Imperial Intelligence Handbook-Bureau of Operations

Bureau of Operations


Surveillance Infiltration Renik



Surveillance

Parcin Stadius sat quietly before his picture window, absorbing the solitude of his view room like a black hole. He was deep in thought. He sat upright, with his head down, eyes closed. His hands met in his lap, massaging each other slowly and methodically. A slow, groping, sad aria played to his ears from his sonic console, putting him into a thoughtful trance within. A file lay beside him on a simple glass table. He looked up and opened his eyes. The city was alive with the millions of lights, yet also dead from silence brought by the thick lycoglass pane. Points of light, ships, moved lethargically about in no discernible pattern, and the height of a few thousand meters afforded him a special view of the cityscape. But his mind was far from beauty. Stadius withdrew from his seat and stepped to the window, crossing his hands behind him. His black, closely cut and very expensive suit and the dim light added to his demeanor. He turned and picked up the file. The label read "Yolkin, Jevar." He thumbed through the copy, scanning with no real aim. Coming upon a list of known hideouts Jevar was affiliated with, Stadius peered closer at one in particular. "Celanon's Lance," a luxury liner whose route takes vastly rich and listless passengers weaving out of the core and toward "unknown and mysterious regions." This liner had been under surveillance for over two months now, and Stadius' curiosity was beginning to get to him. That's an unusual amount of time for a site to be "under eyes" and not yield anything whatsoever. Stadius decided it afforded a better look, especially since the other locations Jevar was tied to all lead to the Alliance.


The agents of Surveillance, or "eyes," are picked for their ability to worm out activity that is not conducive to the Empire's goals. In other words, Eyes always see their man, and often get them too. Agents are bred and painstakingly trained in the best of covert observation techniques. Their job, their mandate is simple and concise: Locate and report or otherwise disable areas of question. At least this is clear to Surveillance. Mostly, they busy themselves with the newest data that the Analysis Bureau hits Operations with. Surveillance is considered Operations' "front door." That is, they collect reports of suspicion from Analysis, then begin the physical aspect of the Intelligence method. They locate and keep watch on groups or individuals. Surveillance agents are not encouraged to take matters into their own hands in the event a target mandates that action, but are expected to use their judgement to do so if the time arises. Usually, though, it is considered a black mark on an agent if a target begins to act erratically. This is because it is assumed the target's behaviour is a direct result of poor observation on the part of the agent, thus having revealed themselves to the target. Otherwise, Surveillance collects the data, then passes what they know on to one or a mix of the other departments in Operations, depending on the situation.


Typical Surveillance Agent


Dexterity 3D
Blaster 5D+1
Brawling Parry 4D+1
Dodge 6D+2
Grenade 4D+2
Melee Combat 6D+1
Melee Parry 5D+2
Pickpocket 6D
Running 6D
Thrown weapons 4D+1
Knowledge 3D
Alien Species 5D
Planetary Systems 5D
Bureaucracy 5D
Bureaucracy: Surveillance Department 7D
Cultures 5D
Languages 5D
Intimidation 4D+2
Streetwise 6D+2
Survival 5D+1
Mechanical 2D+1
Beast Riding 4D
Communications 6D+2
Repulsorlift Op. 5D+1
Sensors 6D+2
Perception 4D
Search 7D
Bargain 5D
Con 6D+2
Gambling 6D
Hide 7D
Sneak 7D
Investigation 7D
Persuasion 6D+1
Strength 3D
Brawling 5D+2
Climbing/Jumping 5D+2
Lifting 5D
Stamina 5D+2
Swimming 5D
Technical 3D
Computer Programming/Repair 4D
Demolition 4D
First Aid 4D+2
Security 7D


Force Sensitive: No.
Dark Side Points: NA
Force Points: NA
Character Points: NA
Move: 10
Special Abilities: None.

Equipment: Heavy Blaster Pistol (5D), Pocket Recorder, Datapad, comlink, light protective vest (+1), equipment depending on mission.

Capsule: Agents with Surveillance are quiet, sinister characters. When in the field, they portray whatever personality is necessary for the specific job, but when alone or off-mission, their company is distrubing to say the least. They are always mulling over problems of tactics and apprehension, always trying to figure out a better way to find and stick to a target. Their pervasiveness is admirable and contributes a lot to their success, but otherwise, their attitude is unforgiving and unsettling to others. Nonetheless, they are the best at their jobs. Out of evey 4,658 applicants to this department per month, one is chosen.




