Chemicals

These range from explosives and corrosive acids to organic compounds prized as fertilizers.

Primary
Roll (2D)
Secondary
Roll (1D)
Type TL Weight/Displ
Ton (tons)
Price/Displ
Ton (000's)
Displ
Tons
Avail
2-3 1-4 Explosives (conventional) 5 5 25 1D
5 Explosives (shaped charges) 7 5 50 1D
6 Explosives (TDX) 9 1 150 1D
4-5   Petrochemicals 4 12 3 3D
6-8   Other industrial chemicals 3 9 45 1D
9-10   Fertilizers 3 20 20 2D
11-12   Corrosives 3 4 40 1D

Actual Value Modifiers
Type Purchase Resale
Explosives (conventional) I - 3, R - 2 I - 2, A + 2, NI + 2
Explosives (shaped charges) I - 3, R - 2, A - 1, Fl - 1 I - 2, A + 2, NI + 2, Fl - 1
Explosives (TDX) I - 3, R - 2, A - 1, Fl - 1 I - 2, A + 2, NI + 2, Fl - 1
Petrochemicals A - 4, I + 1, NI - 5, Fl - 3 A - 4, I + 3, NI - 5, Fl - 1
Other industrial chemicals I - 3, R - 2 I - 2, NI - 5
Fertilizers I - 3, R - 2, A - 2, Fl - 1 I - 3, A + 5, NA - 8, Fl - 1
Corrosives I - 3, R - 2 I - 2, NI - 5

Characteristics

Roll on the Characteristics table to check for possible hazards (once per column; see below for explanations).

Type Corrosive Explosive Flammable Perishable Poisonous
Explosives 12+ 3+ 10+ 10+ 5+
Petrochemicals 10+ 7+ 3+ --- 8+
Other industrial chemicals 8+ 9+ 7+ 11+ 5+
Fertilizers 10+ 7+ 9+ 9+ 5+
Corrosives 3+ 12+ 10+ 10+ 3+

Hazard Explanations

Corrosive
An acid, alkali, or other substance with corrosive effects. An accidental spill could harm a person from direct contact or the gas created (roll 1-2 on 1D, 3D wounds), damage a ship's contents or cabling (3-5) or even breach the hull (6). Roll a 2D (ir 3D for highly corrosive) mishap to determine how badly the ship is damaged.
Explosive
Requires protection from sparks, heat and shock. Roll 14+ on 2D for an explosion to occur during loading/shipment; DM + 2 if starport temperatures are over 30°C; DM + 6 if ship is hit by enemy fire; DM + 8 if from an energy weapon. Inflict one Critical Hit if an explosion ensues.
Flammable
Requires protection from sparks and excessive heat. Roll 15+ on 2D for a fire to occur during loading/shipment; DM + 2 if starport temperatures are over 40°C; DM + 6 if ship is hit by enemy lasers or energy weapons in combat. If a fire occurs aboard ship, inflict one Hold hit (Book 2) or Internal Explosion (HG) per turn of uncontrolled burning. Also see High Passage #4 for more on petrochemicals.
Perishable
Requires a special environment to prevent cargo from being ruined. Should be shipped or properly stored on the same day it is delivered. If explosive decompression occurs, inflict a 3D mishap on the cargo.
Poisonous
Requires protection from contact with lifeforms. Roll 15+ on 2D for a leakage to occur during loading/shipment; DM + 6 if the ship is hit by enemy fire. Toxic fumes (1-2 on 1D) in the air supply will inflict from 1D to 3D hits (referee's choice) on unprotected lifeforms per turn of exposure. Toxic dust (3) has the same effect, and may short out circuitry (roll a 2D mishap; referee must decide what ship system is affected). Substances may be absorbed through the skin (4-5) causing 3D damage on contact (roll for mishaps during cleaning, etc).
Other substances (6) may only be toxic if ingested, or may be addictive (referee's choice; referee must adjudicate what problems occur).

In addition, many products (e.g. fertilizers) will cause odor problems if a container is breached. This may require replacement of air filters at the next shipyard.

NOTE: it is recommended that all adverse effects be roleplayed out. Do not impose the above rolls arbitrarily; rather, use them as guidelines to create an interesting roleplaying incident.


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