Showing posts with label Background. Show all posts
Showing posts with label Background. Show all posts

Monday, October 15, 2018

The Low Lottery

Cryostasis is an exceedingly safe medical technology for humans and a vast majority of alien species. Repeated cycling through cryostasis via continual low passage jumps can be lethal however, with the patient usually suffering a mishap during stasis resulting in immense cellular and tissue damage once the person is brought out of stasis. Official Traveller Society statistics claim this is a 1 in 2.7 million chance. However poor maintenance of equipment, reuse of cryostasis fluids, and other poor operating practices increases this probability (although most would claim it’s still within the range of 1 in a million). Because of this rare chance of mishap, most passengers see low passage as a cheap, but somewhat desperate means of travel. Mid to high passage options are more preferred among galactic travelers.

The military however doesn’t have much of a choice in using low passage. It is no surprise then with soldiers going on multiple jumps, long deployments, and few opportunities to spend paychecks, that creative opportunities to spend cash are practiced. One such tradition is the low lottery.

Every jump, soldiers contribute 1-5 credits into a company pool. If there ever is a mishap and a soldier dies during cryostasis, 75% of the pool would go to the soldier's family and loved ones, while the remaining 25% would be spent by the company for a wake in remembrance of the departed. Given the frequency of jumps, number of personnel, and rare occurrences of fatalities, these pools could end up being quite a fortune.

However as the low lottery made its way over to civilian circles, it took a darker form. Like the military practice, a crew would contribute to a pool however they would also wager on a particular passenger. If a mishap occurred and the passenger died, the ‘winning’ choice would claim the pool or split among other crew members that made the same passenger selection. This dark game is kept off any official records, but anyone spending enough time in star ports among ship crews and merchant marines will find the occasional ship that runs a low lottery.

An even darker practice are captains and crews that actually fix a low lottery, randomly selecting a low passenger to have some misfortune during a jump. This criminal activity is practically considered an urban legend. The Traveller Society views this in addition to homicide as a form of traveler insurance fraud (where beneficiaries would collect insurance for an improperly claimed accidental death), and aggressively conducts a thorough investigation if a person dies during low passage. However get a Traveller Society insurance investigator filled up with enough drinks, they might let slip that this type of crime does indeed happen, even if it’s tremendously rare.

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Wednesday, June 22, 2016

The Galactic Credit

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While some worlds issue their own currencies, they are usually only accepted within that home system. The universal currency accepted in both the Federation and the Imperium is the newly founded Galactic Credit (or GalCredit). This currency is modeled after the old Imperium Credit.

Once the 100 year war ended, it was recognized that having two different currencies would be problematic. Talk was made to maintain the Imperium Credit as the monetary standard, but hardliners from the Federation balked. The Imperium was willing to compromise on issuing a new form of currency, but with a catch. The Federation would be responsible for printing and distributing this new money note. Both governments agreed and with a considerable expense, the newly minted Galactic Credit began circulation 18 years ago.

Credit notes are almost impossible to counterfeit. Made of plastic fibers woven under high pressure and temperature, they compose of a variety of anti-counterfeit measures such as various colors, holographic images, and DNA tagging all of which is incorporated into the material of the credit itself (instead of being printed). The resulting credit note is rectangular with the texture and thickness of paper along with a 21 digit alphanumeric code. Credits as plastic notes are issued in 5, 10, 50, 100, 500, 1000, and 10,000 denominations. For smaller value transactions, plastic coins are used in denominations of 1/10, 1/4, 1/2, one, and five credits. Credit coins utilize similar anti-counterfeit technology during production as seen with the plastic notes.

Most commercial transactions within systems do not utilize physical currency. Instead digital commerce using electronic transfers through established accounts are used instead. Individuals which primarily deal in credit notes are travellers. As they jump from system to system, they have a delay in digital financial records catching up with them. Because of the potential for criminal activity, most systems will not take any digital currency from travellers, and insist on credit notes instead. Starports will always request fuel and expenses be paid in physical credits. Only long established local system residents have the luxury of paying expenses through USIN financial transfers.

