Fadil Ibn-Kazar

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Anyone who has attempted to play the chase rules has run into some of its big problems. Here's what I'm thinking of using...

1) All characters roll initiative each round. On the Piloting phase, those pilots act in their proper order. Then on the combat phase, all the other characters are slotted in to their proper spaces in between.

2) The "Keep Pace" pilot action's DC is now 5 + vehicle's item level.

3) Failure to Keep Pace, results in not moving forward, but does not result in moving back.

4) All characters in vehicles in a chase, fire at other vehicles in a chase using the lower vehicle attack modifier. The Full Speed modifier is used only in grid combat against lower speed or stationary targets, or against other high speed vehicles when they are going in divergent directions. The Full Speed modifier is never used in chases, as their directions and speeds are more closely relative.

5) There will be kept an overall "map speed" in increments of 5 mph. Typical chases begin at 40 mph, but GM may alter.

6) Every time a pilot in the chase successfully conducts a Speed Up maneuver, the map speed is increased by 5 mph. Every time a Slow Down maneuver is conducted, the map speed is reduced by 5 mph.

7) No vehicle may take part in a Speed Up action if it would bring the map speed to greater than twice its overland movement. Example: The Exploration Buggy has an overland movement of 40mph. It may not perform a Speed Up action if it would bring the map speed to greater than 80 mph (exactly 80 is fine).

8) If the map speed ever drops to 15 mph, the GM may choose to transition back to grid combat.

9) Very high Map Speeds makes piloting more difficult. For every 5 mph over 80 the Map Speed reaches, all piloting and attack checks receive a -1 penalty. For example: 85 mpg -1, 90 mph -2, 95 mph -3, 100 mph -4, and so on. Any piloting roll that received such a penalty, and fails by 10 or more, results in the vehicle crashing. It automatically strikes (is hit by) a damaging hazard (Table 8-4, p.285) with a CR equal to the level of the vehicle, plus the penalty. In addition, the vehicle comes to a stop and is out of the chase.

10) Fall damage for a character falling to the ground off a vehicle is increased for high map speeds. Follow the rule given in "Boarding" page 285, but apply an additional 1d6 at 50 mph, plus another 1d6 for each 20 mph thereafter.

Input appreciated. Also, if you've found problems with the chase rules I'd be interested to know, thanks :)


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For those so inclined, or in need, I've worked out what I think is a feasible time/distance scale for SF...

We know the CRB states that hexes in space do not refer to a definite distance, and even combat rounds do not refer to a definite time period. This has the advantage of not getting us bogged down into math and minutia in our game. But it has the disadvantage of not mixing well with certain situations that may come up in a roleplaying game.

For example, how long does it take to travel from a planet to its moon without Drift travel? Can my sensors reach a planet or its moon? At my spaceship's speed, how much stamina have we regained by the time we get to orbit? Should I put a station, asteroid, moon, or planet on a tactical space map and how many hexes big should it be? We have to rev up a Drift drive for 1 minute. How long is that in combat? There are all kinds of reasons we may want to nail down some times and distances.

That is why I've created a fallback option for those who might want to work something out. I've landed on a distance and time based on: fitting as much as possible with existing game references and indicators, what seems a natural fit to the d20 system, and what seems to work within the distances typical to earth orbits in real life, and the kinds of events we see in common science fiction.

The following assumes:
1) The starship combat round is equal to a tactical round: 6 seconds.
2) A hex is 5 miles.

===============

Rationale on Round time:
Page 322 CRB "Other Actions in Starship Combat" sidebar states that characters may take one move OR one standard action on their turn. This might seem to indicate a starship turn is 3 seconds. But they also allow a Minor Crew Action when doing this. Therefore, the best adjustment is to say these limitations are assuming your character is participating in the running of the ship, as follows:

- A tactical round takes place just before the phases of a starship round begin ("at the beginning of the round before the Engineering phase" as the rules say).
- In the tactical round, you may act as normal. But if you wish to "fill a starship crew role" in the coming starship round, you must not move, must be at the relevant station, and must spend a Full Round Action to "fill a starship crew role".
- If you do not spend a Full Round Action to fill a starship role, you have the option of spending a move action conduct a Minor Crew Action, assuming you do so while at the proper console.
- It is assumed the tactical and starship rounds are taking place simultaneously, such that only 6 seconds have passed in total. They are played sequentially for the sake of practicality.

