Cartels, Corps, Trade Unions, Manufactorum - Who?

By MorbidDon, in Rogue Trader

I was wondering if someone could list out who the Cartels that are in the Rogue Trader Campaign (Koronus Expanse) or or in the Calixis (Dark Heresy) or both?

I know that the Manufactorums make everything but who's got their fingers in the flow of trade...

Are these like "the Cartel" out of Mutant Chronicles?

It be nice to define who they are and what they do - ala Shadowrun / Cyberpunk style! (Ares, Renraku, etc.)

These factions have something to offer your stories - from a stepping stone to the main focus - its a shame no insight has been fleshed out or explored otherwise...

Advice, Thoughts, List? (lol)

Morbid

This on top of my head. my books are not nearby

in Footfall there is the Kasbalica Mission (IIRC): Basically your run off mill mafia/cartel. Theyre into moneylending, slavetrade and stuff.

also in footfall there is the Quintet, an organisation that practically controls the Cold Trade.

In Calixis sector there is House Krin: a banking behemoth finances roguetraders etc. and has means to play repoman if loans get defaulted (in one mini campaign I gamed at local RPG-club, player were more afraid of House Krin than Imperial authorities.)

./At0miclich

Off the top of my head, I recall Dark Heresy had the "Merovech Combine" in the Calixis sector - that might be what you're looking for, though the Tradewars between Navigator Houses might also make for an interesting clandestine operations campaign, even if I believe that 40k is only marginally useful for the cyberpunk genre, as its elements are diminished by the IP's mixed nature.

"The Heirs Apparent are frequently bitter rivals who will sometimes go as far as to try to eliminate each other if they get the chance. This sometimes leads to protracted personal vendettas or bitter feuds between two Navigator Houses. The Adeptus Terra is fairly tolerant of minor skirmishing of this kind, though open hostilities between Houses are discouraged as much as possible, with the exception of Tradewars.

[...]

A Tradewar is a limited and strictly regimented form of warfare, formally declared between rival trading factions, which is permitted by the Administratum under the Navigator Conventions. The aim of the Convention is to reduce the overall damage to shipping and mercantile interests, as well as prevent rival factions from simply destroying one another. The rules of a Tradewar prescribe formal declarations of intent and restrict permissible targets. The Great Navigator Houses see Tradewar more as an extension of the customary means of competition between competing commercial interests, than as open warfare.

During a Tradewar, forces directly under the control of the warring factions are allowed to raid each others' shipping, attack important mercantile operations or destroy equipment owned by the opposition. Employees and declared members of rival houses become fair game for assassination attempts or direct attack, but violence cannot extend beyond the direct opposition, so subsidiaries and lesser Houses allied to the warring factions are theoretically immune to the effects of a Tradewar, though they are often dragged into direct conflict.

In practice, Tradewars rarely last very long as they are expensive in money and manpower, and the profits to be gained by wresting control of commercial contracts of a specific market or shipping routes does not often justify the expenditure. They also tend to produce bitter enmities between the rivals, as the fighting is invariably of a tawdry nature, leaving many scores to be settled at a later date."

-- http://games-workshop.com/specialist/inquisitor/bestiary/fleet.html

And the greatest Cartel of all (the eternity) Adeptus Mechanicus. What greater archievement would any cartel ever hope for legitimacy and quite total stranglehold of "their" goods...

http://warhammer40k.wikia.com/wiki/Footfall (theres bit about the footfalls cartels as well, mostly appears to be lifted from Hostile Acquisitions.)

And the greatest Cartel of all (the eternity) Adeptus Mechanicus. What greater archievement would any cartel ever hope for legitimacy and quite total stranglehold of "their" goods...

Now that you mention it - different factions within the Mechanicus vying for influence (or an Inquisitor planting undercover operatives inside one) could also make a nifty hook for a technophile-themed black ops campaign!

The Dark Heresy core book lists a few commericial organisations such as the DeVayne Incorporation.

The Inquisitor's Handbooks lists the Fanes of Gunmetal City, crosses between manufacturing combines and mystery cults.

Rogue Trader's "Into The Storm" lists a number of weapons manufacturers.

So this is what I got collectively so far; rough notes will be refined into Guide-format once all the data is collected my lord! (Sorry a lil RP there LOL)

The BIG PLAYERS - In the Koronus / West Calixis

A merchant coster, like a corporation has a number of investors and engages in large scale ventures. With the way imperial society is, the investors are all likely to be nobility so a merchant coster may be able to call on significant political and even military might should it need it.

