<Cybercore>

Techglomerates: Corporations and Syndicates

The diverse factions within the universe offer unique advantages to your squad makeup. Depending on your mission objectives, aligning with specific Techglomerates can provide access to corporation missions and advanced equipment.

Affiliation vs Under the Radar

When creating your character, you choose your Core (your class and combat role) independently from your Techglomerates affiliation. Your Core determines your abilities; your affiliation determines your connections.

Affiliated Operatives maintain active ties with a Corporation or Syndicate:

  • Access to Corporation Missions - assignments from your parent organization
  • Access to Classified Equipment - advanced gear requiring special requisition (not listed here - it's classified and requires forms in triplicate)
  • Reputation within the organization - advancing through ranks unlocks privileges
  • Obligations - the corp expects loyalty and may call in favors

Under the Radar operatives keep their heads down:

  • No corporate obligations or oversight
  • No access to classified equipment or corp missions
  • Freedom to work for anyone without conflict of interest
  • May still purchase standard corporation gear through the Quartermaster

The equipment listed in the gear sections represents standard requisitionable gear available through your Techglomerate Quartermaster. Any operative (affiliated or not) can purchase this equipment at listed prices, subject to Security Level restrictions.

AbbreviationName
CORSECCore Security Corporation
CONFEDConfederation of Planets
CREEDCriminal Rehabilitation and Exile Enforcement Division
FOFTFederation Of Free Traders
GRADGalactic Research and Development
GRAD-FAILGalactic Research and Development - Failure
ICEIntergalactic Crime and Espionage
ICUIntergalactic Cybernetics UniCorp
MERCSMercenary Expansion Recovery and Capitalization Syndicate
NERDNeurological Expansion Research and Development Corporation
ROBORobotic and Bionic Operations
SAROSSearch and Rescue Operatives
UNI-NAVUniversal Navigation Corporation
XEROEx-Enterprise Roaming Organics

Core Security (CORSEC)

Corporation Security Police Population Control

Description:

In the vast, often lawless expanse, joining CORSEC offers a compelling choice for players looking to play characters with a sense of duty and adventure.

A Unique Law Enforcement Experience: CORSEC, the Core Security Corporation, is a respected law enforcement agency in the galaxy. Players can enjoy a unique role-playing experience by becoming agents of this renowned organization.

Challenging Missions: CORSEC agents take on various missions, from maintaining order in deep space to investigating criminal activities and tracking down Bounties. Players will find themselves engaged in exciting and thought-provoking challenges which may run contrary to the objectives of players running under some of the more nefarious syndicates.

Cutting-Edge Equipment: Characters in CORSEC have access to advanced non-lethal weaponry and combat training, providing them with the tools they need to tackle threats effectively.

A Commitment to Justice: CORSEC is dedicated to upholding the law and ensuring the safety of the innocent. Players can immerse themselves in a world where integrity and justice matter.

If you're seeking a role-playing experience that combines the thrill of law enforcement with a commitment to justice and adventure, consider signing up with CORSEC.

Confederation of United Colonies (CONFED)

Corporation Military

Description:

CONFED serves as the primary defense and security organization for colonies throughout the galaxy. Players who join CONFED take on the role of brave individuals committed to safeguarding the safety and prosperity of colonists.

Diverse Team of Experts: CONFED boasts an elite team comprising highly trained soldiers, pilots, and engineers. Players have the opportunity to immerse themselves in a variety of roles within CONFED, each vital to the organization's success.

Cutting-Edge Technology: CONFED provides access to state-of-the-art technology and formidable weapons firepower. This empowers characters to tackle a wide range of challenges, including hostile alien threats, asteroid dangers, and internal conflicts.

A Sense of Unity: Joining CONFED means becoming part of a close-knit family of courageous races who have dedicated their lives to a noble cause. Comprehensive training and unwavering support ensure that members can effectively protect the galaxy.

Guardians of Humanity's Future: Characters in CONFED play a crucial role in defending the future of the Core itself. By taking up arms with CONFED, players become ultimate defenders of the galaxy, contributing to something greater than themselves.