Now, in practice, if nothing important is going on WITHIN the ship, one can play the starship battle exactly as stated in the CRB, even keeping to the rule in the sidebar, and everything will be consistent.

Rationale on Hex distance:
First, we know that hexes are meant to be very large. This is why multiple Colossal ships can fly through the same hex and still only take up one hex themselves (a Colossal ship, by the way, would be at least 2.8 miles long, comfortably still fitting into 5 miles. Even Absalom Station - probably one of the largest stations (if not THE largest) will just fit into the hex.

Second, a distance of 5 mile hexes, with a round of 6 seconds, computes out to sublight speeds we might expect in science fiction and orbital flight. And third, d20 tactical squares are 5 ft. Vehicle squares for faster combat has been suggested to use 50 ft. squares, and 5 mile hexes seems consistent, elegant, and easy to compute with.

Now, let's look at some consequences of this time/distance scale. Although Starfinder default is to round down, for all of these I am rounding to the nearest, which seems to make more sense given the large distances...

=================

TYPICAL SPACE DISTANCES
First, consider the general scale when we say we are "at a planet". Let's use earth, earth orbits, and its moon as an example, and assume it to be an average for rocky habitable worlds (like Castrovel, Verces, Triaxus, etc).

-The distance to space from ground (height of atmosphere) : 62 mi (12 hexes)

-Low orbit: 100-1240 miles (20-248 hexes)
The International Space Station (ISS) orbit is: 254 mi (51 hexes) up.

-Medium orbit: 1240-22,236 mi.
GPS satellites orbit at about: 16,500 miles.

-Geosynchronous orbit: 22,236 mi.
This orbit allows an object to hover directly over one spot on the planet.

-High (graveyard) orbit: greater than 22,236 mi.

-Distance from earth to moon: 238,900 miles.

These distances would mean that a planet should not be on your tactical map (unless you happen to have a planet marker 132 ACTUAL feet wide). For the moon you would only need a marker 36 ACTUAL feet wide.

Most real life observed asteroids are between 30 feet (a speck) and the largest we've seen is 330 miles (66 hexes!) across, so you have plenty of options there. Asteroids could:

- occupy a hex and present a hazard if flying through
- fully occupy a hex, meaning entry = collision
- take up multiple hexes as large as you like

=================

SHIP SPEEDS

Ship Speed x 3000 = miles per hour (mph)

However, consider the "Full Power" pilot action allows straight movement at 1.5 x speed. I take this to mean a ship's speed is 1.5 x listed if you have a pilot dutifully working the helm to get the most out of the ship throughout the voyage. I would also rule that taxing the engines like this over the long term could lead to damage.

The Kevolari Venture, Medium Explorer (p.311 CRB) has a Speed of 6 (18,000 mph).
Or, at full power: 9 (27,000 mph)

That would mean it could go from high orbit (say 240,000 miles) to atmo in about 8.5 hours. Most likely they would simply have Drift traveled directly into high, medium, or low orbit as they wanted to begin with.

For comparison:

-ISS speed: orbits at 4.76 mi/sec (speed 6)

-Speed to remain in low earth orbit (Space Shuttle): 17,500 mph (speed 6)

-Voyager space probe: 38,610 mph (Speed 13)

You might think, "These are primitive craft, SF ships should be much faster!" Well, they are. In real life there is no 'top speed' (except for light, which we aren't even close). So, it's a matter of continuous acceleration. These speeds are really more about what is practical for orbital mechanics and gravity. The main point is that it takes real life earth ships a LONG time to get up to those speeds, which are the fastest human-created objects in history. SF ships can get to these speeds in 6 seconds, and there are plenty of faster examples.

Long-Term Sublight Travel:

In any case, this is attempting not to worry about acceleration issues. These speeds work pretty well enough and are incredibly fast. This was a similar issue they faced in having top speeds for long-term trips in vehicles, but a more practical/usable speed in tactical combat that represents what you get with fits-and-starts and turns, etc.

We can similarly assume the speeds can get much higher over long-term, long-distance sublight travel - but this is generally a non-issue since one would just go into Drift travel for interplanetary distances. Still, if the issue comes up, one simple way would be to switch to an Astronomical Unit (AU) scale for long-term ship speeds.

By this reckoning, you could say something that approximates higher speeds over longer times would be: The Speed of the ship represents how many AU it covers per week.

Speed = AU/week.