However, local systems can readily open USIN bank accounts for travellers. They recognize some may be hesitant about about possessing large amounts of GalCredits on their person. While credit loans are impossible to attain, banks willingly open USIN debt accounts if a traveller desired (as long as they provide cash up front as a balance). However they will have to close out the account once they leave the system, with the financial institution charging a modest fee. These accounts are always non-interest and banks charge a small fee (1/10th credit) for transactions. Because of these limitations most travellers rely on carrying credit notes and only bother opening an account if staying in a system for several months (or if worried about theft of their credits on hand).

The Federation has contracted printing and distributing galactic credits to almost every megacorp over the years. Because of these efforts the GalCredit is now a commonly seen currency throughout the galaxy. However Imperium notes still can be seen in circulation. Since money is difficult to destroy, they are slowly being removed from circulation as established banks collect older Imperium credits and replace them with the new GalCredit. As tracing of Imperial credit bills is nearly impossible but still recognized as legal tender, they are highly desired by criminal organizations.

Monday, June 20, 2016

Past Stories of the Travellers

Grog served as a Yazarian scout in the newly formed Federation. While working with a scientific team on a remote planet, they were trapped by a hostile species which had an unusual spawning cycle. What they thought was a relatively safe planet became swarmed with aggressive alien predators. As the spawning event was several weeks, they put out a distress call and Deacon “Deek” Oake’s marine unit responded. Even though his unit were Imperial Marines, this was deemed a humanitarian mission. Under his command, his platoon rescued the trapped scientists and Grog and Lieutenant Deacon Oake became fast friends under those hostile conditions.

Unfortunately, Lt. Deacon and many of the marines were exposed to an exotic parasite. It ravaged the muscle tissue of humans (Grog being a Yazarian was immune). Most under his command for that operation eventually died. He was one of the few survivors. False rumors milled about Lt. Deacon had denied needed medical supplies and aid to his men in order to ensure his survival. He was quietly offered an honorable discharge and the Imperial Marines urged him to accept it or face a formal inquiry. Feeling betrayed by the very service which he had dedicated his life to, Deacon resigned and sought out his own fortune.

Grog a year later was called for an independent planetoid survey by a group of private miners. There she met Rom Krӧll, became good friends, and confirmed that his group had found a large deposit of an unusual element. The system had a tenuous relation with the Federation, and the Imperium began making overtures to the system government to defect and join the Imperium once Grog’s findings were made public. Pressure was put on Rom’s companions to sell their claim to Atlas megacorporation.

The miners refused and the planetoid became a hot spot of political dissent as Atlas megacorp moved in with their own private security force. Rumors were circulating that Atlas was also being supported by resources of the Imperium. If they established order and secured the claim to the planetoid, the system government would abandon their ties with the Federation and become a system under Imperium control.

Coming by a recommendation from a criminal syndicate, Atlas megacorp employed Roxie Hart to assassinate key figures in the miner resistance. She contacted her information operative, Syn, to help her track down the contract targets. Once on the planetoid however both had a change of heart. Whether being tired of acting as a tool for their employers, realizing they were on the wrong side of this conflict, or Roxie suffering from her growing drug addiction, they abandoned the contract. While making a 'performance' on the planetoid, Roxie crossed paths with Rom Krӧll and warned him of Atlas megacorp and the local government’s desire to assassinate his fellow miners.

Syn using Rom’s face as a public figure broadcast this information to all within the system. Seeing how the system government could be implicated in switching alliances publicly, local military swarmed in and brutally declared martial law. Atlas would not be able to secure the mining rights and the system would remain under Federation control. To tie things up, the system government rounded up most of the rebel miners, and handed them prison sentences which were to be conveniently carried out in an Atlas security facility. Grog got word of the situation and ended up resigning her post in the Federation Scout service in protest.

En route to the security facility, the spacecraft had a mishap. Roxie Hart and Syn cunningly used their skills to ensure that there would be an opportunity for Rom to escape before the ship reached its destination. He scurried away to another system and lay low as an asteroid miner. To this day he is listed as a saboteur and instigator against Atlas megacorporation operations, with rewards being offered for his recapture.

During this time Roxie found herself having difficulty serving as an assassin. Both psychologically and physically she found unable to effectively carry out contracts. By fortune, a member of her security entourage that she had merely hired for show actually had a keen medical eye. Deacon spotted the spiraling effect of narcotic addiction that she was afflicted with. He knew of a narcotic alternative, Pancrosynth, which could help in easing the symptoms and eventually help her kick her dependency. She still would need years of treatment before she could shake off the grip of her drug addiction. But this event cemented her friendship with Deacon and she opened up her hidden persona of being a contract assassin.