Infiltration

All five evening lounges on "Celanon's Lance" were filled to capacity with wealthy passengers chatting, smoking and drinking yet another night away. Ture Valass, dressed in proper black and white evening attire, sat nonchalantly on one of the many random sofas in the dim lounge. He looked around and admired the rooms beautiful appointments: burled wood, brass fittings, smoked glass and subtle art pieces adorned the walls and occasional table. Ture lifted his pipe to his mouth and pulled a methodical tug from his spiced tobacco. The smoke curled out of his mouth and rolled up his left cheek and toward the ceiling. He regarded (once again) the exotic woman several seats over as she smiled at him. She stood, looking flushed and innocent in her creme evening gown, and made her way slowly over to Ture. He smiled, placed his pipe in a cigar dish on the endtable next to him, stood and welcomed her with a sweeping hand. She sat, Ture following, and with a proper distance of three feet, she leaned almost imperceptably closer to defeat the low, subdued hum of the room. "You look as though you want to ask me something." Ture blinked, but not suprisedly, but rather knowingly. "Your dress reminds me of an old friend. She and I don't speak anymore, and I miss her company," Ture offered to the beautiful woman. He took keen note of how the low light still teased a twinkle from her lucious, full blonde hair. "Well, perhaps my dress and I can offer you some reprieve," the woman sent back, eyelids batting. Ture found himself getting filled with intrigue. He opened up to her. "She recently lost her husband. Apparently, the Empire picked him up on false charges, and died in custody. She is in mourning and I am at a loss on how to offer her help." The fair-skinned, green-eyed woman tweaked her lips in a seductive smile. "Well, I don't know much about the Empire, but I do understand the pain of loss. Perhaps I can assist you," she said to Ture with glowing eyes filled with interest. Ture was almost caught off gaurd by her disarming beauty, but an internal struggle reminded him of his mission, and he made sure he was always in check. But he couldn't help being captivated by her demeanor. This was one of the many talents Infiltration trained her to take advantage of...


The men and women of Infiltration are experts at their craft more so than the members of any other organization in any other government. The Empire, or more specifically, the Ubiqtorate puts extra emphasis on training Infiltration agents. Their belief is that these agents serve the most important function of intelligence gathering in terms of the "field." This is almost inarguably true. As either moles, double-agents or "polwacz," Infiltration agents are perhaps the most indispensible of all agent types. Thus, training and attention to skill building are lavished upon each and every one of them, and the selection process is highly discriminating against even the slightest detail. The Empire spends an average of over 4.9 million credits on each agent in terms of training and support.


Typical Infiltration Agent


Dexterity 3D
Blaster 7D
(s)Blastech DL-44 8D
Brawling Parry 5D+1
Dodge 6D+2
Grenade 5D+2
Melee Combat 6D+1
Melee Parry 6D+2
Pickpocket 6D
Running 6D
Thrown weapons 7D
Knowledge 3D
Alien Species 8D
Planetary Systems 8D
Bureaucracy 7D
Bureaucracy: Infiltration Department 8D
Cultures 6D
Languages 6D
Intimidation 6D
Streetwise 7D+2
Survival 7D
Willpower 7D
Mechanical 3D+2
Beast Riding 5D+2
Communications 7D
Repulsorlift Op. 7D
Sensors 7D
Perception 4D
Search 8D
Bargain 7D
Con 8D+2
Gambling 6D
Hide 8D
Sneak 8D
Investigation 8D
Persuasion 7D+2
Strength 3D
Brawling 6D+2
Climbing/Jumping 6D+2
Lifting 6D
Stamina 6D+2
Swimming 6D
Technical 3D
Computer Programming/Repair 6D
Demolition 6D
First Aid 5D+2
Security 9D


Force Sensitive: No.
Dark Side Points: NA
Force Points: NA
Character Points: NA
Move: 10
Special Abilities: None.

Equipment: Heavy Blaster Pistol (5D), Pocket Recorder, Datapad, comlink, light protective vest (+1), unlimited credit voucher, additional equipment depending on mission.

