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-----------------------
AGGRESSIVE WEAPONRY (4)
-----------------------
ITEM TECH LEVEL PRICE/CR
---- ---------- --------
Fuel Always Varies
Missile Always 30
Large Cargo Bay Always 400
ECM System 2 600
Pulse Laser 3 400
Beam Laser 4 1000
Fuel Scoops 5 525
Escape Capsule 6 1000
Energy Bomb 7 900
Extra Energy Unit 8 1500
Docking Computers 9 1500
Galactic Hyperdrive 10 5000
Mining Lasers 10 800
Military Lasers 10 6000
LASERS
------
Pulse lasers are initially housed only in the front of the ship, and so no
sights appear across rear or side views until such time as you have sufficient
credits (from combat and trading) to afford lasers for these mountings. As we
shall see, with sufficient cash you will also be able to upgrade pulseto more
powerful beam lasers.
A OR BUTTON #1 = FIRE LASER
Even fully equipped only one laser may be fired at a time. If a laser over-
heats it will not fire (observe the laser temperature bar).
Lasers are the principal armament of all space fighters.
Pulse lasers will be offered for sale at planets of Tech level 3 or above (see
Trading). Beam lasers will be offered at Tech level 4 or above. If a beam laser
replaces a pulse laser the price of the pulse laser is refunded after the beam
has been fitted.
PULSE LASER SPECIFICATIONS
--------------------------
Ingram Model 1919A4 Pulse Laser is recommended for all positional laser
mountings, but is especially effective for rear-shooting. Fires intermittent
laser 'rods' 610mm in length, with a cycle rate of 1500 RoPM. The barrel is of
high grade Allutium fibre, lined with tempered QuQorian Silica. Power provided
directly from inverse energy banks contained in main ship's drive. Each rod is
capable of piercing 267mm of Flux-Locked metal.
LASER BEAM SPECIFICATIONS
-------------------------
Ingram Model M19282A2 is highly recommended for front shooting. Beam lasers
fire continuous laser strands, up to 150 in parallel. Barrel is Allutium+lined
with tensioned plastiglass, and as with the 1919A4 Pulse laser, power is
provided by main drive link. Beam lasers are capable of slicing through 410 mm
FL metal.
Military lasers are the very height of sophistication. Costing fifteen times
the price of a pulse laser and available only on planets at Tech level 10, it
is an extremely effective piece of hardware.
(See also Mining lasers under Non-combative Equipment)
MILITARY LASER SPECIFICATION:
-----------------------------
Range and penetration are twice as effective as the Ingram model M1928A2 beam
laser. This is Lance & Ferman's entre into the laser market. Hitherto known for
their highly effective and relatively cheap missile systems, in the military
laser they have in effect created a whole new laser market. The LF90 is the
current computer-aided model and comes with X4SUUAT sights.
MISSILES
--------
Missiles are always available, whatever the nature of your destination world,
though no more than four may be carried at any one time. They are extremely
effective weapons and are carried by the larger star ships. Your ships computer
will warn you when one is fired at you with a message on-screen. Unless your
ship is fitted with ECM (see below) you will have to outmaneuver the missile,
which will home in on you relentlessly. If a missile hits you, it can almost
completely exhaust a fully charged shield and, if your shields and energy are
low, may well be fatal.
Before a missile can be fired it must be locked onto a target. When fired, it
will home in on that target and destroy it, unless your enemy successfully
takes one of the precautions described above. The missile launch mechanism is
very reliable and hardly ever jams. Missiles can be locked onto targets in any
view (1,2,3,4).
T = ENGAGE TARGETING SEQUENCE
The targeting sequence is engaged by hitting the T key. One of the square
missile status indicators on the astrogation console will then turn white. When
any possible target enters the cross-hair region the missile will lock onto it,
the missile status block turning red. A deep will sound to inform you of this.
M = FIRE MISSILE
U = UNARM-ABORT ANY TIME BEFORE FIRING
MISSILE SPECIFICATION:
----------------------
Lance & Ferman Homing Missiles (4x4) are now recommended for all small class
trade-combat ships, but can be fitted as part of a mixed design weapon rack.
LF missiles have 2IL-135 guidance system, and optional manual directional
control overrides. Warhead packed with Terminal 9 explosive, and the 4x4 is
invulnerable to all known counteraction, except ECM systems. Capable of Megazon
Destruct Force 7. Prototype first used is 2987, during Ineran Wars.