  • Indented merchants to sector-wide industrial combines…
  • Sole ownership to mutual investment" as ways of running them…

The Grant of The Lathes (380.M39) - In recognition of their invaluable assistance and heavy losses in the purging of the taint of the Adrantians, as well as their service to the Angevin Crusade in decades past, Drusus grants the Lathe System to be the sole domain of the Adeptus Mechanicus in perpetuity, and ratifies their claims to several other worlds and rights of free and unchecked passage through the stars the Crusade has conquered. By this act, the Lords of Mars were bound in strength both to the fledgling sector and to Drusus' own banner.

The Calixian Conclave

Meritech The dominating commercial power of the Tellurian Combine is uncovered as a front for the malefic Chaos Cult called the Brotherhood of the Horned Darkness.

The Cestelle Alliance (an agri-corp in all but name)

the DeVayne Incorporation (organise millions of labourers in mines, field and refineries)
The Devayne Incorporation (560.M41) - The writ of holy orders is removed from the Devayne Fraternity by the Synod Calixis of the Ecclesiarchy, which cites the group’s worldly aspect and growing moral turpitude, forcing its slow rebirth into the entity known as the Devayne Incorporation, one of the most powerful and rigorously organised commercial powers in the sector.

Kasbalica Mission : Basically your run off mill mafia/cartel. Theyre into moneylending, slavetrade and stuff

House Krin

The Machenko Dynasty

The Skaelen-Har Hegemony (a "very powerful and efficient heavy manufacturing corporation"

The Tyrantine Cabal

Hive Sibellus: factoria
Gunmetal City: contains loose manufacturing cartel-combines

They are noted as producing starship components for Battlefleet Calixis.

Don't forget the Beast Houses. ;) Can't remember any big names off the top of my head though.

The Beast Houses are semi-legal. Covered in Disciples of the Dark Gods. There is definitely a legal trade in beasts, for food, entertainment, and study.

The foundry guilds on Hive Magnogorsk on Fenksworld supply warship armour for the Imperial Navy anchorage orbiting the planet.

While violently competing with each other.

http://wh40k.lexicanum.com/wiki/Fenksworld#Magnagorsk

Edited by Decessor

House Belasco is into a number of things, some legal, others less so, and powerful enough to be invited to something otherwise Inquisitors, high-ranking clergymen, and other bigwigs were invited to (the adventure in Ascension). Even while not being a Rogue Trader dynasty, his name is pretty huge, and has a lot of pull in Calixis, which has a lot of pull in the Expanse, no matter how far apart it likes to act like it is, sometimes. Wonder if someone could get sort of a "pocket Warrant", and fly under his authority, sort of using his money, at least at first, sort of increasing his money, all along, and giving him some good picks of what they find? Maybe he's not quite the right guy, but it seems rather cool, and a name I can pull if more RTs had to start small, rather than magically having a ship, a crew, 2-8 confidantes who are almost on equal standing (the other players), and an assortment of resources that can, from Day 1, possibly dwarf your typical planetary governor. If RT was a bit more like Star Wars, where you MIGHT have to start working for Jabba the Hutt, and your ship is technically his, while you hope to someday buy yourself out from under him, and be your own man, I can see Balasco as a good backer, if he doesn't have you killed.

The Inquisitor's Handbook has lots of these. The void section mentions the various shipyards and ports. Some are naval but some are independant operations such as the Kormisoshi Dockyards and their rivals.

Edited by Decessor
The Great Houses

House Krin

Cestelle Alliance

DeVayne Incorporation

Machenko Dynasty

Skaelen-Har Hegemony


The Lesser Houses

House Corvus

House Belasco

House Klave

Tantalus Combine

House Praxis


Other

Blood Guild

Belasco Deathworks

Cadence Arms and Incunabula

Chaliced Commissariat

Coblast Assay

Hetaireia Lexis

Void Commercia

Moritat

Sons of Dispater

Xeno-Arcanists

Chartist Captains

Merovech Combine

Loi Metalworks

Clovis Munitorum

Edited by LoneKharnivore

You guys are great - this info is exactly whats needed!

I would guess Rogue Trader - Koronosu Expanse has little more "published" groups - go forward herein?

I do like using groups from the Calixis -- as to me they represent the foundation of whats near and out there before going all esoteric with the groups.