Capsule:Infiltration agents are highly skilled. This is a reflection of their training. If there are any exploitable drawbacks, the most outstanding one (and not that outstanding at that) is their slightly lower ability to act independantly. In situations where action outside of their mission parameters may be necessary, they have been known to freeze a bit. Once in a grand while, this gets in the way, but mostly it just loses a bit of ground for the mission when it happens. Infiltration administrators keep it quite, but two of their agents have gone into what is known as "unacquirable." This is intelligence jargon for what is more commonly known as "AWOL." Otherwise, their effectiveness is, as mentioned before, unparalelled. They are used with caution and with precision. Woe is the enemy when under the scrutiny of an Infiltration agent.




Renik

Aregeld grew tired of their exchanges. The two opposing agents had traded nothing more than flirtatious comments for almost 30 minutes, and it was growing old fast. He sat two sofas away from them in the passenger liner's lounge, but felt as though he were in their lap. This feeling was familiar to Aregeld as he got this sensation whenever he was listening intently to a "target conversation." Ah well, better than other scenarios he could envision. The man, an Alliance Intelligence agent, was smitten with Myrha. He clearly did not know she was an Infiltration agent. She knew his identity, that's why she was there: to keep an eye on him. And Aregeld knew she had plans of her own, that's why he was there. To keep an eye on Myrha. Though her plans were not clear, they definetly involved defection, and this was Aregeld's main concern. He was to either make sure she doesn't, and in the case she attempts to, eliminate her. He hoped she would just not try at all. She knew better, she just didn't know her own government that she spied for was spying on her because she wanted to spy for the enemy. Hopefully, the ship would make port soon at Gillis 9, and Myrha would lead him to something truly interesting. At least the voyage itself was spectacular. As Aregeld mulled over the ironies of it all, she stood, smiled warmly to the man and walked away. Aregeld paused to light a cigar he had withdrawn from his evening jacket, then followed unobtrusively but attentively to wherever she may lead.


The old saying goes: "It's a dirty job, but somebody has to do it." For the agents within Renik, this is somewhat of a motto. The mandate for Renik is to spy on the spies, and keep out the enemy spies from their intelligence community. Anti-defection detail especially applies here. With so many resources going into the training of Imperial covert agents, they don't take well to them leaving without paying the bill. Since most agents have no legal identity, if they defect it becomes a nightmare to hunt them. So, Renik is charged, among the usual CI duties, with keeping the herd together. Since their job puts them crossing paths with extra-slippery spies, they often uncover wild and bizarre plots to achieve this and that assorted unsavory result. Needless to say, for intrigue junkies, Renik is the center of the universe.


Typical Renik Agent


Dexterity 3D
Blaster 7D
(s)Blastech DL-44 8D
Brawling Parry 5D+1
Dodge 6D+2
Grenade 5D+2
Melee Combat 7D
Melee Parry 7D
Pickpocket 5D
Running 6D
Thrown weapons 6D+2
Knowledge 3D
Alien Species 7D
Planetary Systems 7D
Bureaucracy 6D
Bureaucracy: Infiltration Department 7D
Cultures 6D
Languages 6D
Intimidation 6D
Streetwise 7D+2
Survival 7D
Willpower 7D
Mechanical 3D+2
Beast Riding 5D+2
Communications 7D
Repulsorlift Op. 7D
Sensors 7D
Perception 4D
Search 8D
Bargain 7D
Con 8D+2
Gambling 5D
Hide 8D
Sneak 8D
Investigation 8D
Persuasion 7D
Strength 3D
Brawling 6D+2
Climbing/Jumping 6D+2
Lifting 6D
Stamina 6D+2
Swimming 6D
Technical 3D
Computer Programming/Repair 6D
Demolition 6D
First Aid 5D+2
Security 9D


Force Sensitive: No.
Dark Side Points: NA
Force Points: NA
Character Points: NA
Move: 10
Special Abilities: None.

Equipment: Entirely dependant on mission.

Capsule:Due to the fact that Renik agents go through training almost identical to Infiltration agents, there are only a few subtle differences in their skills. Renik agents, as an average, also tend to be slightly older as they are pulled from very active duty in other Intelligence capacities at their own request. The reason is usually because the agent is seeking a different, slower pace. This normally winds up being not true, as spying on the best trained spies can prove frustrating and daunting. In terms of counterintelligence, their abilities are unmatched and they have only lost one defector. Unfortunately, no figures exist as to their success rate on eliminating double-agents for the Alliance from their ranks. This is because Renik has enough honor to admit that the ones they don't catch can't exactly be tabulated.




Bureau of Operations Page 2(temporarily down)



This is an original work by Tim Salam. Stats format courtesy of Chris Curtis of the Servais Sector.

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