ENERGY BOMBS
------------
B = ACTIVATE ENERGY BOMB
An energy bomb will be offered for sale at a planet of Tech level 7 or higher,
and can be used only once. It is activated by the B key and will destroy all
other ships, asteroids, and missiles in the vicinity.
ENERGY BOMB SPECIFICATION:
--------------------------
Medusa Pandora Self Homing Energy Bomb (available at Tech Level 7 worlds or
higher) is a tactical weapon capable of Megazon Destruct Force 13. Has heat
radius of 9000km. Developed by Klaus-Klile laboratories for multi-role combat
using 'launch-and-leave' techniques.
------------------
DEFENSIVE MEASURES
------------------
SAFETY ZONE
-----------
The Orbit Space around any Coriolis Space Station is safe. The Stations own
defences will come to your immediate assistance. Entry to safety zone is
signalled below the compass.
SHIELDS AND ENERGY BANKS
------------------------
Your ship comes equipped with fore and aft shields and energy banks. The
shields protect your ship from aggressive fire, and will be recharged from the
energy banks. Constant fire will harm the shields. Once a shield is depleted,
enemy lasers and missiles striking that shield will take energy directly from
the energy banks and may even destroy items of cargo or ship fittings. When all
your energy banks are empty your ship will be destroyed. Using lasers or an
ECM system will also deplete your energy banks.
The ship's computer will keep you informed of any damage to your ship and will
also warn you when energy levels are dangerously low.
An Extra Energy Unit may be fitted at planets of Tech level 8 or higher, and
doubles the energy bank replenishment rate. This is the energy unit with the
copper colored top. No other unit looks like it, or lasts like it.
DEFENSIVE SHIELD SPECIFICATION:
-------------------------------
The shields consist of hi-tense flux webs of Zieman-charged sub-particles.
They are weakest where the laser and missile tubes pass through the ship's hull
and along the central ship band where the two shields overlap, and cause a
stress zone.
ECM
---
E = ACTIVATE ECM
An ECM System (literally Electronic Counter Measures System) is offered for
sale at Tech level 2, and may be used and number of times given sufficient
energy replacement. When activated by the E key, ECM destroys all missils in
your vicinity-including any that you have fired. Some enemy ships, especially
traders, will have this and may user it against your missiles. Your ship's
computer displays an E on the console when it detects ECM broadcasts.
ANTI-MISSILE (ECM) SYSTEM SPECIFICATION
---------------------------------------
Radiant-Magnetic 'wipe-out' using ion-saturation theory developed by Bell and
Graben on Riedquat 359. Electronic Counter Measures Systems use minute charged
particles of InterSpace Heavy Element dust, releasing their radiant energy and
setting up expanding nuclear flux chains.
ESCAPE CAPSULE
--------------
ESC = LAUCH ESCAPE CAPSULE
An escape capsule can be fitted in place of your cabin at any world of Tech
level 6 or higher. If ESC is then hit during commbat the capsule will be
jettisoned from the ship, be automatically tracked by the nearest world and
will travel safely to a Coriolis space station. Your cash will be preserved
but all your cargo will be lost.
However, this item comes with a widely recognized insurance cover which will
guarantee you a new Cobra Class ship, equipped in like manner. The contents of
the cargo hold is exempt from this protection.
Since the unique IR signature of a ship's hull is used to file police records,
abandoning your hsip in this way will have the effect (unfortunately exploited
as much by galactic brigands as trader victims) of clearing your police record.
You may see an escape capsule leaving an enemy ship. This will not harm you
unless you crash into it.
ESCAPE CAPSULE SPECIFICATION:
-----------------------------
Recommended model is the Xeeslan FastJet LSC 7, which can support two human
life-forms for seven weeks, in moderate suspendedAn.state.
-----------------------
NON-COMBATIVE EQUIPMENT
-----------------------
FUEL
----
Fuel is always available. You can refill your tanks to full (7 light-year)
capacity-no less is permitted.
FUEL SCOOPS
-----------
Fuel scoops may be fitted to the hull at a planet of Tech level 5 or higher.
These enable a ship to obtain free hyperspace fuel by 'skimming the sun'-flying
close to it at high velocity.
Since fuel scoops utilize poerful electro-magnetic fields to guide the solar
wind into their converters, they may also be used to pick up miscellaneous
space debris. Almost all pirate vessels are fitted with these so that they can
blast their prey apart and sift among the wreckage, rather than attempt to dock
with a hostile craft.
Once fuel scoops are installed, you can scoop up an object (such as a cargo
canister) by keeping it in the lower half of the screen view area while flying
right up to it.