Rom working asteroids in a loose conglomerate of miners hit a big claim. With a substantial amount of money in his pocket, he sought a way to other remote systems and distance himself from Atlas megacorp. He contacted Grog who herself managed to have had a favor called in. An old retired friend from the scout service was settling down and looking to sell his freighter at nearly cost. If she could wrangle up the ship shares and crew, the craft was hers. Grog in turn contacted one of the best pilots she knew, asking if Deacon knew of anyone else with enough money on hand (and trained enough) to join in the venture. Deacon immediately thought of Roxie and Syn, and all five ended up signing ownership papers to the Scalawag.

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Monday, May 23, 2016

Cyberware and Amplification Drugs

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Cyberware is actually a combination of cloning, genetic engineering, and cybernetic technology. Almost all cyberware incorporates some manner of non-organic material (however minor) hence this technology collectively gets lumped into cybernetics. Most advanced applications of cyberware also include gene therapy to suppress immune response to the foreign tissue and material that are part of the implant.

This entire process is costly however and governments that employ widespread use of this technology continually seek to lower costs. As such most recipients of this tech usually have it removed once they leave employment (commonly replacing lost limbs and tissue with cloned versions, but not always). Despite the advantages of cyberware, its use is not widespread. Various military branches are the most common users of cyberware and typically this is set aside only for elite service units such as special forces. Interestingly law enforcement and criminal groups are other professions which heavily rely on cyberware.

A popular alternative to cyberware are amplification drugs. Many temporarily mimic the effects of cyberware. Military use of amplification drugs (or amp drugs) is rampant. Most soldiers are eager to gain an edge in combat engagements and willingly take whatever is offered. As the effects of amp drugs are temporary they are ideal for many combat forces as well as some civilian sectors where intense physical activity is needed for a short time. So some professions such as asteroid miners, law enforcement, scouts, or criminals also rely on heavy amp drug use.

The downside to long term use of amp drugs is the increasing likelihood of dependence, as well as long term physiological damage. Pancrosynth is a synthetic alternative to amp drugs as well as most narcotics. It binds to a user’s receptors to ease withdrawal symptoms, however it does not produce any other physiological effect. Another feature is that the patient only needs a dose every three to four days.

The downside is that the patient is effectively maintaining their addiction using another chemical compound. Careful administration by a physician, slowly decreasing the dosage over a year can eventually free the user of any dependency for other drugs. Also if the patient relapses and begins to use amp drugs (or narcotics) again, this severely decreases the future effectiveness of Pancrosynth to act as an alternative.

Because military and criminal professions are common users of cyberware and amplification drugs, worlds with high law levels restrict the possession or limit general public interaction with individuals that use this technology. Even on some moderate law level worlds, individuals with cyberware could expect to be tagged with a tracking chip so that their movements and activities are monitored. And the possession of some combat amp drugs might mean a more intensive interrogation with starport custom authorities.

Amplification Drugs:

Amplification drugs, or amp drugs, mimic various bonuses available in cyberware. Amp drugs are 1/10th the listed cyberware price (except auto doc drugs which are 1/5th the cyberware price) and will last 40 to 60 min (30 + [10 x d3] min). After wearing off the user will need to make a -4 Vigor check. On a failure they suffer -1 fatigue which can only be countered with a -2 Medicine check or 2-3 days rest with low physical activity. Additionally if the player rolls a critical failure for their Vigor check, they risk becoming addicted and gain the Habit (Major) hindrance.

Cyberware options available as amp drugs are: adrenal surge, attribute increase, filters, skill chip (limited), and variants for combat specialty (limited). Limited variants of combat specialty amp drugs which are available provide either the Level Headed, Frenzy, Hard to Kill, or Dodge edge. For skill amp drugs, athletics, fighting, notice, and shooting are available.

Anti-Fatigue amp drugs (known as ‘Juice’ in military circles) are also available. These amp drugs are combinations of anti-radiation medicine, painkillers, and stimulants. Use of anti-fatigue amp drugs either remove or ignore one level of fatigue, and allow +2 vigor checks to ignore further additional fatigue checks. They cost 500 credits per dose and last for 10 hours, up to a maximum of 20 hours with multiple doses.

