Intelligence Not Just A 'Bond' Game Part II
Posted: Wed Mar 25, 2026 4:42 am
In part one we spoke briefly about the various tools and means an intell officer should make him/herself acquainted with.
Intel agents cannot successfully complete missions without the use of some basic tools. Some of these tools can be found below.
1 - Tools of the Trade
1.1- Biopattern Recorder
The bio pattern recorder is a small, flexible device attached to the finger or thumbs of the agent which copies, when it comes in contact with another person, the target's bio pattern and holds it in its memory. This allows the agent to circumvent any sort of bio pattern security measure, such as palm identification or any sort of bio pattern scan.
This device can only hold a few bio patterns in its small memory at any given time, and needs recharging after only a few uses.
If found by anyone else, it would look like a simple butterfly bandage one would place on one's finger.
1.2- Computer/Electronic Jammer
This device, usually very small, essentially disrupts all electronic listening devices and computer activity within a 40-foot radius through the creation of "white noise" and feedback loops in the circuitry of a computer or electronic surveillance device.
This device does not need charging; however, as mentioned, its range is essentially limited to one room.
This jamming device looks like an old communicator or paging device, with a single button on its surface.
1.3- Disguise Kit
Normally, if an agent is going on a deep cover assignment, cosmetic surgery is generally performed in order to change an agent’s appearance so as to blend in with his or her surroundings better. However, for more short-term assignments, a field disguise kit, including all necessary replicator attachments, is provided. This kit would usually include the materials needed to make masks and other small prosthetics, substances to change skin color and texture, colored contact lenses, etc. However, equipment to perform major field surgery is NOT provided.
This kit appears to be an ordinary briefcase or piece of luggage; in fact, it is often disguised in a briefcase or suitcase underneath a false bottom.
1.4- Sonic Knife
Most sensitive installations have automated warning systems set up to detect the firing of beam weapons such as phasers and disruptors. Therefore, intel gives its field agents a sonic knife, which essentially uses hypersonic waves to create its cutting blade. Such a blade is undetectable to almost all security systems, even when in use. It can be used several times before needing to be recharged, and is at least as sharp as the sharpest metal blade; however, it does fall short of the cutting abilities of other energy blades.
1.5- Memory Implants
Given the Federation's experiences with the Borg, cybernetic or other types of implants are not widely used in the intel trade. However, under extreme circumstances, an intel agent will authorize the use of such devices under great secrecy.
These devices are used as an alternative to physical mind alteration or brainwashing. Generally, they would be used to give undercover agents a cover identity and story, supplementing his or her own physical memories. Deep cover agents would be more inclined to create his or her cover through his or her own work and would be less like to employ such devices lest they be caught. They are almost never used on enemy agents, save when putting an enemy agent back into circulation for our own purposes, should the circumstances dictate such dire actions.
The moral and ethical questions the use of such devices pose cannot be ignored; essentially, this is a form of mind alteration, an invasion of a person in the extreme. Intel agents are never forced or coerced into allowing such devices to be implanted into them; operatives would never impose such a device's usage on an enemy agent except under the most critical of situations, such as being faced with the possible destruction of the Federation itself. Saving the agent's own life or those of his or her support team does not justify the use of such devices- only extreme loss of life (like, say, an entire planet) would justify it, and then only begrudgingly.
1.6- Mnemonic Clothing
One of the latest developments in disguise, this device looks like a jumpsuit with small holo-emitters on its surface. At the push of a button, the suit mimics the pattern of whatever it has been programmed to mimic. This could be any suit or piece of clothing, or even a race or species itself.
There are, of course, pros and cons to the use of this device as opposed to physical disguise. This device is quick- it can change patterns in a matter of seconds at the push of a button so long as the device has the appropriate patterns in its memories; it is lightweight, so it can be worn comfortably anywhere; combined with a biopattern recorder, mnemonic clothing can fool most passive sensor scans. However, it is essentially a finely focused holographic image, and therefore would not fool direct sensor readings. It is also very delicate- a good phaser shot or other moderate blow to its surface would render it inoperable. But, if an agent is in need of a quick escape, such clothing could be the difference between attracting too much attention and blending in.
1.7- Neural Recorder
A neural recorder is a device that records whatever is sensed (not just merely audio and visual experiences) by the being wearing the neural recorder. Essentially, this is using another being to gather information.
Again, moral and ethical concerns arise when discussing the use of such a device. The very voyeuristic nature of the neural recorder make its usage strictly forbidden in civilian circles within the Federation, and under strict controls within Starfleet. However, if used with appropriate restraint, few could argue against its potential benefits.
This device is built to fit whatever it must fit inside; some are subdermal and are thusly very tiny (and therefore also somewhat limited); some are hidden inside clothing or disguised as other benign devices. these larger versions are capable of storing much more information and operate for a longer time than subdermal models.
1.8- Audio/Tracking Bug/Drone and other information gathering
This device is used on surveillance missions to perform audio surveillance on either stationary or moving targets. Either way, the device essentially has the same purpose- to transmit audio information to the agent.
A generic audio bug is one that must be planted within a specified area, be it within a conference room or consul chambers or the home of a suspected double agent operating in Orion space. The range of such devices varies with model, though none are any larger than a person's finger. Most of these devices are equipped with jamming capabilities to defeat any detection equipment present.