FUEL SCOOP SPECIFICATION:
-------------------------
Fuel scoops are considered an essential for Deep Space, and dangerous zone
trading. They have a standard design, and a standard fitment. They use powerful
electromagnetic fields to guide solar wind or small space debris into their
ReQax convertors.
CARGO BAY EXTENSION
-------------------
One cargo bay extension can be bought, licreasing the hold space from 20-35
tons.
CARGO BAY EXTENSION SPECIFICATION:
----------------------------------
Standard model is the Mariner Freight Chamber.
DOCKING COMPUTER
----------------
C = AUTO DOCKING SEQUENCE ON
P = AUTO DOCKING SEQUENCE OFF
This is available from all Tech level 9 planets; they are fitted to the ship's
flight control system and enable it to dock the ship automatically. The auto-
docking sequence is triggered by the C key and switched off by P.
DOCKING COMPUTER SPECIFICATION:
-------------------------------
The SinCorn RemLock D&A System is a sophisticated and expensive piece of
gadgetry. It comes with MemnSomn pilot interaction to induce hi-cram sleep
during the maneuver.
INTERGALACTIC HYPERDRIVE
------------------------
G = ENGAGE INTER-GALACTIC HYPERDRIVE
The intergalactic hyperdrive is obtainable only from planets at Tech level 10
or higher, and can only be used once.
IGH SPECIFICATION:
------------------
Although a number of manufacturers have supported a whole range of IGH motors,
it is recommended you remain loyal to Xeeor/Hikan who provide the standard
hyperspace transit drives.
ASTEROID MINING LASERS
----------------------
Asteroid mining involves the fitting of fuel scoops and special mining lasers
to your ship. Ships which always carry them are known as 'Belters'. They search
for asteroids and, on finding one, use the laser to fragment it into pieces
sufficiently small to be taken intot the cargo bay.
MINING LASER SPECIFICATIONS:
----------------------------
Kruger Model ARM64 Sp. Mining laser is highly recommended as both a trade and
combat addition. Uses variable frequency laser rods of 200mm length, fired in
wide beam, 100 channels/beam. Automatic debris-pattern lock ensures no
fragments of large size of target asteroid impinge on ship space. Can destroy
asteroids of up to 2KtHH durable Mass. Must be fitted with a fuel and matter
scoop.
---------------------
INTERGALACTIC TRADING
---------------------
The Cobra Mk III, designed primarily as a trading ship, combines combat
efficiency and maneuverability with substantial cargo space (20 ton canisters)
and with scoop attachments for space debris, jettisoned cargo and space rock.
Most space stations have made the process of trading very simple, in order to
facilitate a fast turnover in goods and ships. Import and export tariffs-which
are high on some worlds-are automatically added or deducted and this is
reflected in the prices shown. The auto-trader system, employed by the Cobra,
does not allow for more specific trading deals to be performed.
A selection of the more valuable alien items that are tradeable is given in
this manual, but the trader must deal with them in person.
Once docked you are linked directly with the CorCom Trade System. At your
request you can obtain a list of basic trade items available for purchase.
Slaves are measured by the ton in galactic trading. This may seem a bit strange
but it includes the cryogenic suspension system necessary to keep them alive
during space travel. The slave trade, once almost eliminated by the Galactic
Government is now returning, despite the efforts of the Galactic Police Force
to suppress it.
ITEM AVERAGE PRICE/CR
---- ----------------
Food (Simple organic products see below) 4.4 ton
Textiles (Unprocessed fabrics) 6.4 "
Radioactives (Ores and by-products) 21.2 "
*Slaves (Usually humanoid) 8.0 "
Liquor/Wines (Exotic spirits from unearthly flora) 25.2 "
Luxuries (Perfumes,Spices,Coffee) 91.2 "
*Narcotics (Tobacco,Arcuran Megaweed) 114.8 "
Computers (Intelligent machinery) 84.0 "
Machinery (Factory and Farm Equipment) 56.4 "
Alloys (Industrial Metals) 32.8 "
*Firearms (Small-scale artillery, sidearms, etc.) 70.4 "
Furs (Includes leathers,Milleenium Wompom Pelts) 56.0 "
Minerals (Unrefined rock containing trace elements) 8.0 kg
Gold 37.2 kg
Platinum 65.2 kg
Gem-stones (Includes jewelry) 16.4 g
Alien Items (Artifacts,weapons, etc.) 27.0 ton
* These items are defined as illegal by the Galactic Government, so trading
them is risky.