The distance between any inner-system rocky worlds at any give time would be 1d6 AU (earth-mars averages 2.6 AU). It is typically around 50 AU to the orbit of the outermost planets.

By the way, 1/2 of lightspeed is over 335 MILLION mph, or a speed of: 111,846 hexes per round. So, no need to even think about this and still be anything like the sublight scenes we see in sci fi.

Atmospheric Speeds:
It should be assumed that once you hit atmosphere, the ship slows dramatically, due to friction. In other words, you don't get from orbit to the ground in 18 seconds.

There will need to be a different conversion of ship speed to Atmospheric speeds in mph, but I haven't worked out those factors yet. They should yield a time from orbit to landing that seems realistic and consistent with what appears likely on sci-fi and comparable to NASA figures. They should also be better than our real life fighters today.

================

SENSORS

Now to deal with the issues presented by sensor ranges.

FOCUSED VS BROAD SCANNING

The ranges in hexes given in the book (and all combat sensor actions) are for highly focused, rapid penetrating scans on small targets. Focused Scanning operates at shorter ranges and is commonly more useful in combat. Since average terrestrial planets have atmospheres 12 hexes (60 miles) deep, long range sensors can do focused scans of objects (landed ships, buildings, etc) on the surface from low orbit. Medium range sensors might be able to do a focused scan of high altitude areas, or on planets with unusually shallow atmospheres, where orbits can be lower. Otherwise, ships will have to go into atmosphere to get focused scans of individual objects on the surface.
-short: 5 hexes (25 miles)
-medium: 10 hexes (50 miles)
-long: 20 hexes (100 miles)

When set to Broad Scanning, sensors cover much wider and distant areas, and their operation works in terms of minutes rather than rounds (a scan action is one minute). This is what you use to scan a planet's overall conditions, the nature of nebula or other celestial bodies, and detect objects at a distance. Strange or highly detailed or difficult phenomena may take longer to scan fully.

In this mode sensors can tell whether widespread life is on the planet, and whether there are signs of massive technology or habitation. But it cannot get specific details on particular structures on a planet's surface, or detect the presence of specific landed ships. A survey would be needed, which consists of systematic scans of the surface, in low orbit, over a period of 2d6 hours, and then, it would only pick up the presence of a dense object of artificial alloys and power signatures common to ships. Once a location is known, Focused Scanning (as above) may then be able to get detailed information on the ship or structure using the standard combat Scientist Actions, assuming range can reach.

When it comes to ships in space, they are more noticeable when not on a planet. Broad sensors can only detect the presence of a "ship sized object" - it's size class, as well as its speed and direction - but not composition, type, ship or creature, etc. BUT, to detect ships at range is only possible if someone is standing guard at a sensors station - Computers DC (30-5 per size) to notice.

To find max ranges for sensors in Broad mode, the range rating in hexes should be multiplied by 5,000 to get miles:
- short: 25,000 miles
- medium: 50,000 miles
- long: 100,000 miles

Depending on sensor range and the speed of the object, those that are closing on your location will often grant you a few hours advance notice (distance in miles / speed in mph = time in hours). This, provided your sensor operator managed to detect them.

Picturing General Sensor Coverage:

So, consider a circular (spherical really) area with a radius from the planet, up to medium orbit (about 22,000 miles). Short range sensors cover about 1/4 of that area. There are plenty of places a ship could be in medium orbit with you and not be in range. Medium range sensors can cover about half of that area. And long range sensors cover all of the area and beyond. If a ship is anywhere in medium or lower orbit, or some places in far orbit, it will be within range of a long range sensor (though ships within range could always be blocked by LOS from the planet). This could present interesting situations where one ship with long range sensors can see another ship in planetary orbit, but that ship is unaware due to its medium or short range sensors.

As for moons, they can vary widely in their distance to planets, but a typical moon of a terrestrial planet will be about 230,000 miles away. That will mean that to know if something is around a planet's moon, one will need to leave orbit and travel over into that direction, even with long range sensors. At sublight, that means it would take hours, so you may as well Drift travel to the moon, which should be very quick (1d6 minutes?). So, that basically means you should treat the moons of a planet as a separate location than "at the planet".


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Here's what I'm thinking of implementing in my game:

1) ALL prepped actions go off just before their trigger (as they traditionally have before PF).
2) If the trigger was a spell being cast and it has a cast time of 1 action, then it still goes off, but AFTER the prepped action (assuming the caster is not dropped). If the casting time is longer than 1 action, it is interrupted and fails.