I started to make up some groups for Footfall - (I'm really into fleshing out Footfall) if anyone's interested - I got about x30 Gangs, Cabals, Crews who do things to get tech - whether than be an alliance with Admech or otherwise; figured "tech" comes before drugs - in terms of practicality and survivability - again options for the common man... These groups range from families and clans to mercs to cargocults to your sordid criminal type.

Morbid

Yeah, stick 'em up!

EDIT: ...please :)

Edited by LoneKharnivore

At the top of this Hierarchy is the Mechanicus

Cartel/Corp Level: Alt Spark, Chessman, Cinergi Aims, Del Zamora

Cabals/Guilds: Level: Pathe, The Miles Bros., Monowork, Eightway, Polyscope

Crew/Gang Level: L-KO, Vitragraph, Gousha, Qintex, MVM, Nanami, Giga, Vestron, Seven-Arts, Gainax, Pi Q, Legacy Inc, House Laurentiis, Battleroad, Majestic Collective

These groups all vie for any technology available that may trickle from the top down...

The Quintet: the Kasballica Mission, the Hecaton Cartel, the Serrated Query, the Archeo-Exhumators, and the Mist Fleet

The Amaranthine Syndicate

Consorvana Ring

League of Black Crystal

At the top of this Hierarchy is the Mechanicus

Cartel/Corp Level: Alt Spark, Chessman, Cinergi Aims, Del Zamora

Cabals/Guilds: Level: Pathe, The Miles Bros., Monowork, Eightway, Polyscope

Crew/Gang Level: L-KO, Vitragraph, Gousha, Qintex, MVM, Nanami, Giga, Vestron, Seven-Arts, Gainax, Pi Q, Legacy Inc, House Laurentiis, Battleroad, Majestic Collective

These groups all vie for any technology available that may trickle from the top down...

Bear in mind, while the Mechanicus love to portray a unified front, the reality is very different. They have political and ideological factions too, just usually less obvious to outsiders.

A somewhat biased in-character view of the factions described in the Lathes sourcebook for Dark Heresy: http://theinquisitorialarchives.tumblr.com/post/44675279782/request-factions-and-sects-within-the-adeptus

Bear in mind, while the Mechanicus love to portray a unified front, the reality is very different. They have political and ideological factions too, just usually less obvious to outsiders.

Very true, but I think here they're only mentioned as the ultimate originators of technology, rather than as a faction present on Footfall. I suspect the various Houses and cartels of the Calixis Sector belong between the AM and the Footfall cartels in the list above.

Edited by LoneKharnivore

Bear in mind, while the Mechanicus love to portray a unified front, the reality is very different. They have political and ideological factions too, just usually less obvious to outsiders.

Very true, but I think here they're only mentioned as the ultimate originators of technology, rather than as a faction present on Footfall. I suspect the various Houses and cartels of the Calixis Sector belong between the AM and the Footfall cartels in the list above.

That's a fair point. But factions within factions are great for story hooks. ;)

Battle Road:

Their history is unknown, where or what era they were founded in as well as how long they have stayed in power. They control scarce resources such as water, food, ammunition and tech that they acquired by unknown means and use these resources to stay in power.They are allied with The Miles Bros. and the Brass Chapel, extorting resources like "pray-me-thee" (i.e. promethium) and ammunition. They rarely engage in battle amongst their own, as they are dependent on each other in order to survive.

The members all appear to suffer from some sort of terminal disease - most commonly lymphoma. Healthy children are a rarity in the climes they populate and for those born with affliction, signing on with "Smelter" is the only way to prolong their short, miserable lifespans. This is achieved through regular augmentic installation - ripper gangs and chop docs are their usual providers - for them the act of taking the hardware form those hapless victims themselves is sacrilegious. They are covered in ritualistic scarification, perhaps as an outward representation of their station, and dusted in white pigment to achieve a fearsome, skeletal appearance. This dusting may also serve to disguise their generally sickly appearance and make it harder to distinguish one from another to outsiders.

The member-hood are indoctrinated into a death cult dedicated to the worship of a living god - The Smelter. Their highest aspiration being a glorious death in battle so that they might one day ride forever beside the Smelter in Valhalla. When a member senses immanent death, he will "chrome" (spray silver spray paint) himself and ride willingly to his death, taking as many enemies and vehicles with him as he can. A member's station is represented by his position on a vehicle when riding into battle. This ranges from clinging tentatively to the hood of the auto-carriage to that of a tank, feeding "pray-me-thee" into the hood scoops to provide extra horsepower, all the way up to manning the on-board weaponry and the pinnacle, the much coveted drivers seat, like the Smelter himself.

