The United Worlds rule the solar system through a security council created out of the old UN. Each world, station, territory and colony controls its own internal affairs and has a ruler and government of their own preference. On the council, only Mars has a veto. A Supreme Councilor is appointed by the council, to take immediate action, without question or bureaucracy in times of trouble. No supreme government has every been any non-Martian citizen.
Military
The largest division of the UW military is the Inter-Planetary Patrol, often referred to as merely patrol. They police the space ways, deal with pirates and criminals beyond the jurisdiction of planets, and handle customs and the gates.
The Planetary Peace Enforcers are marines sent in to quell insurrection, create peace, and maintain it at the behest of a planets ruling body. They are often called Fangs, For they serve as the teeth of Patrol.
Finally, the Peace Monitoring Bureau is the intelligence agency. They do deep ops, keep tabs on planets, and have licenses to kill, anyone for any reason. Fortunately, Shadows are not common.
Organizations
Trade Commission
TC sets tax and trade sanctions as a part of the UW. They have jurisdiction over the gates, and have full rights to search and detain any ship for any reason. They have their own Troopers, but also rely on patrol.
Mercenary Control Agency
MCA handles licensing for Mercenaries, Bounty Hunters and Private Detectives, including weapon, combat vehicle and armor permits. Biological, chemical and ‘dirty’ nukes are illegal. Bounties are held in trust at MCA, and given out when conditions are meet as stipulated by the contract. If a military branch brings in a bounty, 5% goes to the soldier or soldiers who deliver the bounty, and 5% goes to the branch. The rest goes to MCA operations budget. MCA also distributes bounty information, and weekly an hour long show is produced to inform of the highest profile bounties. "MCA Most Wanted" is delivered by Interplanetary Post to transmitter stations at every MCA office, and is indispensable to Bounty Hunters, as well as entertainment for citizens.
Interplanetary Post
IP travels through each gate whenever it opens, carrying hard copies of transmissions, packages, and passengers. They are the Greyhound of the UW.
Special Justice Group
A group dealing with large corporations and their ethics. They look into unfair monopolies, unethical business practices, and corporate espionage. They have deputized Troopers and Intelligence agents.
Free Trader's Guild
This is a union for the rights of independent small time traders. Fees are based on active fleet and previous years income. Information is sold, a small profit for both the FTG and the Member who brings in the info. Sharing is good.
Technology
Spaceship Power Plants
Fission reactors split atoms and convert the energy to electricity using thermoelectric material. They last about two years before a replacement is needed.
Energy is stored in super-conductor battery banks until needed for weapons, communication and other functions.
Maneuver Drives
These drives get the ship from Gate to Gate and planets, stations, and colonies. A variety are in used, some more high tech than others.
Chemical Rockets These were the earliest method of reaching space. They became obsolete in 2004, although some can still be found in use. They provide a lot of thrust, but also need a lot of fuel.
Fission Rockets Fission cores super heat particles and eject them in order to push the ship forward. They were top of the line 2002-2050. Thrust is much lower, but the fuel required allowed ships to carry far more cargo, and go greater distances. The first Mars voyage in 2008 used a Fission Rocket. Optimized Fusion is sometimes used, but is less fuel efficient than ion drives, only slightly faster, and tend to be rare.
Ion Drives Ion drive have low acceleration, and showed up in 2013. Excellent for cargo vehicles due to incredibly low fuel requirements. Still in use today, on SpaceSemis.
Nuclear Pulse These drives push themselves forward with miniature nuclear explosions. Regulation is tight on them, but since they showed up in 2042 they have been nearly standard. Thrust is great, and fuel consumption is less than Fission Rockets.
Antimatter Drive Small amounts of matter and anti-matter are destroyed to provide thrust. Slow Antimatter showed up in 2053, and is often used in large transport vehicles carrying perishables. Thrust is better than anything but Nuclear Pulse, and fuel is 10% that of Nuclear. Fast AMDs are now military standard, going twice what Nuclear do, but require a great deal of Fuel compared to nuclear. A special license is required for AMDs.
Computers
Computers are small and efficient. If you can afford the right programs, you can have systems that sense your desires before you know what they are yourself, and bring them to you. For the right amount of credit, you can have an expert in any field in your wrist-top PC. Networks are limited to colonies, for it is too expensive and slow to uplink through all of space. Because they are so user Friendly, Computer operation is a free skill, like literacy.
Cybernetics
Replacement limbs are available for those who cannot afford or dislike cloned limbs. Few have militaristic implants. The field hasn't been explored. Cybernetics are registered with the Medical Control Group, like clones.
Cloning
Cloning is a medical process, under the UW Medical Control Group, or MedCon. A limb can be grown in a month, and a body in six months. Spare bodies can be kept cyro-frozen until needed for a brain transplant. Clones are born without knowledge, and tend to be force-grown and then frozen, never spending a conscience moment. Cloned cells are as old as the sample they come from, and tend to suffer from pre-mature aging. But hey, it's really nice to get your arm back.