Pancrosynth is a synthetic alternative to amp drugs or narcotics. They allow the user to satisfy addictive cravings for drugs without providing any side effects. They are required to be administered by a physician for most planets but can found on the black market. Hence they cost between 25-75 credits a dose.

Pancrosynth can be taken every 3-4 days (twice a week) as an alternate to other habitual drugs. If a user takes a drug they are addicted to while taking Pancrosynth, they immediately make a -4 Vigor check. If they fail, Pancrosynth can no longer be used to alleviate addiction to the drug in question and the player must either keep using the addicted drug or eventually buy off the Habit hindrance with an advance.

Tuesday, May 17, 2016

Galactic Standard Time

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Galactic Standard Time (GST) is a standard of time units taken from the Imperium. While there has been discussion with the Federation employing its own standard time units, this was discarded to ensure uniformity in research and development (mostly due to substantial influence from megacorporations that wanted to avoid additional production costs). One hour is 60 minutes, and one minute is 60 seconds. A standard GST day is 20 hours. A week is 8 days, five weeks comprising a 40 day month, with a standard GST year being 400 days.

Even though GST is used, most systems employ different times for days and years entirely dependent on the rotation of the major planet within that system. While seconds, minutes, and hours are always GST, the notion of a 20 hour day is flexible. Weeks and months retain the same GST, but additional months (or a partial month) is utilized to make up observed year variations for different systems. Hence most systems employ a Planetary System Time (PST) as well as GST.

All PST days are split between an even day/night cycle. Most personal data units offer a quick conversion application to translate between GST and PST. Commonly information that is interstellar in nature relies on GST, while more local events rely on PST.

Sunday, May 15, 2016

Energy weapon protective gear

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Most armor will offer the user protection against both energy and projectile damage, however they are not designed to prevent the armor piercing properties of energy weapons. Reflective armor, commonly referred to as reflec, was the first advancement in armor technology to impede energy weapons. These come in a variety of forms, but most utilize a large suit with material that reflects or refracts energy weapons to reduce damage to the wearer.

While is is highly effective at reducing armor piercing properties of energy weapons, they are useless against projectile rounds and physical attacks. Additionally if a user suffers damage, this means a substantial portion of the armor has been destroyed or phase modulation systems in the armor have malfunctioned, rendering the armor useless. Reflec armor is exceedingly temperamental and essentially a disposable form of armor. Another small detraction is that the armor reflects light, so for some operations where stealth is needed, the armor makes it difficult for the user to operate unnoticed.

Ablat armor has become a popular alternative. Ablat armor is comprised of thin strips (or small hexagon tiles) of dark, ceramic material that diffuses energy. It is prone to damage easily and portions vaporize with each hit. It can be worn over (or under) traditional armor types but is rather bulky.

Instead of a full protective suit, ablat armor is commonly incorporated with non-reflective armor as outer coat of energy protection. Usually it is attached to the surface of existing armor, or sprayed on in a thick coat of ceramic particles with an adhesive compound. This process takes about 2-4 hours and can be done only on planets of average technology or higher. Partial repairs are not possible with ablat, instead an entirely new layer would have to be added if the armor was damaged. So much like reflec armor, it is a disposable form of protection.

As a slight disadvantage ablat armor material is commonly black and in some operations where lighter camouflage is ideal, the dark color will make the wearer stand out from their environment. Despite these shortcomings, ablat armor is looked on as a better alternative to reflec armor. Even though it does not offer as much protection as reflec, it can withstand more punishment and still offer at least some protection.

Ablat Armor:

+4 toughness vs energy damage, negates 2 AP from energy weapons, but offers no protection against ballistic or melee damage. Weight: 2kg (or just 1 kg if added as a protective coat over existing armor) Cost: $500

For every wound that a player receives, reduce the armor value by 2 permanently. Additionally the first time a player is hit in combat, resolve the damage normally. If no wound is scored roll a die. On an even result, 2 points of armor are permanently removed, just like as if a wound was taken. Ablat armor cannot be repaired.

Thursday, May 12, 2016

Jump Travel

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All FTL engines are jump drives which use hydrogen fuel to create a singularity bubble. The engine expands this bubble to encompass the entire ship and then it shifts into a parallel universe. During a jump the ship remains in this alternate dimension contained within the singularity bubble. Eventually this bubble will dissipate, meld into the previous dimension, and the ship will have traveled, or jumped, a certain distance.