8 = LIST OF TRADE ITEMS
The prices shown at the time of trading represent an offer to you and will be
guaranteed while you are in Trading Mode.
The purchasing of items is almost instantaneous. You will be offered each in
turn. If you do not wish to buy, merely indicate your decision by pressing
RETURN.
O = INVENTORY OF CARGO, FUEL & CASH
2 = PURCHASE MODE
3 = SELLING MODE
If you wish to buy, numerically indicate the amount you wish to purchase;
autoSCAM modules will immediately load your purchase into the cargo bay. Your
screen will indicate your remaining credit facility.
When all items for sale have been offered to you your cargo hold status will
appear to confirm your purchase.
The Cobra trade ship must dock with a Coriolis space station before buying or
selling cargo. It has no Free Space trade facility, apart from routine
jettisoning of canisters.
Once docked, the selling process is automated, although there is no requirement
to sell.
------------
HOW TO TRADE
------------
BUYING MODE FOR GOODS
---------------------
8 = LIST OF GOODS AVAILABLE ON TARGET PLANET
O = INVENTORY OF YOUR CARGO
8 = TO SEE AGAIN WHAT IS AVAILABLE
2 = ENTER PURCHASE MODE
You are now being asked (at the bottom of the screen) how much food you want
to buy. Choose a number equal to the tonnage of food you wish to purchase, and
press RETURN. You will then be asked, in turn, how much you want to buy of each
item on the list of goods available. Press RETURN when you do not wish to
purchase. You can buy only 20 tons in total, and no more of a commodity than
there is available. Once you have gone through all the items, the trading
computer will print up your inventory.
SELLING MODE
------------
3 = ENTER SELLING MODE
This comprises of a series of Y/N questions, the answers to which will concern
the possible sale of all cargo including that just bought.
(Advanced selling systems permit the sale of precise amounts.)
ADVICE TO TRADERS
-----------------
The Cobra trade ship can be fitted with four lasers, four missiles and one
energy bomb. This should be sufficient to make trade possible within the System
Space of even heavily piratized worlds. But it is strongly recommended that
pilots achieve a combat of at least 'DEADLY' before any worlds designated
'Anarchy' or 'Feudal' are approached, especially if the cargo is high tech
machinery or luxury goods.
To make money as a trader is no easy task. Unless you have backing capital you
would be well advised to start with foodstuffs, texxtiles, minerals and
luxuries.
Demand for good varies widely and prices within planets fluctuate, but GalCop
regulations prohibit planets from advertising their requirements or announcing
their market prices beyond their own System Space. Any trader, therefore,
approaches all transactions with a certain financial risk.
Trade depends upon demand, and selling prices depend upon the level of demand
on the planet, and its available money. Some of these factors can be assessed
before docking.
Agricultural planets invariably have excess produce at reasonable purchase
prices, and such food sells well at industrialized, middle-to high-technology
worlds. Raw materials, and ores, will sell well to middle-tech worlds, which
are usually able to refine them, and the refined product can fetch excellent
prices at worlds of very high tech status.
The rules are complex, and anarchy and piracy has its effect on causing the
rules to change.
In trading with a planet, consider its economic profile:
AGRICULTURAL WORLDS need specialist food and raw materials, but mostly bassic
machinery and spare parts. If they are rich, they need luxuries and high tech
industrial machines. They produce food in quantity, raw materials and
specialized 'organic' items, like some textiles.
INDUSTRIAL WORLDS need agricultural produce; raw materials (for refining);
resource exploitation machinery; (if rich) high tech goods. They produce basic
items of need for civilized worlds: beds, seals, and gaskets, power storage
units, basic weapons, mass produced fertilizer, mass produced medicines, etc.
Think about a planet's needs.
Think what might make the society function.
Don't trade expensive trivia to a hungry world.
IF THE PROFIT ISN'T WORTH IT, TRADE IT SOMEWHERE ELSE.
-----------------------
ALTERNATIVES TO TRADING
-----------------------
Since the Cobra craft is equipped as a fighter as well as a trader, with in-
built capacity for strengthening its armaments, there are alternative life-
styles to trading which may prove profitible, but which are excessively
dangerous.
BOUNTY HUNTING
--------------
Galactic banks, which insure the larger t rading convoys, will pay a large
bounty for each pirate ship destroyed. A ship's computer will transmit photo-
graphic evidence of any kill to the GalCop Bank Federation Monitoring Authority
The IR signature of the destroyed ship is then tallied with all known pirate
vessels, and the bounty hunter pilot credited accordingly.