If you're looking for a role-playing experience that involves defending colonies, using large weapons with good firepower, and working alongside a diverse team of experts to ensure the safety and prosperity of all, then consider joining CONFED. It's an opportunity to become play a vital role in protecting the future and ensuring your team comes home.

Criminal Rehabilitation and Exile Enforcement Division (CREED)

Syndicate CyberCrime Assassination

Description:

CREED and DCREED operates in a morally ambiguous space, offering players the opportunity to explore complex ethical dilemmas. Characters can grapple with the blurred lines between right and wrong and make choices that challenge their own moral compass.

Versatile Skills: CREED agents are highly adaptable and skilled in various areas, especially in exotic toxins, poisons and other chemical compounds making them versatile and capable of handling challenges in interesting ways. Players can explore a wide range of skills, from negotiation and espionage to street smarts and security, providing a dynamic gameplay experience.

Shrouded in Mystery: CREED's enigmatic nature adds an element of intrigue to the game. Players can uncover hidden secrets, navigate a shadowy world of corporate power, and peel back the layers of this secretive organization.

Moral Choices: Players have the freedom to decide how their characters interpret CREED's mission and values. They can choose to embrace the organization's unorthodox methods or strive to uphold a personal code of ethics, allowing for character development and role-play opportunities.

Complex Relationships: The relationships within CREED, especially between agents and handlers, are fraught with tension and secrecy. Players can explore intricate dynamics, including trust, loyalty, and the constant threat of betrayal, adding depth to character interactions and storylines.

Exotic Weapons: CREED and DCREED have access and the ability to train an agent in the more exotic weapons and combat techniques in the universe. Some which by there very nature bypass the more traditional security measures.

Federation Of Free Traders (FOFT)

Corporation Syndicate Traders Marketeers Sumgglers

Description:

FOFT offers players the opportunity to experience the thrill of unrestricted trade and commerce in a vast and lawless galaxy. Characters can engage in both legal and illegal transactions, providing a interesting gameplay experience as well as some extra Creds on the side.

Exclusive Access: FOFT provides members with unparalleled access to rare and exotic goods that others can only dream of obtaining. From contraband weapons to rare alien artifacts, unlocking new possibilities and challenges.

Discounts and Advantages: FOFT members enjoy significant discounts on goods and services, enhancing their ability to turn a profit in the competitive world of spacefaring trade.

Network of Allies: FOFT offers characters a network of allies and fellow traders who have each other's backs, for a price of course. Players can form alliances, forge valuable contacts, and rely on the support of like-minded individuals when facing challenges or threats in the vast expanse of space.

Moral Ambiguity: Joining FOFT allows players to explore the moral ambiguity of their characters. They can choose to prioritize profit above all else, or they can navigate the fine line between ethical trade and illegal dealings. FOFT offers a morally complex environment where characters can define their own path and make tough decisions. It's one of the few organizations where the player can decide if he is part of a Corporation or a Syndicate?

By joining FOFT, you immerse yourself in a world of high-stakes trading, secrecy, and adventure, you can pursue riches, uncover Alien Relics, and decide where they stand on the spectrum of legality and ethics in the realm of interstellar commerce.

Galactic Rehabilitation And Detainment (GRAD)

Corporation Wardens Prisons Population Control

Someone has to run the prisons, and someone has to make sure running the prisons stays profitable. GRAD handles both. They operate detention facilities across the galaxy, from orbital penitentiaries to deep-space exile barges, and they do it with the calm efficiency of an organisation that learned long ago that rehabilitation is a line item on a budget, not a mission statement. Wardens, guards, transport security, inmate processing, GRAD operatives keep the machine running. The fact that the machine occasionally eats people is a known operational parameter.

Players who join GRAD get access to containment tech, riot suppression gear, restraint systems, and an institutional understanding of how to control populations. You'll know every corridor layout, every shift rotation, every blind spot in the surveillance grid. Whether you're keeping people in or getting people out depends on which side of the bars you're standing on.

Galactic Rehabilitation And Detainment Facility for Alien and Inhospitable Life Forms (GRAD-FAIL)

Syndicate Ex-Cons DarkNet Markets Ghost Ops

When GRAD locks you up, they assign you a facility designation. If you're dangerous enough, or unlucky enough, that designation ends in FAIL. The facilities for Alien and Inhospitable Life Forms house the things GRAD doesn't want in general population: xenomorphic threats, psionic offenders, biosafety nightmares, and political prisoners who officially don't exist. The people who survive these facilities come out changed. The ones who escape come out useful.

