Expanded trade tables

By Hugh Foster ·

    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