Three megacorporations operate system-wide, cutting across faction territory under their own contractual authority. They are not governments. They have more power than most governments and none of the accountability.


The Three Powers

Corporation Sector Presence Status
Apex Industrial Heavy machinery, fusion drives, infrastructure Dominant in outer rings Experiencing unexplained Flicker failure events
Vanguard Orbital Privatised military, enforcement contracts System-wide Transforming into independent sovereign power
Praxis Biomechanica Genetics, neural implants, biolabs, cyberware Inner worlds dominant Threatened by Devotion effect in Synthetik units

Strategic Position

Each corporation holds power over different systems:

  • Apex controls the infrastructure that keeps the outer rings functioning (mining equipment, fusion drives, debt contracts)
  • Vanguard controls the violence that enforces contracts (military, police, enforcement, kill teams)
  • Praxis controls the technology that defines human capability (implants for Guild, chassis for Synths, genetic modification)

This creates interdependence, but also vulnerability. When the Flicker disrupts these systems, each corporation has different exposure and different response options.


Relationship to Hephaistos-9

  • Praxis: Owns and operates the research station
  • Vanguard: Ex-Vanguard personnel conduct the kill team operation (likely deniable contract)
  • Apex: Equipment is present on the station (standard, unremarkable)

The Azimuth Question

The Azimuth Event — forming near the system's gravitational center — forces a reassessment:

Vanguard's transformation: Looking at the Azimuth, Vanguard performs the first assessment in its history that is not denominated in contract value. The assessment is: this is worth owning, not selling.

This triggers the Vanguard-Guild war — the largest military engagement in the system's recorded history.


See also: Factions | The Azimuth Event | Characters — Corporations