A tracking drone performs the same tasks as an audio bug, but for different reasons. A tracking drone is simply tracking the movements of a target and is not concerned with specifics of what may be said by the individual in question. Therefore, the listening technology employed by a tracking device is less sophisticated than that of an audio bug; however, a tracking drone does have limited bioscanning abilities, able to pick out a predetermined biopattern from others in the area of its placement.
As can be seen, information can often be categorized by more than one of the preceding methods. For example, a recorded conversation between a double-agent and his or her contact would be considered Signals Intelligence, but is also a form of Eavesdropping; an agent who breaks into a terrorist organization's computer network and obtains plans for future attacks obtained his data through Computer Hacking, but it is also a form of Sentient Intelligence, since the information was actively obtained by a sentient being.
Also, keep in mind that the reliability of information changes as more data is obtained. A single piece of data concerning a particular subject is not generally reliable, and is usually in need of confirmation. A second piece of data supporting the original piece would make the original more reliable; a second piece contradicting it would reduce its reliability.
1.8.1- SIGINT (Signals Intelligence)
Signals Intelligence is any information gathered from the observation, interception or other acquisition of communications signals. These signals are usually audio or print; they can be scrambled and coded signals from between foreign government operatives or unscrambled mail from a father to his daughter or even data from a starship's sensor readings. ANY information gained that is NOT visual in nature via electronic surveillance in considered SIGINT.
SIGINT is usually considered to be a pretty reliable form of information gathering. However, as previously mentioned, phony data can always find its way into a communications packet or a recorded conversation, so careful study of the source is necessary to help make an accurate interpretation when evaluating SIGINT.
1.8.2 IMINT (Image Intelligence)
Image Intelligence is similar to SIGINT, except that it involves either still or video information. Examples of IMINT could include photographs from a sensor sweep in a distant Romulan system that reveal a new destroyer prototype on a training run, or perhaps a visual recording of a video of an innocent press conference that happens to reveal the identities of the attaches working for a foreign ambassador. ANY information of a visual nature is considered IMINT.
The reliability of IMINT usually depends on how clear the video or still is; a particularly grainy picture leaves a lot open to interpretation, while a detailed and focused picture narrows the possibilities, making it more reliable. However, there are many sophisticated methods of doctoring or changing images and videos; while OSFI can almost always spot a phony or doctored video or still, caution should still be exercised when assessing IMINT.
1.8.3- SENINT (Sentient Intelligence)
Any information gathered "straight from the horse's mouth," so to speak, is considered Sentient Intelligence. In other words, any data that is acquired through direct or indirect conversation with another sentient being (without the benefit of SIGINT or IMINT to confirm the accuracy of the information) is SENINT; the CIA of old Earth used to call this type of information "HUMINT," or "Human Intelligence."
The reliability of this information depends largely on the source being; if the being is a known operative working on behalf of OSFI, it is generally treated as reliable, while info coming from a rogue or foreign operative is at least viewed sceptically until some sort of confirmation or supporting data is obtained.
1.9- Video Bug
A video bug is largely the same as an audio bug, except that it transmits video data instead of audio. They can easily be fit inside the most inconspicuous of items within a person's home or place of business- a lamp or chandelier is a common hiding place, but they can be sophisticated enough to fit even inside of the button on a person's shirt. The method of disguise is virtually completely up to the agent; they can be developed to fit inside of most anything. However, range and clarity are sometimes compromised in order to achieve the necessary diminutive size.
As with audio bugs, secrecy is the key. Therefore, these devices employ sophisticated jamming technology to avoid detection from just about any known scanning device.
1.10- Intelligence Tricorder
This device is basically a field agent's right arm. On its surface, it appears to be a smaller standard issue tricorder. However, aside from performing the tasks of a normal tricorder, they can also act as a tracking device, able to track individuals by biopattern or biochemical signature over a limited range; they can act as a sophisticated lock pick, bypassing most security and access codes to gain entry into restricted rooms; it can even act as a polygraph of sorts, able to detect fluctuations in a person's body temperature, chemistry, etc. A field agent almost never goes anywhere without it.
These devices are usually secured by some sort of bio pattern recognition; only a person matching the programmed bio pattern can access anything more than normal tricorder functions.
As mentioned, it is smaller and thinner than a conventional tricorder, able to fit inside most normal-sized pockets.
2 - General Mission Types
The Intel operative will almost always undertake one of several types of missions. However, several well-known mission types, such as assassination, sabotage, and fomenting insurrection, cannot be found below. That is because such activities are forbidden to being an intell officer. An Intell agent follows a strict code of moral behaviour, and such activities fly straight in the face of such a code. Therefore, under no circumstances (unless approved PRIOR to the missions commencement by the CO and, most likely, by Starfleet Intell HQ), should such missions be undertaken. Also, some missions may have multiple mission characteristics, such as "surveillance/analysis"; these missions require either an agent of broad training or multiple agents working as a unit in order to achieve the desired goal.
The standard mission classifications are as follows:
• Crypto-analysis
• Deep Cover
• Undercover/Infiltration
• Military Analysis
• Civilian Analysis
• Extraction
• Recruitment
• Counterintelligence/Investigation
• Surveillance/Reconnaissance
• Transportation
2.1- Crypto-analysis
Crypto-analysis, simply put, is the art of breaking and encrypting codes and ciphers. Now, at this time, codes and ciphers are generally broken and encrypted by computers- but someone needs to program the computers to, for instance, run the proper algorithms needed to break codes and ciphers, or program the computer to use the proper encryption when sending a message.
