meat 4Dx5 0.37 Refrigerate 14 Vegetables 7Dx5 0.01 15 Grain 8Dx5 0.07 410-750X-2v 16 Forest products (wood) 2Dx10 0.50 17 Wild plants (live) 3D @ .005 3.00 Must be kept alive 18 Food plants (live) 2D 1.00 Must be kept alive 19 Rare plants (live) 1D @ .005 2.00 Must be kept alive 20 Rare animals (live) 2D @ 1Dx.51 5.00 Must be kept alive 1 = Weight of animals highly variable; stated weight includes packing. 2. Resource world Multiply d12 Product Tons/units Cost/ton TL/Notes 1 Processed radioactives 1D 250.00 7(3-5)0-X501-3v 2 Refined ferrous metals 4Dx10 0.12 3 Refined hydrocarbons 3D 4.00 4 Refined non-ferrous metals 4Dx10 0.25 5 Refined hydrocarbons 3D 4.00 6 Nitrates (fertiliser) 2Dx10 3.06 7 Nitrates (explosive) 2Dx10 3.06 460-Y601-5v 8 Crystals 1D 5.00 9 Refined radioactives 1D 500.00 7(6-9)0-X501-vv 10 Refined precious metals 1D d12x1000.00 11 Refined rare earths 1 Lanthanum 1D-2 15,000.00 2+ Other 3D 200.00 12 Ores 1-3 Ferrous 5Dx10 1.00 4 Non-metallic 5Dx10 2.00 5 Radioactive 5Dx10 5.00 7(0-2)0-X5X1-1v 6 Non-ferrous metal 5Dx10 3.00 3. Processed resources Multiply d30 Product Tons/units Cost/ton TL/Notes 1 Metals d10 1 Iron 4Dx10 0.12 2 Steel 4Dx10 0.24 3 Aluminium 4Dx10 0.36 4 Copper 4Dx10 1.00 5 Tin 4Dx10 0.25 6 Zinc 4Dx10 0.75 7 Special alloys 2Dx10 2.00 8 Gold 1D/2 12,500.00 9 Silver 1D 6,000.00 0 Other precious 1D 1Dx1000.00 2 Processed radioactives 1D 250.00 7(3-5)0-X501-3v 3 Plant compounds 2Dx5 0.50 4 Animal compounds 4Dx5 0.60 5 Petrochemicals 1D 2.50 6 Textiles 3Dx5 0.75 7 Explosives 4Dx5 1.75 460-Y601-5v 8 Polymers 4Dx5 1.75 9 Paper 5Dx10 0.50 591-Y72X-1v 10 Pharmacuticals 1D 24.00 11 Preserved foods 4Dx2 0.70 ?need freezing 12 Spices 1Dx5 1.50 13 Gourmet foods 1D 20.00 Fragile 14 Flavoured water 3D 0.50 15 Alcoholic beverages 5D @ .1 2.00 16 Milks 6D 0.40 17 Nectars 2D 1.50 18 Syrups 2D 1.50 19 Teas 3D 0.75 20 Exotic fluids 1D 10.00 21 Aromatics 3D 2.00 22 Disposables 6D 1.00 23 Protective gear 1Dx5 (20kg) 100.00 6+ 24 Metal parts 1Dx5 10.00 25 Electronic parts 1Dx5 15.00 26 High Tech parts 1Dx5 20.00 27 Tools 2D 50.00 28 Entertainment consoles 3Dx2 200.00 29 Appliances 4D 60.00 30 Furniture 5Dx5 1.00 4. Industrial Multiply d20 Product Tons/units Cost/ton TL/Notes 1 Chemicals 1 Explosive 4Dx5 1.75 480-Y601-vv 2 Corrosive 4Dx5 1.75 3v0-760X-(5-6)v 3+ Other 4Dx5 1.75 2 Weapons/ammunition 2D 7.50 Local TL. Never both. 3 Semi-finished metal products 1Dx5 8.00 4 Vehicle (ground) 1D @ 10 250.00 5 Vehicle (air) 1D @ 2D 250.00 6 Vehicle (water) 1D @ 10D 250.00 7 Vehicle (grav) 1D @ 4D 1,500.00 9+ 8 Plastics 4Dx5 2.00 9 Computer/electronics 1D @ d30 250.00 5-15 10 Mining/farm/building equipment 1D 37.50 11 Consumer goods 3Dx5 1.00 12 Machinery/tools 2D 2.50 13 Clothing 2D 0.80 14 Medical supplies 1D 25.00 15 Grav components 2D 4.00 16 Fusion power plants 2D @ 4D 8.00 8+ 17 Cybernetics 1-2 Robot 3D 4.00 