Ministry of Intelligence

Sovereignty Intelligence is one of the most mysterious organizations in the Fireborn Sovereignty. Information regarding this ministry have slowly been leaked out, including equipment and mission profiles. However, the history surrounding Intelligence and it's long term plans are unavailable, and the vast majority of it's agents have carried out their work completely undetected.

The Ministry is responsible for identifying and undermining all threats to the Sovereignty and it's citizens. Intelligence is very proactive in these pursuits, manipulating or destroying enemies long before they have a chance to act against the Sovereignty. These efforts are not limited to external threats, as Intelligence also keeps an eye out and acts on credible information leading to internal and disruptive elements within the territory of the Sovereignty. The current Minister of Intelligence is undecided.

Organization and Personnel
Sovereignty Intelligence draws it's new recruits from several sources. Many come from within the Sovereignty Military, having demonstrated a particular combination of loyalty, resourcefulness, and guile due to regular service. Others are drawn from general recruits from across the galaxy, such as noted assassins, lost Sith, and information brokers. Each swear their fealty to the Sovereignty and undergo the Citizenship Ceremony, and are afterwards put through a a rigorous training regimen to become masters of spycraft. A select few are also groomed for roles in Intelligence from youth, as young orphans often fit the psychological profile desired for independent, emotionally detached field work. Each individual within Intelligence is given a number in addition to their branch for organizational purposes.

Shadows
Shadows are the top tier field agents, specializing in assassination, sabotage, infiltration, and subterfuge. Shadows must master the arts of infiltration, seduction and assassination to advance the Sovereignty causes. Intelligence cultivates a notoriously vast and efficient network of informants, enabling the Shadows to navigate the galaxy’s political landscape with effortless suave. Naturally, the Shadow's allegiance to the Sovereignty is without question.

Watchers (NPCs)
Watchers are operatives specializing in support and supervision of agents in the field. Mental capacities are often enhanced with the use of cybernetic implants and decades of eugenics programs. Watchers recover, process and analyze data, then relayed their findings back to the various field agents.

Fixers
Fixers are field agents tasked with technical collection, encoding and decrypting data, and technical support for priority field missions such as those conducted by the Shadows. They are highly proficient in technical tasks and have expertise in scientific fields as well.

Training
Training programs within Intelligence are highly modular, a practical approach given the many specialized operatives employed by the organization. Field operatives, by necessity, are trained in the widest variety of topics, from weapon use and close combat skills, to technical courses for data retrieval and manipulation, to the language and social training needed to fit into any situation. Because science, technology, and security measures are constantly changing, new training programs are created and old ones supplemental on a regular basis. Certifications, specializations, and competencies include:

Operational Specializations:

Surveillance, infiltration, assassination, espionage, long range marksmanship, field medicine, and close combat techniques.

Weapon Certifications:

Blaster rifles, blaster pistols, vibroknives, natural and synthetic poisons, grenades, demolition charges, and sniper rifles.

Equipment Certifications:

Concealed Auditory and Visual Surveillance Devices, Holo-Disguise Suites, short and long range scanning drones, shield devices, stealth field generators, first aid medical probes, and medical injectors.

Language Competencies:

[CLASSIFIED]

Equipment
The field agents of Intelligence must work a delicate balancing act: carrying all of the special equipment and deadly weaponry necessary for their work without giving away their intentions to anyone who observes them. To that end, field agents are taught to acquire commercial civilian clothing while on mission, to blend in with the environment they may be assigned to. Although rarely seen in public, the official uniform of Sovereignty Intelligence is recognized throughout the Sovereignty, eliciting both fear and respect for the wearer.

Sniper Rifles

Most standard issue sniper rifles are manufactured by BlasTech Industries, Czerka Corporation, and Sporting Arms Limited. Field agents constantly calibrate and modify their weaponry for maximum power and accuracy. A typical sniper rifle for a field agent would have a collapsible stock for storage or concealment, a modified, multi zoom optical scope with recording capabilities, a barrel compensator to reduce recoil for follow up shots, and a custom match-grade trigger mechanism for easier firing. Most sniper rifles can fire up to 80-100 rounds before needing a new power cell, but this can be modified.

Blaster Rifle

Rifles are designed for mid to short range engagements. Most standard issue blaster rifles are manufactured by the Merr-Sonn Munitions, Balmorran Arms, and the previously mentioned manufacturers. Field agents will find that carrying a blaster rifle would be much easier due to the fact that they are the most common tool of war in the Galaxy. Most field agents also choose to modify these weapons, and a typical blaster rifle comes equipped with a firing mechanism to choose between semi-automatic, burst fire, or fully automatic firing options. Blaster rifles can be modified to have an integrated grenade launcher, water-resistant components, and custom barrels for high power fire. Blaster rifles can also be equipped with modular attachments, such as scopes and foregrips. A typical blaster rifle can fire between 200-400 shots before needing a new power cell.

Blaster Pistols

Blaster pistols are designed for short range combat and are preferred for easier concealment. As before, the Sovereignty gets their array of blaster pistols from manufactures such as the ones listed before. Generally, a standard issue blaster pistol weighs 900g (1lb 16oz) and has a barrel length of 100mm (4in). They can typically fire 300 rounds before needing a new power cell. Most field agents prefer to modify their pistols, and commonly seen modifications include various barrels, precision targeting scopes, hair triggers, and varying power cells to increase range.

Grenades

Specialized explosive payloads provide a variety of combat options, from total plasma incineration to cryogenic flash freezing to traditional high explosive detonators. A typical grenade weighs roughly around 400g (14oz).

Vibroknives

A blade that used an internal generator to make the blade vibrate. These vibrations could make even a glancing blow into a huge, gruesome slash, thus making it a far more effective weapon in close combat, or as a tool. Most importantly, it is easily concealable.

Poisons

Poisons can be either found naturally or made synthetically by using chemical compounds found usually in clinics or other general stores across the galaxy. Some poisons can be fatal in seconds, some in hours. Some poisons can kill where others can paralyze. Most field agents utilize a dart launcher to poison a target from a distance.