In either instance, someone trained in the underlying principles of cryptanalysis is needed.
This knowledge would extend beyond coding and code-breaking; it would include an intimate knowledge of the methods of delivering messages as well as unparalleled expertise in programming and "hacking."
An Intell character would likely have a science and/or communications background, heavy in computer theory and programming. He or she would NOT likely be a "field" (spy) agent; he or she instead would likely hold some sort of administrative post. Intel Headquarters- as well as each threat desk and starbase- would employ several such agents. There would NOT be much need for such an agent in the field (i.e. on a starship) unless assigned for a specific, short-term purpose, or if part of a mission group in need of such services.
2.2- Deep Cover
Being a deep cover agent, despite its romantic myths, is not the easiest of lives; such agents infiltrate a society (often dramatically different than his or her own) or organization and wait. This agent would immerse him or herself into the society or organization in question and become one of "them." His or her task would be to place him or herself into a position where he or she would have access to sensitive information and acquire it. This could be done through building a friendship with a person with sensitive information, or hacking into a corporate database, etc. This agent is expected to take all precautions to insure the integrity of his or her cover- generally, such missions are designed to bring in a steady flow of valuable information over a long period of time, so compromising one's cover is not a desired consequence of one's actions. Such precautions also include not simply creating a fake identity and background for oneself, but perhaps even actually planting oneself into a society or organization several years in advance in order to actually live one's background.
As can be seen, such an agent's tasks are often general and nebulous, such as "find anything you can dealing with Romulan ship deployment and movements," or "find out what you can about The Sojourner project”- they are rumored to be smuggling weapons to the Gorn Hegemony." These missions are more concerned with far-reaching, long-term goals rather than short-term gains.
Given the care with which such agents operate, a firm time table is not often given on such missions- they are assigned their job with the understanding that it could take months or even years for his or her mission to bear fruit. However, aside from a contact agent or case officer, the deep cover agent almost always works alone, making new contacts along the way. No support other than what the agent creates for him or herself can be given because of the secretive nature of such an assignment. Such agents literally are "on their own."
As with all "field" agents, this character does have a contact agent and would be expected to report in regularly; however, as with everything this character does, great care is taken to insure the integrity of his or her cover.
Such character in a deep cover assignment would likely be posing as an average, every-day department head on a starship. However, there would have to be a reason for such an officer to risk ruffling Star Fleet proper's feathers- such as the starship in questions is on a long-term border patrol mission which takes the agent past a foreign power of interest.
Please remember that an Intel agent would NOT be spying on members of the crew- that is a matter of Starfleet Internal Affairs, and is not part of Starfleet Intel’s mandate. Such a character would probably have more broad training, as one never knows what may come in handy on such long assignments. Such a character would likely be an infiltration specialist ("master of disguise"), and have polished social skills as well as some communications knowledge and, of course, at least an expertise in the customs and the language of the culture he or she is to infiltrate, complete with any appropriate dialect training.
This would be "the cream of the crop" of field assignments- the dream of many operatives. As such, only truly gifted agents would ever be assigned this task. Given the nature of Starfleet Fleet, this would be another possible mission type to RP; however, given the long duration of this mission, it would be difficult to cultivate in terms of actual game play and character development. More than likely, such an agent would be an NPC the characters would come across during a non-intelligence mission- unless, of course, this character has been part of the actual crew all along.
2.3- Undercover/Infiltration
This is very much like a deep-cover mission, but with a smaller time frame; on such missions, the agents are given specific tasks to perform, and are ordered to perform these tasks and then leave immediately. The goals of this type of mission are small, short-term goals; this does not mean that they are unimportant (they would never be undertaken if they weren't important in some way), but are simply nowhere near the grander, more romantic scale of the deep cover mission.
An agent on an undercover/infiltration mission would not be looking to blend in to a society for the long haul; as such, he or she wouldn't be expected to "live" the role as opposed to "act" the role- he or she would be trained in acting techniques, local customs and languages, etc.
In Theta Fleet sims, this would be a likely RP assignment for an Intell operative as opposed to an administrative one (the mission parameters lend itself better to role play by a character). He or she would be assigned to a starship or starbase with a specific goal, and once that goal is accomplished, he or she would transfer off the ship or base, hopefully without anyone being any the wiser.
2.4- Military Analysis
An agent assigned to military analysis is, like his crypto-analysis brethren, more than likely a "behind-the-scenes" agent, reading and interpreting data from various sources in order to gain a clearer picture of the military might or the Federation's enemies. Such a character is an expert in military fleet operations, strategy and tactics, weapons and defensive systems, etc.; as such, this character is often one of the rare agents who cross over into Intel from Command-track.
As noted, this character is generally not a field operative, so, in Theta Fleet, one would most likely find this character in an administrative spot attached to the Bureau of Alien Technology Analysis or the department of foreign affairs, where he or she would write up situation reports on the major threat species or write up specifications of foreign power warships. Thus, this type of mission is not generally RP'd, but is usually something that the branch head and his or her assistants have already done for the players.
2.5- Civilian Analysis
Another of the "behind-the-scenes" support agents, this agent would take any non-military data and analyze them, looking for economic trends, pouring through demographic and political information in an effort to spot trouble before it occurs. Such a character is a political or sociological expert, often with specific expertise in one threat species or another.
