If it is a demand marker, the player may keep it and use it the next time he sells the matching good. An old good, a unique technique for an existing good, or a lost soul - who knows what might be found in this place. This planet was apparently a systemless rogue planet that wandered close enough to a blue giant star to be trapped in orbit. When the planet thawed out it proved to have a nice blend of land, sea, and air, but it is a violent place of hurricanes, earthquakes, and volcanoes, caused by its elliptical orbit and the high-energy radiation from the blue giant. Cannot takeoff next turn.
Violent conditions prevent takeoff.
Either damage a shield, or roll for each good and lose it on a 1-2 on 1d6. Prolonged assault by the elements overloads defensive system or destroys unshielded merchandise. The good sold this turn receives one and a half its price. Local supply was damaged recently. May buy a damaged local device for half price.