12+ 3-5 Computer 3D 4.00 5-15 6 Prosthetics 1D 6.00 13+ 18 Polymers 4Dx5 1.75 6+ 19 Special alloys 1D 50.00 20 Petrochemicals 1D 2.50 5. Vacuum world/asteroid belt Multiply d10 Product Tons/units Cost/ton TL/Notes 1 Small spacecraft 1D @ 1Dx10 1,000 9+ 2 Explosives 3D 20.00 470-Y601-vv 3 Frozen gasses 4D 50 Must kept at 0ok 4 Ores 1-3 Ferrous 5Dx10 1.00 4 Non-metallic 5Dx10 2.00 5 Radioactive 5Dx10 5.00 7(0-2)-X5X1-1v 6 Non-ferrous metal 5Dx10 3.00 5 Vehicle (grav) 1D @ 4D 1,500.00 9+ 6 Vacc suits 1Dx5 (10kg) 100.00 7 Pressure tents 1Dx5 (50kg) 150.00 8 Mining lasers 2D @ 0.5 200.00 9 Vacuum processed parts 3D 100.00 10 Vacuum processed chemicals 3D 100.00 6. Water world Multiply d12 Product Tons/units Cost/ton TL/Notes 1 Domestic marine animals 1D @ 1D 1.25 Must be kept alive (1) 2 50-ton submarine 1D @ 50 200.00 3 Live seafood 1D+1 0.70 Must be kept alive 4 Artificial gills 3D @ .004 250.00 5 Refined light metals 5Dx10 0.25 6 Protein concentrate 2D 3.70 7 Organic chemicals 4Dx5 1.75 8 Frozen seafood 2D 0.35 Must be frozen 9 Precious metals 1D d12x1,000.00 10 Pharmacuticals 1D 25.00 11 Hovercraft 1D @ d8 32.00 12 Water Infinite 0 Resale on Desert world for Cr10,000xPop/ton (1) = Cr100 per 10 tons of tank (animal weight x 2). 6. Fluid Ocean world Multiply d6 Product Tons/units Cost/ton TL/Notes 1 Refined hydrocarbons 3D 4.00 2 Nitrates (explosive) 2Dx10 3.06 460-Y601-5v 3 Exotic chemicals 2Dx5 6.00 4 Processed Resources table 5 Nitrates (fertiliser) 2Dx10 3.06 6 Petrochemicals 1D 2.50 7. Desert world Multiply d8 Product Tons/units Cost/ton TL/Notes 1 Water condensers 2D @ 1Dx10 3.00 2 Hydroponic equipment 2D @ 1Dx10 4.00 Fragile 3 Stilsuits 1Dx5 6.00 4 Stellar power systems 1D @ 5 6.00 5 Food synthesisers 3D @ 0.5 2.75 Fragile 6 ATVs (desert) 1D @ 15 300.00 7 SiO2 chips 1D 200.00 8 Processed resources table 8. Information d20 Product Tons/units TL/Notes 1 Writings (paper) 1D 2 Writings (data) 3D (1) 3 Still pictures 5D (1) 5+ 4 Software (computer) 2Dx5 (1) 6+ 5 Software (robot) 3Dx5 (1) 12+ 6 Software (starship) 2Dx5 (1) 9+ 7 Still holo pictures 1Dx2 (1) 9+ 8 Sculpture 1D 9 Paintings 1D 10 Exotic art forms 2D 11 Audio recordings 6D (1) 5+ 12 Video recordings 5Dx2 (1) 7+ 13 Holo recordings 4Dx2 (1) 9+ 14 Raw data (paper) 10D 15 Raw data (data) 1D (1) 16 Currency 2D-1 17 Credit (data) 1D (1) 8+ 18 Records (paper) 1D 19 Records (data) 2Dx5 (1) 20 Erotica (paper) 1D-1 Law level 4- Note: In all cases, the fee is for transportation, not purchase. Use a standard of Cr4,000 per ton or Cr400 per kilo per jump, modifying by 1D-3% if desired. The whole consignment MUST be taken; subdivisions are not allowed. (1) = Kilolitres, not tons. 13.5 kilolitres = 1 ton. 9. Criminal tradegoods Multiply Legal at d20 Product Tons/units Cost/ton TL Law level Notes 1 Plants (poisonous) 2D 30.00 / 0- 1vv-7721-Cv 2 Plants (large carnivorous) 