In Theta Fleet, such a character would likely find him or herself working with military analysts to paint a more full picture of the current state of affairs with the threat species. As such, this character is usually an administrative one as well- that means this type of mission is rarely RP'd except when such analysis is necessary on the part of an individual agent as a means to other ends.
2.6- Extraction
Extraction usually is, simply put, the rescue mission. Things go wrong sometimes, requiring an agent to get out quickly. An extraction agent is trained at lending a hand to an agent in need of assistance- they can get in, get the agent, and get out again extremely quickly and, most importantly, quietly.
However, once in a while, the Intell agent finds the need to remove a hostile target from a situation for questioning or debriefing. An extraction expert would also perform this task, for all the same reasons as were listed above.
As a result of the nature of the missions these agents undertake, an extraction agent often finds him or herself working hand-in-hand with the elite units of the Starfleet Marine Corps.
In the world of Theta Fleet, such an agent would likely be assigned to a unit for a very short time, with a very specific purpose, such as rescuing an Ambassador from his or her kidnappers. Once the target is extracted, usually the agent would turn the target over to other agents in a safe environment for questioning or debriefing. At that time, the agent would probably move on to another assignment.
2.7- Recruitment
Recruitment may be the most hazardous job of any in Intell officer. The agent on a recruitment mission would essentially be trying to "turn" another agent or civilian against his or her own government- he or she would be creating a double agent working for us. The dangers of such an assignment are obvious; only after careful screening and analysis are such missions generally undertaken. However, it has been known for these opportunities to come up unexpectedly; in such cases, agents are encouraged to pursue this avenue along with their other mission goals.
Recruitment missions are NOT always exciting- they are not always about seducing someone into working for Starfleet Intell, though this is still certainly an acceptable technique. Often, turning a file clerk is just as effective. Regardless, recruiters go wherever disenchantment can be found.
Such a character in Theta Fleet would likely be found where many different cultures mix and blend together, such as frontier star bases and deep space stations. He or she might have a specific target in mind, or he or she might have a more long-term, nebulous goal of keeping an eye out for any potential double agents. Either way, he or she would be well-versed in the political and economic situations of the species in question, and would be adept at befriending such a person. A trust needs to be built up between the agent and the potential double-agent in order for this type of mission to succeed.
2.8- Counterintelligence/Investigation
Counterintelligence is exactly what the name implies: a mission in which our agent or agents works against the actions or goals of those working for a threat species. This can cover many different types of action- spreading disinformation about current Starfleet ship deployment in order to fool enemy agents, extracting known double agents working against Federation interests, etc. Any action that works counter to those of a foreign power is considered counterintelligence. Often, as seen in the example above, counterintelligence is employed along with other mission types.
The agent working a counterintelligence mission can either be a field agent or an administrative agent, depending on the nature of the mission. Working in the field, counterintelligence agents would engage in the time-honored game of "spy vs. spy," trying to physically combat the interests of enemy agents in a sort of "shadow war." As an administrator (the more common type), a counterintelligence agent would usually engage in a program of disinformation designed either to thwart or expose enemy agents.
An agent working a counterintelligence mission would likely have similar qualities of either the undercover agent (for field agents) or the analyst (for administrative agents), with added emphasis on the art of deception- after all, the goal of counterintel is to fool the enemy. The agent would not have to be skilled in simply "blending in" or analyzing reports; he or she would have to know how to create and distribute erroneous reports, how to spread rumors- essentially, know all the different ways of planting phony information.
Such missions can potentially be found in Theta Fleet, either in the field or at a desk. In RP terms, an agent whose task is to stop a certain known undercover enemy agent, he or she could devise a ruse based around disinformation to draw the enemy agent out into the open, for example. The administrative side would probably never be RP'd in Theta Fleet.
2.9- Surveillance/Reconnaissance
Surveillance and reconnaissance both involve the same concept: listening and watching. An agent on a surveillance or reconnaissance mission would be asked to observe a target- this target can be a person, place or thing- and report his or her findings to a case officer. Whether it is for surveillance (when watching known subjects in a known environment) or for reconnaissance ("scouting out' an unknown quantity), the basic approach is the same.
An agent performing a surveillance or reconnaissance mission would be adept in all forms of electronic and sentient surveillance (essentially "eavesdropping")- this includes the use of audio and video bugs and other listening devices. He or she would monitor communication into and out of the target's area for anything unusual; the agent would also be practiced at "tailing" a target inconspicuously and may even befriend an associate of the target or someone working inside of a target organization in order to procure information.
These missions would also be possible fodder for RP in Theta Fleet. Listening posts, patrol routes and starbase/deep space station life provide ample opportunity for a player to engage in this type of mission. Such a player, however, must always keep in mind the mandate of the Intell officer: any actions- even something as benign as surveillance- taken against a Federation citizen or performed inside Federation space is forbidden. Therefore, an Intell agent would not be watching anyone on a starbase or a deep space station, since it is in Federation territory; however, an agent CAN use a starbase or deep space station as a meeting place with a contact agent or case officer, a port of call for his or her cover identity, or as a place to dwell between missions or operations.
2.10- Transportation
The transportation mission is as straightforward as any mission an Intell officer gets: the agent (often employed in pairs or groups of 4) would be responsible for transporting an subject interest safely to a particular destination. This could involve several scenarios, such as transporting a defector/double agent back to the regional headquarters for debriefing, or transporting an Ambassador to his or her new assignment, or even moving sensitive material from one locale to another.