Bounty hunters commonly have Cobra Class ships in order to masquerade as
traders. They simply hyper-space into a system (anarchic and feudal worlds
especially) and wait to be attacked, ensuring that they have sufficient hyper-
space fuel (Quirium) for a quick escape.
PIRACY
------
Piracy is widespread throughout the 8 galaxies, and many pirates are not
hardened criminals at all, but failed traders who have turned to this way of
life in desperation. To survive as a pirite, looting freighter convoys and
small ships, requires a high degree of combat experience, since not just Police
Vipers will pursue them, but other pirate ships and Bounty Hunters, too, will
prey upon them.
But the rewards are high. Provided the pirate ship is equipped with a fuel
scoop, the jettisoned ton-canisters of attacked cargo ships can be scooped up
and traded.
ASTEROID MINING
---------------
Asteroids are large chunks of rock which are mined (for the valuable trace
elements that they contain). As they are a navigational hazard, a small bounty
is paid for destroying an asteroid, and a kill rewarded (which will help to
improve your rating).
There is money in rock, but to make the most of it a Cobra ship must be fitted
with a fuel scoop and a MinReduc 15 Mining Laser (or some equivalent type). The
mining laser will blast very large asteroids into very small fragments and the
scoop can rapidly swallow this tradeable ore.
FREE SPACE CARGO
----------------
Trade ships are often destroyed (by natural catastrophe or enemy action) and
their cargo left ungathered. Using a fuel scoop such 'free bounty' can be
collected. the contents of the canisters will be unknown until they are taken
aboard and examined, and may be worthless or worth a fortune. If their contents
are illegal goods, they cannot be traded or sold without legal risk.
(NB: Pressurized cargo canisters are th universal means of storing cargo for
Interplanetary Space Voyaging. Made of H-Flux Chromon-alloy, they hold one
GalTon of goods, under variable pressure and temperature conditions. Tales have
been told of such barrels being discovered after over five hundred years on
barren moons, and such 'Moon Salvage' is a remarkable source of historical
artifact material.)
ILLEGAL TRADING
---------------
It is surprising how many planetary systems will allow the purchasing of
illegal trade items, notably firearms, narcotics (especially Arcturian Megaweed
) and slaves. Slaves are supplied in cryosuspension in transporter coffins, and
often turn out to be old and sick specimens of vaguely humanoid life forms.
Nonetheless, few systems will allow the selling of these items without taking
recriminatory action.
---------------------------------
POLITICAL PROFILE OF THE UNIVERSE
---------------------------------
CONSEQUENCES OF TRADE
---------------------
To trade successfully, and profitably, will almost certainly require you to fly
the Cobra trade ship into politically unstable planetary systems. Pirate and
free-booter activity is high in many solar systems, and adequate ship defences
are essential if the rewards of higher selling prices are to be reaped.
For the benefit of new traders, a brief political summary is given below.
Planetary governments, or federations, determine the relative safety of their
Solar Space. Ranked in decreasing order of safety, the 2040 officially
registered worlds of the Galactic Federation can be classified as:
CORPORATE STATES
DEMOCRACIES
CONFEDERACIES
COMMUNIST STATES
DICTATORSHIPS
MULTI-GOVERNMENTS
FEUDAL WORLDS
ANARCHIES
CORPORATE STATES
----------------
Like Engema and Zaatxe, these are well-ordered worlds, which have usually
developed from settlers who practiced a free trade form of competition.
Taxation is high on such worlds, but the living standards are high also.
Corporate planets wish to protect their trade, so goods are expensive, but
luxuries are welcomed. Import licenses are often necessary.
Engema is an agricultural world, run as a single farming co-operative. Farmers
receive a fixed payment for their crops whether or not the harvest is good,
and selling prices do not vary greatly. It is a dependable market, and customer
relations are good. Luxuries, machinery and raw materials sell well here.
Zaatxe is an example of a rich, industrial state (Tech level 12). It produces
luxury goods, elaborate and innovative machine systems, and specilizes in
Prototype design. Prices fluctuate depending upon the level of inter-state
competition, but it is always a safe bet to buy recently-developed machine
items which have not yet spread very far across the galaxy.