Now THAT would put 1-action spells in the same boat with guns without ruining prepped actions. Spellcasters would not be interrupted constantly, but the function of prepped actions is preserved. Like a gunman I'm holding a prepped action on, telling him to 'drop it', he can still shoot (or cast) but only if he survives my prepped action first.

What do you think?


I've searched the FAQ to no avail. Is this correct?

The CRB p.325 says under "Target System" to "attempt a Computers check, applying any modifiers from the starship's sensors"

BUT

The "Lock On" action says only "attempt a Computers check."

It seems odd that good sensors would not help with locking on.

(Incidentally, "Improve Countermeasures" also does not say to add the Sensors modifier, but that is a little more imaginable).


I have counted this up several ways, and even done a spreadsheet layout - it looks like the Pegasus class explorer, Tier 2, on p.5, is incorrect.

It seems it requires 1 more build point than should be possible for a Tier 2 ship (requires 76 build points - Tier 2 allows only 75)...

Explorer Base Frame (12 BP)
Pulse Green Power Core (15 BP)
M10 Thrusters (5 BP)
Armor mk 2 (6 BP)
Mk 1 duonode computer (2 BP)
Good Quarters (2 BP)
Mk 2 defenses (3 BP)
Basic Signal Drift Engines (6 BP)
Expansion Bay - cargo hold (0 BP)
Expansion Bay - escape pods (1 BP)
Expansion Bay - science lab (1 BP)
Expansion Bay - tech workshop (1 BP)
Basic medium range sensors (5 BP)
Basic Shields 40 (5 BP)
FWD - light laser cannon (2 BP)
PORT - light laser cannon (2 BP)
STBD - light laser cannon (2 BP)
TURRET - coil gun (6 BP)

TOTAL: 76

Sorry if this is a known thing. I did a search for Pegasus error faq bp etc but couldn't find any mention of this. Thanks.


Say, for example, taking the CR3 Draelik in the book to an NPC CR10 Operative Draelik?

I'm at a loss to know how this is supposed to be done, thanks :)


Page 248 Core book says that Full Attacks allow specifically 2 attacks.

Page 46 specifically says Kasatha's extra arms do not increase the number of attacks they can make.

If all of that is true. Why, on page 160, did they change the name of the Two-handed Fighting to "Multi-Weapon Fighting" and then say, "You know how to fight with *several* lighter weapons..." and "When you make a full attack with two *or more* small arms..."

What is with the "or more" and "multi" wording on this feat?

Is this a relic left over from an earlier point in their writing process when they may have been thinking otherwise, and they forgot to correct the language? Or is there some other kind of way to get extra attacks that I'm unaware of? (for PCs - I know about Multiattack for monsters).

Thanks


The spell "Raise Dead" specifically says that it cannot be used on Constructs.

The Android description says that it counts as both Humanoid and Construct, AND if either could apply - you are to use the one that has the *worst* result.

That would seem to mean that Raise Dead cannot be used on Androids.

POSSIBLE RESPONSES:

1) Yep. You die, you die - too bad. That's just how it is playing an android.
[But there seems to be no super-cool offset to balance this.]

2) The 'worst result' rule wasn't intended to be used in this case. Raise Dead works on androids because they are a creature and the spell targets creatures.
[But, I can find no basis to assume it wasn't intended this way.]

3) Home rule a separate spell that is "Raise Android". Works the same but must be known and prepared separately.
[Possible but seems bland and pointless]

4) Androids can't be raised, but they CAN be *backed up*. They can go to computer storage vaults and have their minds backed up. Backup services costs are about the same as paying for a Raise Dead spell to be cast (for game balance). If you die, your body can be repaired and your backup downloaded back into it by returning it to the vault. This is ALMOST like raising, except the character is whatever level they were when the backup happened. And, they only know what they knew up to that time (the other PCs can bring them up to speed in most cases). Relationships may be a little different, which could have some cool roleplaying possibilities.
[I'm leaning this way, but want to hear other responses thanks!]


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Starfinder has a lot of unanswered questions. The cause of the gap, the fate of Golarion, and (especially) the *many* numerous lesser mysteries about races and ruins throughout the Pact Worlds.

It is clear the authors intend these to be imagination-inducing kickoffs for GMs to build adventures around and have players discover these answers.

BUT...

It is also the case, that we know Paizo will be releasing adventures and other materials that may provide eventual answers to these. So what do we do?