GRAD-FAIL operatives are ex-inmates, turned informants, turned assets. They know the darknet markets because they ran commissary rackets from inside. They know ghost operations because they had to disappear to survive. Their training is informal, brutal, and entirely practical. GRAD doesn't officially acknowledge GRAD-FAIL exists. GRAD-FAIL doesn't officially care.

Inter Criminal Espionage (ICE)

Syndicate DarkNet Markets Nebula Trades Smuggling Heists Piracy

Description:

ICE offers players the chance to immerse themselves in a world of high-stakes crime, espionage, and illegal dealings. Characters can enjoy the thrill of engaging in daring heists, hacking operations, and other criminal activities that test their wits and cunning. Deep cover White Hat, or deep DarkNet Black Hat the choice is yours.

Unpredictable Moral Choices: ICE operates in a morally complex space where characters must make unpredictable moral choices. Players can explore the tension between personal ethics and the demands of a criminal organization, leading to engaging character development and role-play opportunities.

Secrecy and Discretion: ICE's emphasis on secrecy and discretion adds an element of intrigue to the game. Players can navigate a shadowy world of covert operations, where leaving no trace is essential, and uncover hidden secrets and mysteries.

Network of Criminal Contacts: Characters who join ICE gain access to a vast network of fellow criminals, thieves, hackers, and other unsavory individuals. This network can provide valuable contacts, resources, and alliances that enhance the character's criminal activities and storylines.

Survival and Ambition: ICE is a place where survival and ambition go hand in hand. Players can experience the cutthroat world of criminal enterprises, where they must be ruthless and cunning to succeed. The organization rewards those who can adapt and thrive in this dark underworld.

By choosing to be part of ICE, players can immerse themselves in a gritty and dangerous world of crime, deception, and intrigue, where they must navigate a web of secrets, alliances, and betrayals to achieve their goals and rise within the ranks of this shadowy organization.

Intergalactic Cybernetics UniCorp (ICU)

Corporation Medical Cybernetics

Description:

You're drawn to the allure of cybernetic enhancements that ICU offers. It's an opportunity for you to explore the world of cutting-edge upgrades, to help others become physically and mentally stronger, and to experience the thrill of being more than just human. The possibilities for personal growth and unique gameplay experiences are endless.

Customized Upgrades: What excites you about ICU is the chance to have a customized cybernetic upgrade tailored specifically to your needs and goals. You can work closely with ICU's expert engineers and scientists to create enhancements that align with your character's backstory, personality, and the type of gameplay you want to engage in.

Medical Expertise: ICU isn't just about cybernetics; it's also a renowned medical cooperation with highly skilled medics. Joining ICU means you can be part of a team that provides life-saving support across the galaxy, from inner planets to outer rim settlements and even asteroid mining colonies. This opens up diverse opportunities, from treating injuries to combating epidemics.

Cutting-Edge Technology: ICU offers access to the latest medical and cybernetic technology. You'll have the chance to engage with advanced AI systems, neural implants, cybernetic limbs, and more, allowing you to push the boundaries of what's possible in the realm of medical technology.

Compassion and Hope: What sets ICU apart is its commitment to compassion and hope in a harsh galaxy. By joining ICU, you can embody the values of healing, care, and saving lives. It's an opportunity for you to make a positive impact on the lives of others and be a beacon of hope in a universe that can often be unforgiving.

By choosing to join ICU, you can immerse yourself in a world of cybernetic enhancements, medical expertise, and compassionate care. You'll explore the potential risks and rewards of pushing the boundaries of your races capabilities in a thrilling sci-fi setting, all while making a meaningful difference in the lives of those in need.