Sometimes, as with other mission types, such a mission evolves into something further, such as, upon successful transportation of an Ambassador to his or her new posting as Ambassador to Romulus, staying on as part of the Ambassador's entourage in order to perform surveillance/deep cover tasks.
The depth of the mission's parameters determines the number of agents employed in this type of mission. If the mission is strictly one of transportation with no eye towards evolving into something larger, then generally only one or two agents, specializing in security procedures, would be dispatched. However, if the mission were to transform into something larger, such as an undercover surveillance assignment, then several agents with complimentary appropriate expertise would be assigned.
In RP terms, a character would act as one of the members of the transportation team, with the others likely being NPC's of his or her own creation. He or she could then remain on board ship or station as an operative engaged in other mission types. Usually, this mission type, in RP, would simply be a way of creating a believable cover so as to get an agent somewhere important.
3 - General Specialties of the Intelligence officer
As can be seen from glancing through the different types of missions, agents with a wide range of training and specializations are needed. Some agents, such as analysts, tend to have narrow training in terms of scope, but are the very best at whatever it is that they do. Some field agents- especially undercover agents- have a broad range of skills, but are NOT necessarily the very best at each area of expertise.
3.1- Science Specialist
The agent with an expertise in science is indispensable, especially with regards to interpreting sensor readings. Since interpreting such data could depend on knowledge of technology (warp drive, etc.) to cloaking technology to string theory to stellar physics, such agents are often present in administrative circles as analysts. As such, these agents would work with military and sociopolitical analysts, or work as a liaison to Star Fleet Science. Characters with an emphasis on science would not generally be a field agent, unless he or she is part of a larger team. He or she would almost never work alone.
3.2- Engineering Specialist
The engineering specialist is a lot like the science expert, except that the engineering expert has intimate knowledge of the technology employed by various cultures. This makes him or her invaluable from an analytical standpoint in terms of understanding the far-reaching consequences of the implementation of new technologies. However, the engineering specialist does have field applications as well. He or she would be the person who fixes broken audio bugs, pieces together or reverse-engineers sensitive devices of foreign manufacture, etc. Such an operative, if operating in the field, would probably be part of a network assembled in support of an undercover agent.
3.3- Infiltration Specialist
Infiltration is a vital specialty for any field agent, whether it be for purposes of going undercover in enemy territory, extracting blown or compromised agents, or posing as an attaché in the UFP Consulate on Cardassia Prime. All agents operating in the field must have extensive training in infiltration techniques. Such training may include acting classes, voice training, learning languages and/or dialects, the art of the disguise, etc. Anything that helps an agent "blend in" to his or her surroundings without attracting attention is part of infiltration.
3.4- Military/Civilian Analyst
Analysts are agents who use their minds as opposed to their bodies in service of Starfleet Intell. Rarely does the analyst see time in the field (unless part of a team supporting a surveillance or undercover mission); his or her job is to draw conclusions from data already collected, not the procurement of the data itself.
A military analyst would be someone whose knowledge of strategy and tactics (both fleet and ground), fleet and troop deployment, weapons systems, etc. would allow him or her to see patterns and draw conclusions regarding enemy military strength, disposition, etc. This character may even be a retired Starfleet command-grade officer or one who has otherwise crossed over into intel. Such officers are not common, but often the very best military analysts have field experience in command billets. Civilian analysts have some expertise in non-military fields. Sometimes, a retired university professor of mathematics may do some cryptanalysis work for Starfleet Intell; perhaps a retired ambassador or consular sheds light on a geopolitical situation of a foreign power; perhaps even a successful businessman lends insight to the economic currents within a foreign power. Anything is possible, as an Intell agent is quick to use reliable assets when presented with them. the key, however, is relevant experience; one cannot learn in a textbook what can be learned through actual trial-and-error.
3.5- Communications Specialist
Communications training is another of those "must haves" for field agents as well as analysts. An agent on a surveillance mission needs an understanding of the operation and engineering of communications equipment in order to eavesdrop on his or her target; the deep cover agent needs such training in order to discreetly send messages to his or her case officer with sensitive information, an agent running a counterintelligence operation would need such knowledge in order to know the best way to plant phony audio information. The uses of communications training in the intelligence field are almost endless, and thus all agents have substantial training in communications operation and engineering.
3.6- Medical Specialist
The medical expert has both field and analytical uses. In the field, a medical specialist would be one member of an undercover agent's support team, posing as a local village doctor nearby; at a desk, the medical expert would run tests on alien tissue samples and draw conclusions regarding the physiology of a threat species. He or she might even use such knowledge to create sedatives and truth serums for use in extractions or interrogations.
Again, the ethical mandate of an Intell agent must be considered here. Medical experts do NOT perform experiments on living, sentient beings, nor do they work to create deadly biological weapons. Medical experts draw the line, as do all agents, at willingly causing another's death for reasons other than self-defense.
3.7- Security Specialist
Almost every field agent has some sort of knowledge in security procedures, weapons training, etc. Since field agents, try as they might to avoid it, are often called upon to take forceful physical action in defense of themselves, the lives of Federation citizens, or the life/lives of his or her targets, training in the protection of him or herself and others is vital. Agents conducting transportation missions in particular would have extensive knowledge in such training.