It seems like we are going to unavoidably have our individual games end up in alternate canons, and may not be able to use some materials that come out.

For that reason, it kind of makes me want to build storylines about completely different worlds and mysteries and leave the mysteries in the books alone entirely. But that seems like I'm missing out on a lot of good opportunities.

How do you handle this and how does Paizo say we should handle this?

Thanks :)


Starfinder is a very corporate-influenced universe. As such, I thought it would be good atmosphere to be mentioning the advertisements players come across constantly (especially on Absalom Station). Over time, it would give them a feel for what's commonly known, companies, etc.

Using a list I built of mentioned corporations, foods, entertainment, games, etc - and filling in where I absolutely had to, I came up with the following Ad ideas for your game. I also used ideas others have mentioned. I tried to keep everything to stuff you could get (or versions of it) at level 1 and 2, since I look at higher level things as something harder to find, so you wouldn't see frequent ads for it.

1d100 (or 1d10 if you choose a category)

CONSUMABLES

1 Nutrient Paste 88
2 Ysoki Nibs
3 Formian Syrum
4 Waferchips with Greensting Sauce
5 Poached Sky Gillan Eggs
6 Veskarian Jerkyslams
7 Lashunta Larvae Bisque
8 Fine Shirren Honey-Khefak
9 Starsquid Calamari Roll
10 Hyperleaf Light (Stay clear headed. Over the counter!)

DEFENSE

11 Cestus Battleglove by VitariTech Industries
12 Arabani Arms' Tactical Dueling Sword
13 IC-20/40 Azimuth Laser Pistol/Rifle by Ichihara
14 P2/P10 Ereus Teletech Pulsecaster Pistol/Rifle (stun)
15 HTR Flame Pistol/Rifle by Lethal Innovations
16 Bortrav Ordinance S-Tor Grenade Launcher
17 Slendershell Estex Suit by Idari Corporation
18 KMS-7 Second Skin by Karbide-Machines
19 A-1 Stationwear by AbadarCorp
20 SPD Plasma Doshko by Snowgarden Productions

ENTERTAINMENT

21 Akitonian Shumka Beats - "Freedom on the Plains" album
22 Absalom Eyebite Rock - "Rollin in the Spike" album.
23 Vercite Ether-ballads of Sha'quella Nyani. New release.
24 Aballonian Euphonics - "Binari Bliss" from 14U.
25 Action Vids (Azlanti Menace, Swarmwars, Kix Rando)
26 Romance Vids (7 Nights on Castrovel, Love in the Vast, Adult)
27 Docuvids (Mystery of the Gap, Pre-Gap Societies, NewTech)
28 Drama Vids (The Shadow Plenara, Death & Gold, The Drow)
29 Comedy Vids (Elik & Tumar's Verces Vacation, Zaperators)
30 Games (Muckbuilder 3, Infiltration X, Drift Racer, Alphamoox)

EQUIPMENT

31 Zeizerer Munitions: Batteries & Ammunition
32 Wey-Yu Corporation Force Fields
33 Prosthetics by Life Innovations. We are one.
34 Computers by Automatrix - ask those who know.
35 AbadarCorp Urbanwear. When you're on the go.
36 Formalwear by Kalo Fashions for the elegant.
37 MedKits by EvoTech. Be well. Be better.
38 The complete tool kit by Magnari Pieceworks
39 Compiler Enterprises: Starstone Compass
40 Healing Serum by NatuReal Compounds, Ltd.

ESTABLISHMENTS

41 Kalo Fine Arts Gallery. The Eye @ Q & 27th.
42 Win big and lose your heart at King Curney's Kasbah.
43 Eyeswide Agency (holistic investigations).
44 Starfinder Recruitment Center, Docks, docking bay 94
45 Click-Clack Club (C3) for anacites, augments, & androids
46 Starlight, Kemanis district. Where Absalom's elite mingle.
47 The Arcanamirium - Apply today to earn your new career.
48 "Golarion Tales" at Hamisfore Theatorium. Limited time.
49 Security Resources Pavilion: We Gotcha at the Merc Lurk!
50 Diamond Defense & Surplus. For all your defensive needs.