Background META: This "gang" actually practices or has tapped into a minor form of waaagh or wierd boy magic - no one is sure the connection or how its come to pass; consensus has given rise to their belief and thusly in their hands the ubiquitous resource known as Promethium is infused by their hands! This is a secret only known to the cult element within itself - otherwise people publicly dismiss such ability as insanity...

There are a small subsect within beholden to the Skull Throne of Khorne, these subversives dont actually "know" they garner the Blood God's favor but carry out his acts none the less!

Specialty: Ground Vehicle Warfare - in Footfall where long lanes and highways are found they own the lanes when fully deployed - they deploy as a whole or not at all - thus is the challenge in dealing with them. As such they are Footfallen and as descendant labourers and menials, they are foreign to the Void and all that it has to offer - for them Footfall is their Holy battlegound (like that sought after in the end of days) and its lanes pathways to glory...

Edited by MorbidDon

Koronus Expanse / Spinward Calixis

A merchant coster, like a corporation has a number of investors and engages in large scale ventures. With the way imperial society is, the investors are all likely to be nobility so a merchant coster may be able to call on significant political and even military might should it need it.

  • Indented merchants to sector-wide industrial combines…
  • Sole ownership to mutual investment" as ways of running them…

The Grant of The Lathes (380.M39) - In recognition of their invaluable assistance and heavy losses in the purging of the taint of the Adrantians, as well as their service to the Angevin Crusade in decades past, Drusus grants the Lathe System to be the sole domain of the Adeptus Mechanicus in perpetuity, and ratifies their claims to several other worlds and rights of free and unchecked passage through the stars the Crusade has conquered. By this act, the Lords of Mars were bound in strength both to the fledgling sector and to Drusus' own banner.

The Calixian Conclave

Meritech The dominating commercial power of the Tellurian Combine is uncovered as a front for the malefic Chaos Cult called the Brotherhood of the Horned Darkness.

The Cestelle Alliance (an agri-corp in all but name)

the DeVayne Incorporation (organise millions of labourers in mines, field and refineries)
The Devayne Incorporation (560.M41) - The writ of holy orders is removed from the Devayne Fraternity by the Synod Calixis of the Ecclesiarchy, which cites the group’s worldly aspect and growing moral turpitude, forcing its slow rebirth into the entity known as the Devayne Incorporation, one of the most powerful and rigorously organised commercial powers in the sector.

The Quintet:

- The Kasballica Mission; basically your run off mill mafia/cartel. Theyre into moneylending, slavetrade and stuff
- The Hecaton Cartel
- The Serrated Query

- The Archeo-Exhumators
- The Mist Fleet

- The Amaranthine Syndicate

- Consorvana Ring

- League of Black Crystal

The Machenko Dynasty

The Skaelen-Har Hegemony (a "very powerful and efficient heavy manufacturing corporation"

The Tyrantine Cabal

Hive Sibellus: Factoria

Gunmetal City: contains loose manufacturing cartel-combines. They are noted as producing starship components for Battlefleet Calixis.

The Great Houses
House Krin
Cestelle Alliance
DeVayne Incorporation
Machenko Dynasty
Skaelen-Har Hegemony
The Lesser Houses
House Corvus
House Belasco
House Klave
Tantalus Combine
House Praxis
Other
Blood Guild
Belasco Deathworks
Cadence Arms and Incunabula
Chaliced Commissariat
Coblast Assay
Hetaireia Lexis
Void Commercia
Moritat
Sons of Dispater
Xeno-Arcanists
Chartist Captains
Merovech Combine
Loi Metalworks
Clovis Munitorum
Mars Influenced Attiviste

At the top of this resource based Hierarchy is the Mechanicus Cult

Cartel/Corp Level: Alt Spark, Chessman, Cinergi Aims, Del Zamora

Cabals/Guilds: Level: Pathe, The Miles Bros., Monowork, Eightway, Polyscope

Crew/Gang Level: L-KO, Vitragraph, Gousha, Qintex, MVM, Nanami, Giga, Vestron, Seven-Arts, Gainax, Pi Q, Legacy Inc, House Laurentiis, Battleroad, Majestic Collective

These groups all vie for any technology available that may trickle from the top down...

Edited by MorbidDon