Training as a security expert would include training in small unit tactics, hand-to-hand and small arms combat, general security procedures, marksmanship, use of non-conventional weapons, etc.
3.8- Conclusions
As can be seen, information can often be categorized by more than one of the preceding methods. For example, a recorded conversation between a double-agent and his or her contact would be considered Signals Intelligence, but is also a form of Eavesdropping; an agent who breaks into a terrorist organization's computer network and obtains plans for future attacks obtained his data through Computer Hacking, but it is also a form of Sentient Intelligence, since the information was actively obtained by a sentient being.
Also, keep in mind that the reliability of information changes as more data is obtained. A single piece of data concerning a particular subject is not generally reliable, and is usually in need of confirmation. A second piece of data supporting the original piece would make the original more reliable; a second piece contradicting it would reduce its reliability.
A final word:
It goes without saying that the above missions and positions are usually part of a bigger plot made by the Commanding officer of a ship or Starbase where an Intell agent is posted to. One should also be aware of the fact that playing an Intell agent isn’t that easy. More often then not the player in questions will display SHS (Super Hero Syndrome) and go overboard as to the knowledge and possibilities his / her character might have.
So always contact your Commanding officer if you want to do something special as an Intell agent.
Intel agents cannot successfully complete missions without the use of some basic tools. Some of these tools can be found below.
1 - Tools of the Trade
1.1- Biopattern Recorder
The bio pattern recorder is a small, flexible device attached to the finger or thumbs of the agent which copies, when it comes in contact with another person, the target's bio pattern and holds it in its memory. This allows the agent to circumvent any sort of bio pattern security measure, such as palm identification or any sort of bio pattern scan.
This device can only hold a few bio patterns in its small memory at any given time, and needs recharging after only a few uses.
If found by anyone else, it would look like a simple butterfly bandage one would place on one's finger.
1.2- Computer/Electronic Jammer
This device, usually very small, essentially disrupts all electronic listening devices and computer activity within a 40-foot radius through the creation of "white noise" and feedback loops in the circuitry of a computer or electronic surveillance device.
This device does not need charging; however, as mentioned, its range is essentially limited to one room.
This jamming device looks like an old communicator or paging device, with a single button on its surface.
1.3- Disguise Kit
Normally, if an agent is going on a deep cover assignment, cosmetic surgery is generally performed in order to change an agent’s appearance so as to blend in with his or her surroundings better. However, for more short-term assignments, a field disguise kit, including all necessary replicator attachments, is provided. This kit would usually include the materials needed to make masks and other small prosthetics, substances to change skin color and texture, colored contact lenses, etc. However, equipment to perform major field surgery is NOT provided.
This kit appears to be an ordinary briefcase or piece of luggage; in fact, it is often disguised in a briefcase or suitcase underneath a false bottom.
1.4- Sonic Knife
Most sensitive installations have automated warning systems set up to detect the firing of beam weapons such as phasers and disruptors. Therefore, intel gives its field agents a sonic knife, which essentially uses hypersonic waves to create its cutting blade. Such a blade is undetectable to almost all security systems, even when in use. It can be used several times before needing to be recharged, and is at least as sharp as the sharpest metal blade; however, it does fall short of the cutting abilities of other energy blades.
1.5- Memory Implants
Given the Federation's experiences with the Borg, cybernetic or other types of implants are not widely used in the intel trade. However, under extreme circumstances, an intel agent will authorize the use of such devices under great secrecy.
These devices are used as an alternative to physical mind alteration or brainwashing. Generally, they would be used to give undercover agents a cover identity and story, supplementing his or her own physical memories. Deep cover agents would be more inclined to create his or her cover through his or her own work and would be less like to employ such devices lest they be caught. They are almost never used on enemy agents, save when putting an enemy agent back into circulation for our own purposes, should the circumstances dictate such dire actions.
The moral and ethical questions the use of such devices pose cannot be ignored; essentially, this is a form of mind alteration, an invasion of a person in the extreme. Intel agents are never forced or coerced into allowing such devices to be implanted into them; operatives would never impose such a device's usage on an enemy agent except under the most critical of situations, such as being faced with the possible destruction of the Federation itself. Saving the agent's own life or those of his or her support team does not justify the use of such devices- only extreme loss of life (like, say, an entire planet) would justify it, and then only begrudgingly.
1.6- Mnemonic Clothing
One of the latest developments in disguise, this device looks like a jumpsuit with small holo-emitters on its surface. At the push of a button, the suit mimics the pattern of whatever it has been programmed to mimic. This could be any suit or piece of clothing, or even a race or species itself.
There are, of course, pros and cons to the use of this device as opposed to physical disguise. This device is quick- it can change patterns in a matter of seconds at the push of a button so long as the device has the appropriate patterns in its memories; it is lightweight, so it can be worn comfortably anywhere; combined with a biopattern recorder, mnemonic clothing can fool most passive sensor scans. However, it is essentially a finely focused holographic image, and therefore would not fool direct sensor readings. It is also very delicate- a good phaser shot or other moderate blow to its surface would render it inoperable. But, if an agent is in need of a quick escape, such clothing could be the difference between attracting too much attention and blending in.
1.7- Neural Recorder
A neural recorder is a device that records whatever is sensed (not just merely audio and visual experiences) by the being wearing the neural recorder. Essentially, this is using another being to gather information.