Weapons
Notes: Most High Energy Weapons cannot get enough energy off a regular battery. They need belts with a great number of batteries hooked up together. Batteries still use the same Letters for power, but are much smaller, and all can be recharged. Battery belts are usually worn on the waist with a power hose to the weapon, all though sometimes people use Wrist models and clip in the weapon when they plan to use it.
Neurolash: A small weapon, shaped like a baton with an isolated hand grip. It sends out electric pulses that short the nervous system. This is considered a self-defense weapon, as it only stuns, slowing down the opponent and racking them with pain. Ineffective against armored foes. 5 hits per B cell battery, usually has two battery slots. Cr.(edits)650, over the counter legal.
A tampered neurolash does 1D of damage, costs Cr2000, and there is a Cr. 800 fine for possessing one, and a Cr10000 for tampering with one.
Vibroblade Any weapon can be converted, and many tools are. A license is required for those who do the converting, but owning one is not restricted, due to their limited range. A conversion typically adds 1D of damage to the weapon. Cost and duration depend on the weapon, and the converter.
Heavy Auto Pistol They have a lot of kick, and don't look much different than their twentieth century predecessors. 3d damage +8 accuracy, 20 shots, fully auto 3 shot bursts, CR 720 Registered
Submachine Gun They tend to look like Uzi’s, or machine pistols. 3d, +4 accuracy, fully auto 12 shot bursts, 60 shots, CR. 870 Registered
Assault Rifle These rifles have a cartridge of chemical propellant as well as a drum full of case less needle-like rounds. A class three license, with the proper training is required.
6d-1 damage, +10 accuracy, automatic 12 round bursts, 100 shots CR. 950
Blaster Carbine Pistol A particle beam accelerator is bulky for a side arm, it ends in a long cylinder that guides the kinetic, thermal and radiation energy to the target. A bulky D-cell belt is required. Considered military grade, class 3 license required. 11d, +13 accuracy, automatic 3 shot bursts, 13 shots. Cr. 5000
Blaster Pistol A smaller, commercial version. Still requires a belt, and a class 2 license. 6d, +6 accuracy, 3 auto burst, 20/ belt, cr. 2000
Blaster Rifles are not available on the common market.
Gauss pistols Mass drivers, shooting highly accelerated particles. Fires with a sharp crack as the ammo breaks the speed barrier. They are excellent at armor Piercing 25 shots per Clip with B-Cell. Bigger Drums, like a tommy gun, with a C-cell are avalaible, giving 250 shots. 4d damage, half's armor resistance, +9 acc, fully auto 16 shot bursts, Cr. 2400 Class 1 License
Gauss Carbine A higher powered Version of the Pistol. Slightly bigger, but can still be used one handed by people with a ST of 13 or higher. 12 shots with B clip cartridge, 125 with a tommy Drum. 9d damage, half's Armor resistance, +12 accuracy, Auto 12 bursts, CR. 4200, Class 3 License
Electro Laser Single shot without a D cell belt, but if set to kill, it can stop the heart of the target. A laser charges particles and then a bolt of electricity is fired down the path. With a D-belt, 2d+1, +7 accuracy, 10 shots/D Belt, ROF 1, cr1200. Class 1 License
Electro Laser Rifle Needs a D-belt. 3d+1, +12 accuracy, 5 shots/D belt, ROF 1, CR. 1800 Class 2 License due to Sniper Possibilities.
Laser Pistol Fires with a thunderbolt sound as it fries Air particles. 1d, +9 accuracy, 20 shots/D belt, Fully Auto 4, Cr. 1000 Registered.
Heavy Laser Pistols 2D damage, +9 acc, 12 shots per Dbelt, CR. 1500, Fully auto 4, Class One License
Laser Rifle 2d, +15 acc, 12 shots per D belt, fully auto 3, Class one License CR. 2000
Military Laser Rifle 2d, +12 acc, fully auto 8 shots, 14/D cell (not belt, cell), Class 2 License, CR. 4000
High Capacity Military Laser Rifles Designed to use an E Belt. Same stats as regular, but 140 shots per E belt, and costs Cr. 6000. Needs Class 3 license
Blinders: Entirely legal, low grade lasers that set off a bright, blinding light. Derringer versions can be shaped any form, from watches, to pens, to belt buckles. About CR. 200-1000, depending on quality.
Tanglers A two handed weapon looking like a riot gun. It fires capsules that expand and create strong, sticky strands to entrap opponents +3 accuracy, 60 shots, Cr. 1000
Stunners: Lasers permanently set to stun. +4 acc, 20 shots, 800cred.
Accessories to Consider: Sights, Silencers for Chem Propellant guns, multi rifles, grenades, clip belts, and
Fast Draw Holster: A specially designed holster that fires the weapon out when the wrist of the wearer is flicked properly. The weapon is then drawn to the activated powerful electromagnet operating in the glove.