The distance jumped depends on the state of the alternate dimension which they entered, ranging from 1 to 6 parsecs. Currently there are six known alternate dimensions, each with a unique time space dilation state. A ship always remains approximately 5 days (GST) in this alternate dimension while in jump space, however the actual distance traveled depends on which dimension (or jump level state) of jump space they entered.

Regardless if a ship jumped 6 parsecs or less than 1 parsec, they always remain 5 days in jump. Multiple jumps are possible, however a ship will have to come out of jump space, replot a course, and jump again (after refueling, if needed). Note there is a seventh alternate dimension which exists, but no known means to travel to and from this dimension is possible using jump technology.

The hydrogen fuel spent on a jump is per parsec distance. Ships can refuel at spaceports or opt instead to skim the high atmosphere of gas giants for hydrogen, or from water sources on a planet. It takes 1+d4 hours to refuel by skimming the atmosphere of a gas giant (or collecting water from planets) and the fuel will always remain unrefined. Unrefined fueling takes 60 minutes at a starport (includes time for processing the fuel into a more usable state). Refined fueling takes only 30 minutes at starport.

Using unrefined fuel for jumps can be a risky proposition if trying to make multiple jumps through deep space. The amount of fuel needed to create and maintain the singularity bubble can be significantly increased using unrefined fuel. If the ship does not land in a system with a plentiful source of hydrogen, it may potentially run out and be essentially stuck. This is especially treacherous if trying to re-jump within deep space.

The singularity bubble which the ship travels through during a jump is highly susceptible to gravity. Unexpected gravity forces can distort the bubble bringing the ship into its previous dimension prematurely, or potentially alter its course. Because of this all ships attempting to make a jump need to get out of the 100 Diameter Threshold Limit (100DLT) of a system. The obvious gravity diameter to gain distance from is the system star itself but most planets are already close to being outside this 100 diameter limit (commonly 1 AU). In such cases, the planet a ship is orbiting and other neighboring gas giants that are the 100DLT of concern.

Ships will usually take a specific route to another system by a direct vector to get beyond the 100 diameter threshold and avoid drifting into other outer planet gravity paths. Hence, particular vectors from a planet to different destination systems can be predicted somewhat. Naval and police ships take advantage of this ‘broadcasting of routes’, including pirates.

Additionally these routes may take them relatively close to small planetoids, asteroids, or moons (ships will easily get beyond their diameter limit quickly). Pirates will also use the cover of larger planetary bodies to attempt an ambush. Most captains are very nervous when attempting to get beyond the 100DLT, as it is an opportune time to run into pirates (or law enforcement if smuggling goods).

If a ship jumps into a system, they are already at the 100 diameter threshold for that system. They can hold position, calculate the next jump, and travel onwards to another system. For pirates, this is a useful tactic. Since most initial jump destinations can be predicted some by vector movement to the 100DLT, many will sacrifice cargo space for additional fuel so they can make a double jump quickly. If they needing to refuel at a local system gas giant, they must get beyond the 100 diameter threshold again and this can cost the pirate critical hours if being pursued.

Friday, April 29, 2016

USIN

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Communication within a system unlike interstellar communication is much more rapid. Combined with more powerful data transmission and capture technology, most systems utilize a network of communication nodes (comm nodes) throughout the system to boost data signals. Many of these comm nodes are unmanned, floating throughout regions of space within a system. However a few critical nexus points for communication may be operated by a small permanent staff. These larger nexus nodes could be part of a space station, situated on an asteroid, or other small planetary body.

The primary communication means that all planets in the galaxy use is the Universal System Information Network (USIN). This network employs powerful encryption and compressed data to quickly transmit messages throughout a system. Additionally, the message is routed through several comm nodes to scramble the location of the sender (as well as the recipient). While communication could be attained much faster, messages are routed and delayed so that both the sender and recipient have difficulty determining where the other party is. They simply know that they are speaking to someone within the star system, even though it might be actually be at a terminal in the next room.