1D 25.00 / 2- 68v-7721-Cv 3 Drugs (hard) 2D 300.00 6+ 3- 16v-Yv01-Cv 4 Drugs (soft) 3D 150.00 2+ 7- 16v-Yv01-Cv 5 Drugs (alien) 1D 600.00 V V 16v-Yv01-Cv 6 Weapons 4Dx2 15.00 Local 1 7 Warbots 5Dx5 @ d3 10.00 12+ 3- 8 Erotica/sex aids 4Dx4 0.50 5+ 7- 9 Fugitive(s) (1D) / / / 10 Atomic weapons 1D @ 2D 500.00 7+ No 7A0-Y641-Cv 11 Chemical weapons 1D @ 1D 500.00 7+ No 69v-Y641-Cv 12 Bacteriological weapons 1D @ .05 1,000.00 8+ No 68v-Y641-Cv 13 Genetic weapons 1D @ .05 2,000.00 10+ No 68v-Y641-Cv 14 Information (illegal) 15+ Redo from start - stolen goods (2) (1) One law level less than current. (2) Illegal at purchase; legal at sale. Multiply cost by 10. To trade in illegal goods, throw Law level or higher on 2D to avoid detection. DMs; subtract Streetwise or Bribery skill; if bribery is used, throw again (secretly) for reneging by the bribed party. Note that illegal goods will only fetch 10% of these prices if sold where legal. C: Hazardous Cargo Codes UHP: 123-4567-89 ||| |||| || Nature|| |||| |Mass code Subclassification| |||| Form/state Species at risk |||Gravity tolerance Atmosphere tolerance|Humidity tolerance Temperature tolerance Nature 0 Special 1 Toxic 0 if eaten 1 Skin absorbance 2 Toxic fumes 3 Toxic dust 4 Avoid prolonged contact 5 Avoid all contact 6 Addictive drug 7 Carcinogen 8+ Unusual or other 2 Oxidant; subcode (0-9) gives degree of risk 3 Corrosive; subcode = pH (0-E) 4 Explosive; subcode (0-9) gives degree of hazard 5 Highly inflammable; subcode gives lowest flashpoint in oC 0 -50 1 -40 2 -30 C 70 etc 6 Biohazard 1 May cause allergy 2 Likely to cause allergy 3 May cause mild infection 4 Likely to cause mild infection 5 May cause serious infection 6 Likely to cause serious infection 7 May cause lethal infection 8 Unknown biohazard 9 Biowar agent 7 Radioactive 1 Weak Alpha 2 Weak Beta 3 Moderate Alpha 4 Moderate Beta 5 Moderate Gamma 6 Strong Alpha 7 Strong Beta 8 Strong Gamma 9 Strong X-Ray A Atomic weapons Races Affected 0 All life forms 1 All oxygen-breathers 2 Humans, Aslan, Vargr 3 Humans only 4 Aslan 5 Vargr 6 Droyne 7 Hivers 8 K'Kree 9 Others Atmosphere Use UPP symbol. X = Any atmosphere, Y Any oxygen atmosphere. Temperature Same codes as for Highly Inflammable danger type subcode. Humidity Maximum humidity, in units of 5%. X = Any humidity conditions. Gravity In units of 1G. X = Do not store in Z-G, Y = Store in exact gravity indicated. Storage form 1 Solid 2 Powdered solid 3 Solid/liquid mixture 4 Solid/gas mixture 5 Liquid 6 Gas/liquid mixture 7 Solidified gas 8 Liquified gas 9 Compressed gas A Rarified gas B Gas plasma C Assorted Mass code 0 <= 1 gram 9 100-200 tons 1 1-10g A 200-300 tons 2 10-100g B 300-400 tons 3 100g-1kg C 400-500 tons 4 1-10kg D 500-1000 tons 5 10-100kg E 1000-1500 tons 6 100kg-1 ton F 1500-2000 tons 7 1-10 tons G 2000-3000 tons 8 10-100 tons H 3000-4000 tons