Again, moral and ethical concerns arise when discussing the use of such a device. The very voyeuristic nature of the neural recorder make its usage strictly forbidden in civilian circles within the Federation, and under strict controls within Starfleet. However, if used with appropriate restraint, few could argue against its potential benefits.
This device is built to fit whatever it must fit inside; some are subdermal and are thusly very tiny (and therefore also somewhat limited); some are hidden inside clothing or disguised as other benign devices. these larger versions are capable of storing much more information and operate for a longer time than subdermal models.
1.8- Audio/Tracking Bug/Drone and other information gathering
This device is used on surveillance missions to perform audio surveillance on either stationary or moving targets. Either way, the device essentially has the same purpose- to transmit audio information to the agent.
A generic audio bug is one that must be planted within a specified area, be it within a conference room or consul chambers or the home of a suspected double agent operating in Orion space. The range of such devices varies with model, though none are any larger than a person's finger. Most of these devices are equipped with jamming capabilities to defeat any detection equipment present.
A tracking drone performs the same tasks as an audio bug, but for different reasons. A tracking drone is simply tracking the movements of a target and is not concerned with specifics of what may be said by the individual in question. Therefore, the listening technology employed by a tracking device is less sophisticated than that of an audio bug; however, a tracking drone does have limited bioscanning abilities, able to pick out a predetermined biopattern from others in the area of its placement.
As can be seen, information can often be categorized by more than one of the preceding methods. For example, a recorded conversation between a double-agent and his or her contact would be considered Signals Intelligence, but is also a form of Eavesdropping; an agent who breaks into a terrorist organization's computer network and obtains plans for future attacks obtained his data through Computer Hacking, but it is also a form of Sentient Intelligence, since the information was actively obtained by a sentient being.
Also, keep in mind that the reliability of information changes as more data is obtained. A single piece of data concerning a particular subject is not generally reliable, and is usually in need of confirmation. A second piece of data supporting the original piece would make the original more reliable; a second piece contradicting it would reduce its reliability.
1.8.1- SIGINT (Signals Intelligence)
Signals Intelligence is any information gathered from the observation, interception or other acquisition of communications signals. These signals are usually audio or print; they can be scrambled and coded signals from between foreign government operatives or unscrambled mail from a father to his daughter or even data from a starship's sensor readings. ANY information gained that is NOT visual in nature via electronic surveillance in considered SIGINT.
SIGINT is usually considered to be a pretty reliable form of information gathering. However, as previously mentioned, phony data can always find its way into a communications packet or a recorded conversation, so careful study of the source is necessary to help make an accurate interpretation when evaluating SIGINT.
1.8.2 IMINT (Image Intelligence)
Image Intelligence is similar to SIGINT, except that it involves either still or video information. Examples of IMINT could include photographs from a sensor sweep in a distant Romulan system that reveal a new destroyer prototype on a training run, or perhaps a visual recording of a video of an innocent press conference that happens to reveal the identities of the attaches working for a foreign ambassador. ANY information of a visual nature is considered IMINT.
The reliability of IMINT usually depends on how clear the video or still is; a particularly grainy picture leaves a lot open to interpretation, while a detailed and focused picture narrows the possibilities, making it more reliable. However, there are many sophisticated methods of doctoring or changing images and videos; while OSFI can almost always spot a phony or doctored video or still, caution should still be exercised when assessing IMINT.
1.8.3- SENINT (Sentient Intelligence)
Any information gathered "straight from the horse's mouth," so to speak, is considered Sentient Intelligence. In other words, any data that is acquired through direct or indirect conversation with another sentient being (without the benefit of SIGINT or IMINT to confirm the accuracy of the information) is SENINT; the CIA of old Earth used to call this type of information "HUMINT," or "Human Intelligence."
The reliability of this information depends largely on the source being; if the being is a known operative working on behalf of OSFI, it is generally treated as reliable, while info coming from a rogue or foreign operative is at least viewed sceptically until some sort of confirmation or supporting data is obtained.
1.9- Video Bug
A video bug is largely the same as an audio bug, except that it transmits video data instead of audio. They can easily be fit inside the most inconspicuous of items within a person's home or place of business- a lamp or chandelier is a common hiding place, but they can be sophisticated enough to fit even inside of the button on a person's shirt. The method of disguise is virtually completely up to the agent; they can be developed to fit inside of most anything. However, range and clarity are sometimes compromised in order to achieve the necessary diminutive size.
As with audio bugs, secrecy is the key. Therefore, these devices employ sophisticated jamming technology to avoid detection from just about any known scanning device.
1.10- Intelligence Tricorder
This device is basically a field agent's right arm. On its surface, it appears to be a smaller standard issue tricorder. However, aside from performing the tasks of a normal tricorder, they can also act as a tracking device, able to track individuals by biopattern or biochemical signature over a limited range; they can act as a sophisticated lock pick, bypassing most security and access codes to gain entry into restricted rooms; it can even act as a polygraph of sorts, able to detect fluctuations in a person's body temperature, chemistry, etc. A field agent almost never goes anywhere without it.
These devices are usually secured by some sort of bio pattern recognition; only a person matching the programmed bio pattern can access anything more than normal tricorder functions.
As mentioned, it is smaller and thinner than a conventional tricorder, able to fit inside most normal-sized pockets.
