Interplanetary Nations are the most influential bodies within the cluster, they themselves range from diminutive frontier colonial coalitions to the cluster super powers. They are far less numerous than planetary nations and tend to to be organized around a number of smaller planetary nations cooperating to achieve mutual interests. The preeminent interplanetary nations are the Lunar Union, the Venti Republic and The Temple that as superpowers tend to divide the cluster into three competing blocks of aligned interplanetary nations. Delineating these spheres of influence based on ideological principles has proven to be unhelpful. The deciding factor appears purely to be a given interplanetary nations relative proximity to territory of the super powers. A consequence of this is that interplanetary nations tend to be small or absent from the jambles, the region of space between 2 or 3 of the super powers. These areas are sometimes collectively referred to as “feud zones” and have been a feature of the cluster for 200 years. Interplanetary nations tend to have more formalized millataries and rely on Armounauts less, the Venti republic is a notable exception in that their military is composed almost exclusively of Armournauts. All interplanetary nations though have the capacity to make an Armournauts life very difficult indeed. Armounauts should consider contracts against even modest interplanetary nations carefully as they likely have the resources to combat and hunt down all but the most powerful PMCs. Working for them can be a risky prospect as they tend to only hire Armounauts for missions their military is unwilling or unable to do. Discerning Armournauts only consider these contracts within the frontier where work is more likely to be mundane anti-piracy or security jobs.