Mercenary Expansion Recovery and Capitalisation Syndicate (MERCS)

Syndicate Nebula Trades Piracy

Violence is a service industry, and MERCS is the market leader. The Mercenary Expansion Recovery and Capitalisation Syndicate is exactly what it sounds like: a network of professional killers with excellent bookkeeping. No ideology, no patriotism, no moral architecture; just a price list and a contract. No Pay, No Play is the first rule. The second is that once you accept a blood coin, the job gets done. The third rule is about how much your life costs. You'll learn that one during orientation.

MERCS operatives get access to military-grade hardware, combat training, and a career structure built on the assumption that your life expectancy correlates directly with your invoice total. Solo contracts at the bottom, company command at the top, and a Garrison Tribunal waiting for anyone who botches the numbers.

Neurological Expansion Research and Development (NERD)

Corporation Science Exotic Tech Research

The ethics committee meets quarterly. NERD's R&D cycle is daily. The Neurological Expansion Research and Development Corporation is what happens when you give brilliant people unlimited funding and strongly-worded-but-ultimately-unenforceable guidelines. They push the boundaries of neurological science, exotic materials research, and things that make other scientists mutter "you can't just—" before being handed a non-disclosure agreement.

NERD operatives are field researchers, sample collectors, and test subjects; sometimes all three before lunch. You get access to experimental tech, prototype scanners, exotic compounds, and the kind of scientific equipment that voids your insurance just by being in the same room. The corporation's official position is that all research is conducted safely and ethically. Their legal department is the largest in the galaxy. Draw your own conclusions.

Robotic and Bionic Operations (ROBO)

Corporation Robotics Drones High Tech

Flesh is a design flaw. ROBO has been saying this for decades, and the galaxy is slowly coming around. The Robotic and Bionic Operations corporation builds, maintains, and improves mechanical systems; from industrial drones to combat chassis to the cybernetic limbs that half the galaxy's veterans rely on. They don't hate biology. They just think it could use an upgrade.

ROBO operatives specialise in drone operations, mechanical repair, bionic integration, and the increasingly blurred line between tool and colleague. You get access to cutting-edge robotics platforms, advanced fabrication tools, and a corporate philosophy that measures everything in operational efficiency. When ROBO says they want to make you better, they mean it literally.

Search and Rescue Operatives (SAROS)

Corporation Search Recovery Infiltration

Everyone else runs away from the disaster. SAROS runs toward it, cracks a joke, and pulls someone out of the wreckage. The Search and Rescue Operatives are the galaxy's first responders; station breaches, hull collapses, deep-space distress calls, and the kind of situations where "acceptable losses" is a phrase used by people who aren't in the building. SAROS operatives are.

You get access to breaching equipment, emergency medical gear, hazardous environment suits, and the training to use all of it while the ceiling is on fire. SAROS doesn't ask who you are or what you were doing when the station depressurised. They ask how many people are still inside. Everything else is paperwork.

Outer System Space Navy (UNI-NAV)

Corporation Ships Military Combat

Three months from the nearest resupply. Six months from the nearest shore leave. A year from anyone who cares. UNI-NAV patrols the outer systems; the shipping lanes too remote for CONFED to bother with, the frontier stations too small to matter to anyone except the people living on them. They are the thin line between civilisation and the kind of emptiness that makes people hear things.

UNI-NAV operatives are long-haul spacers: ship crew, gunners, navigators, and the kind of pragmatic frontier soldiers who fix everything with solder and stubbornness because the quartermaster is eight jumps away. You get access to naval weapons, ship-rated equipment, void-rated armour, and the dry humour that comes from spending too long staring at nothing and calling it a career.

Xeno-Enclave for Roaming Organics (XERO)

Corporation Syndicate Information Alien Tech Research

XERO started as a support network for displaced alien populations and ended up as the galaxy's most improbable intelligence agency. The Xeno-Enclave for Roaming Organics represents the outcasts, the dispossessed, and the species whose homeworlds are either occupied, destroyed, or under new management. When you have nothing, information is the only currency that appreciates.

XERO operatives are information brokers, xeno-archaeologists, alien tech specialists, and the scrappy underdogs who turn up at every auction, every dig site, and every black-market exchange with exactly the right piece of data at exactly the right moment. You get access to alien technology, cross-species intelligence networks, and a reputation system that means more to XERO than credits ever will. They're rebuilding from nothing. That makes them either desperate or dangerous. Usually both.