POLITICAL

51 Strong Absalom! The Starstone belongs to Golarians.
52 SyndicsGuild: Disputes over Eye real estate.
53 Pact World News (PWN). Augmented attack transport.
54 Android Abolitionist Front (AAF). Freedom for androids!
55 PWN: Free-Captains pirates captured by Stewards.
56 Macrosoft spy with cybernetics denied extradition to Machine Court on Aballon.
57 Stop the oppression of the Maraquoi of Marata.
58 Diasporan Sarcesians failed bid to oust Eox from Pact.
59 Primex pressures Skyfire legion to get Ning into Pact.
60 Castrovel vs Apostae in trial before Pact Council.

RELIGIOUS

61 All existence is a cycle, by Cosmonastery of the Empty Orbit
62 Learn about the Prophecies of Kalistrade
63 Ride the River of Life to Enlightenment, by Sangpotshi Inst.
64 The Church of Abadar, Shopping is a sacrament.
65 Peace through Hylax, the Forever Queen
66 Follow Honor & Iomedae, by Swordlight Cathedral
67 Yaraesa says reject faith, by Church of Yaraesa
68 Good travels, from the Church of Desna
69 Weydan pushes us to explore, by Weydan's Followers
70 Give thanks to the All-Code - Triune for the Drift!

SCAMS/OTHER

71 Love Pact - The Pact World's Premier Dating Service
72 FriendFace - Stay in touch with Macrosoft
73 Sohar the Fortune Teller - Visit today! Located in Little Akiton.
74 Earn your way to wealth as a Kalo beauty products distributor
75 Stop pain in its tracks with Ointment of the Dragonkin!
76 Golden Vault rejected? Get Loans at Adamantine Vault!
77 Watch the fat die away with the new craze: The Eox diet!
78 Furgus returned from the Vast with the key to anti-aging.
79 Special minerals from pre-Gap Golarion make you smarter.
80 Secretary - the elevator: is stalled/is on its way/has arrived.

SERVICES

81 Belcher's Hole in Drifter's End
82 Lucky 20 Efficiency Inn
83 Absalom Luxury Suites
84 Transtellar Communications Services, Downlow/Ring/Eye
85 Rejuvenex Charging Stations by Magnari
86 Skyfire Legion Merc Services
87 Magemasters Spell Huts
88 Buddy-Cab Robotaxis
89 Djo's Workshop: Repairs & Mods, Sparks
90 Arshea's Embrace: Ultimate Companionship Club

VEHICLES/SHIPS

91 New out of Verces: the Terminator Racing Skiff 1000X.
92 AbadarCorp Exploration Buggy. Quality for the pious.
93 Basic Enercycle by Mum's Pie Co. You drive safe now.
94 The Idari Compatriot Urban Cruiser. Find your world.
95 Ringworks Shuttles. Perfect maneuverability.
96 Kevolari utility starships. Castrovel's finest workmanship.
97 ATech Fleets: Protecting the Pact, protecting you!
98 Starhive Hauler Lines: Each client is unique.
99 Blood Mountain Clan Starships: Accept no substitutes!
100 Sanjaval Hover Pods. There are no limits.


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I have been making a spreadsheet of all the corporations mentioned in Starfinder so far, but I don't have all the products yet. I've mainly used a combination of the Wiki, and scouring the books I do have (which presented more than even the Wiki mentions). If you know of any others, please feel free to let me know thanks!

Automatrix Robotics
Exemplar-23
EvoTech
Iratha Incorporated
Life Innovations
NatuReal Compounds, Ltd.
Sopeth Corporation
AbadarCorp
Azlantech
Idari Corporation
Mum's Pie Co.
Horizon Events
Astral Extractions
Fireside Foundry
Freugan Salvage Company
Hardscrabble Collective
Jupiter Mining Corporation
Kerensky Aerospace Corporation
Ulrikka Clanholdings
ATech
Blackwind Engineering
Blood Mountain Clans
Compiler Enterprises
Death's Head
Hivonyx Industries
Kevolari Collective
Norikama
Ringworks Industries
Sanjaval Spaceflight Systems
Starhive
Thaumtech Unlimited
UIE (anyone know what this stands for?)
Vanguard Craftworks
Vindicas
Arioch-Oyadae
Macrosoft
Magnari Pieceworks
Wey-Yu Corporation
Aspis Consortium
T.P. Industries
The Tetrad
Terminator
Arabani Arms, Limited
Brortrav Ordinance Factories
Ereus Teletech
Ichihara Holdings
Karbide-Machines
Lethal Innovations
Multifold Industries
Snowgarden Productions
VitariTech Industries
Zeizerer Munitions