Messages commonly take 30-45 minutes to be received, and this does make communication strained if needing a fast response. However USIN is secure. Less secure material can be transmitted through USIN more rapidly, but this data has a weaker encryption and no attempts are made to route through other network comm nodes. In emergencies, system governments utilize the high priority communication network that USIN provides. In fact delay in receiving messages through USIN in these cases is only due to distance. Roughly 30 AU would take approximately 45 minutes to travel using USIN, while closer distances would take considerably less time.

However the vast majority of users will communicate through typical USIN protocols, ensuring privacy with their correspondence, even if communication times take longer. Both parties can attain anonymity through USIN. No unencrypted data is stored on its networks, and once the message is received all data and data logs are purged from USIN networks. In fact the weakest security link is actually the machines that either user employs to access USIN. Hence, most covert operations revolve around obtaining the computer or PDU (personal data unit) that a person possesses, rather than trying to hack into USIN.

Some governments and espionage divisions do try to intercept USIN communication though. The most common means employed is to physically tap into the comm nodes floating in space. Messages are still encrypted and jumbled within vast amounts of other data. However armed with login codes and information obtained from a user (commonly lifted from their access computer), one could sift through the communication data and make an attempt at cracking the message encryption. This would take likely years though. Yet armed with more information from a user (such as login credentials and their message cipher key), tapping into a comm node could allow a party to possibly get needed information faster.

Because of this exceedingly remote security risk, some more totalitarian governments and megacorporations use their own versions called PUSIN (Private Universal System Information Network). These operate much like USIN however they route communication through their own space communication nodes. These nodes are typically manned stations within a system, ensuring no one attempts a space EVA to tap into their network node directly at that point. While it would take at best roughly a year to hack into such messages (provided the hacker had a plethora of information on a user), some projects and research from governments and megacorporations are so sensitive, they prefer to utilize PUSIN modes of communication.

Due to this increased security, USIN is the communication network of choice by citizens and governments of the galaxy. USIN is the communication standard for financial transactions, private citizen messaging, government channels of communication, even for criminal networks. It is the messaging system of choice for nearly all in the galaxy.

Wednesday, April 27, 2016

Megacorporations

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These corporations are simply staggering in size, and as such the organizations are so large that no one person can know everything which are central to their dealings at a given moment. The total shares of stock, annual profits, number of employees are all astronomical. Their brands, trade names, and service marks have come to be universally recognized throughout both the Imperium and Federation.

Many organizations are so large that different divisions of the same megacorporation may actually be working at cross purposes for brief periods. In most systems, megacorporations (or Megacorps) just make a footprint, typically owning only the land their installations are on. However in some sectors they control entire planets, either directly or indirectly.

Governance & Organization
Typically megacorporations use a hegemonic form (power structure) of governance. They are sometimes called "corporate technocracies" and use an oligarchic power source, generally composed of a board of directors. Exceptions to this common organization structure do exist.

Most megacorporations are organized very much like smaller companies, with a board of directors, a president, and vice presidents. However, the board and the higher-level executive officers of the company are largely out of contact with the day-to-day (or even year-to-year) functioning of the company. These upper level executives serve to plan general policy and long-distance actions.

The most important executives, in terms of personal power, are the various regional managers. A regional manager may control only a small portion of a megacorporation's total assets, but many hold more power in some regions than the representatives of the Imperial or Federal government.

Adherence to Laws
Provided they do not blatantly violate Imperial or Federation sovereignty, regional managers can usually conduct their company's business as they see fit. A small number of Imperial/Federation regulatory agencies have power over megacorporations, and these companies are subject to local taxes. A direct confrontation with either the Imperium or Federation would be bad for business, so intentional violation of Imperial/Federation laws is done only on a covert basis.

Number and Products
Only a very few commercial enterprises grow large enough to extend their activities to every corner of the Imperium and Federation. There are fourteen megacorporations within the known galaxy. It is difficult for a company to grow to the size of a megacorporation unless it has the protection of suitably-sized governments. For just about any product or technology all Megacorps are involved in their development, manufacture, and distribution. However typically four to six megacorporations are major competitors for any given particular product while others are (relatively) minor suppliers for that good.

The 14 megacorporations in known space are:
  • Anshin
  • Atlas
  • Corazza
  • Dahl
  • Eridian
  • Hyperion
  • Jakobs
  • Kisuton
  • Maliwan
  • Pangolin
  • Omnidyne
  • Tediore
  • Torgue
  • Vladof