DICTATORSHIPS
-------------
Dictatorships such as the worlds Lave and Enzaer, are only moderately safe to
trade with, but are well worth the risk, provided the trader is well defended
and combat trained). Very often pirate attack will not occur because of an
agreement between pirate fleets and the world itself. A proportion of all
incoming trade is 'allowed' to be stolen by pirates, who will then leave the
world alone, and protect its ships from aliens or rogue traders. It is an
uneasy liaison, which often breaks down.
Lave is an agricultural world, and Enzaee an industrial planet, but a similar
principle operates on both surfaces. These are two trading standards, that of
the People and that of the Aristocracy. Standards of living are artificially
generated, a veneer of progress, and luxury goods, machinery and textiles sell
well-usually. The great demand, however, is for basic commodities, especially
foodstuffs, clothing and raw materials. These will sell well when the voice of
the People has been raised in protest.
ANARCHY PLANETS
---------------
A trader can make his biggest profits here and reach his grave the quickest.
Worlds like Onisou and Xeesenri have vast wreck-yards in far orbit, the dead
places of ships that came to trade honestly, and fell prey to trickery. These
are lawless places, and have become so because the original settlers competed
too hard when there was too little resousce material. Those worlds which
survived holocaust did so because of uneasy and bloody alliances between clan
families. Pirates and mercenaries were hired for protection and assassination
purposes. Anarchic worlds will trade readily in narcotics, slaves, firearms
and exotica, and the price will be good, if you get a price at all. These
worlds are almost always supplying invisible Masters, usually elite trader/
combateers who have turned to crime as the most profitable way of life. Such
form loose federations, and trade on the black market extensively throughout
the galaxies.
These worlds pay highly for goods they cannot produce themselves, because they
know that traders aviod them. Their own products need specialized, illegal
outlets: weaponry, narcotics, eavesdropping devices....if it's covert, then
anarchic worlds are producing it. Trade in these items and you will get rich
quick, or dead quick, or at least become a 'Fugitive'.
-----------
ALIEN RACES
-----------
Of the 2040 officially regiestered planets in the GalCop, all but 45 support
human colonies only, that is to say, human presence elsewhere is restricted to
settlements in under-populated parts of the land surface.
Trading at such worlds depends, for its success, very much upon the extant
state of co-operation between human and alien. Humans control the Coriolis
stations in orbit, but the availability of items for trade, and their relative
expense, can be affected by the controlling life forms.
Most alien life forms are either too privitive, or too glad of off-world trade,
to interfere. Some, such as the Reptiloid life form of Esanbe or the
Amphibioids of Anbeen, can made a traderes life very difficult, by haggling at
the point of a laser.
The available planetary information on all worlds will indicate the nature of
the inhabiting life form.
BIRD-FORMS
----------
Dealing in alien artifacts on such worlds often involves forming a close liason
with Flight Elders or Nest Elders, and this is very much a job for the
specialist. Bird-forms are, on the whole, a delight to trade with, and the
highest form of honor (fairly universally) that an off-worlder can receive is
an invitation to 'keep the eggs warm for a moment'.
AMPHIBIOIDS
-----------
Are usually a lot sharper than their wet, sluggish appearance would suggest.
They are usually keen to trade in narcotics, or exotic foodstuffs. Skin creams
are always well received. Technologically they tend to be backward, but will
pay high prices for such mid-range items as automated ponds, croak meters,
spawn freezers and swamp purifiers.
FELINES
-------
Are dangerous to the extreme. No matter what sort of political structures the
world may have, feline aliens are pack oriented, and feudal, and very
unpredictable. All traders are advised to wear body suits, to prevent
secretions of sweat from triggering a feeding response among these hostile and
enigmatic life forms.
To win the confidence of a feline alien is almost invariably to be invited to
mate, so a certain aloofness is recommended.
INSECTOIDS
----------
The most dangerous insectoidal life form is the Thargoid, which is menioned in
the Combat section. Insectoidals are usually highly intelligent, often existing
as a group mind. There is rarely any individuality among insectoids, and the
trader must beware making deals in such a way. One life form builds earth
cities up to four miles high, and over four million drones live in the middle
levels. According to legend, any trader who voluntarily ascends the earth
passageway from ground to upper surface of these immense mounds is honored with
ther rare title Ascender of the Scent City. And then consumed alive. But
trading with insectoids can be immensely profitable, as there are so many of
them (to trade in wrist watches, for example, means two to four watches per
individual in a clone-group of perhaps ten thousand).
In dealing with any alien life-form, for the purposes of trade, there are three
cardinal rules:
Learn the body language of the alien race.
Cover up your body scent.
Beware of Carapace concealed weapons.
->Andy Onions<-