2 - General Mission Types
The Intel operative will almost always undertake one of several types of missions. However, several well-known mission types, such as assassination, sabotage, and fomenting insurrection, cannot be found below. That is because such activities are forbidden to being an intell officer. An Intell agent follows a strict code of moral behaviour, and such activities fly straight in the face of such a code. Therefore, under no circumstances (unless approved PRIOR to the missions commencement by the CO and, most likely, by Starfleet Intell HQ), should such missions be undertaken. Also, some missions may have multiple mission characteristics, such as "surveillance/analysis"; these missions require either an agent of broad training or multiple agents working as a unit in order to achieve the desired goal.
The standard mission classifications are as follows:
• Crypto-analysis
• Deep Cover
• Undercover/Infiltration
• Military Analysis
• Civilian Analysis
• Extraction
• Recruitment
• Counterintelligence/Investigation
• Surveillance/Reconnaissance
• Transportation
2.1- Crypto-analysis
Crypto-analysis, simply put, is the art of breaking and encrypting codes and ciphers. Now, at this time, codes and ciphers are generally broken and encrypted by computers- but someone needs to program the computers to, for instance, run the proper algorithms needed to break codes and ciphers, or program the computer to use the proper encryption when sending a message.
In either instance, someone trained in the underlying principles of cryptanalysis is needed.
This knowledge would extend beyond coding and code-breaking; it would include an intimate knowledge of the methods of delivering messages as well as unparalleled expertise in programming and "hacking."
An Intell character would likely have a science and/or communications background, heavy in computer theory and programming. He or she would NOT likely be a "field" (spy) agent; he or she instead would likely hold some sort of administrative post. Intel Headquarters- as well as each threat desk and starbase- would employ several such agents. There would NOT be much need for such an agent in the field (i.e. on a starship) unless assigned for a specific, short-term purpose, or if part of a mission group in need of such services.
2.2- Deep Cover
Being a deep cover agent, despite its romantic myths, is not the easiest of lives; such agents infiltrate a society (often dramatically different than his or her own) or organization and wait. This agent would immerse him or herself into the society or organization in question and become one of "them." His or her task would be to place him or herself into a position where he or she would have access to sensitive information and acquire it. This could be done through building a friendship with a person with sensitive information, or hacking into a corporate database, etc. This agent is expected to take all precautions to insure the integrity of his or her cover- generally, such missions are designed to bring in a steady flow of valuable information over a long period of time, so compromising one's cover is not a desired consequence of one's actions. Such precautions also include not simply creating a fake identity and background for oneself, but perhaps even actually planting oneself into a society or organization several years in advance in order to actually live one's background.
As can be seen, such an agent's tasks are often general and nebulous, such as "find anything you can dealing with Romulan ship deployment and movements," or "find out what you can about The Sojourner project”- they are rumored to be smuggling weapons to the Gorn Hegemony." These missions are more concerned with far-reaching, long-term goals rather than short-term gains.
Given the care with which such agents operate, a firm time table is not often given on such missions- they are assigned their job with the understanding that it could take months or even years for his or her mission to bear fruit. However, aside from a contact agent or case officer, the deep cover agent almost always works alone, making new contacts along the way. No support other than what the agent creates for him or herself can be given because of the secretive nature of such an assignment. Such agents literally are "on their own."
As with all "field" agents, this character does have a contact agent and would be expected to report in regularly; however, as with everything this character does, great care is taken to insure the integrity of his or her cover.
Such character in a deep cover assignment would likely be posing as an average, every-day department head on a starship. However, there would have to be a reason for such an officer to risk ruffling Star Fleet proper's feathers- such as the starship in questions is on a long-term border patrol mission which takes the agent past a foreign power of interest.
Please remember that an Intel agent would NOT be spying on members of the crew- that is a matter of Starfleet Internal Affairs, and is not part of Starfleet Intel’s mandate. Such a character would probably have more broad training, as one never knows what may come in handy on such long assignments. Such a character would likely be an infiltration specialist ("master of disguise"), and have polished social skills as well as some communications knowledge and, of course, at least an expertise in the customs and the language of the culture he or she is to infiltrate, complete with any appropriate dialect training.
This would be "the cream of the crop" of field assignments- the dream of many operatives. As such, only truly gifted agents would ever be assigned this task. Given the nature of Starfleet Fleet, this would be another possible mission type to RP; however, given the long duration of this mission, it would be difficult to cultivate in terms of actual game play and character development. More than likely, such an agent would be an NPC the characters would come across during a non-intelligence mission- unless, of course, this character has been part of the actual crew all along.
2.3- Undercover/Infiltration
This is very much like a deep-cover mission, but with a smaller time frame; on such missions, the agents are given specific tasks to perform, and are ordered to perform these tasks and then leave immediately. The goals of this type of mission are small, short-term goals; this does not mean that they are unimportant (they would never be undertaken if they weren't important in some way), but are simply nowhere near the grander, more romantic scale of the deep cover mission.
An agent on an undercover/infiltration mission would not be looking to blend in to a society for the long haul; as such, he or she wouldn't be expected to "live" the role as opposed to "act" the role- he or she would be trained in acting techniques, local customs and languages, etc.
In Theta Fleet sims, this would be a likely RP assignment for an Intell operative as opposed to an administrative one (the mission parameters lend itself better to role play by a character). He or she would be assigned to a starship or starbase with a specific goal, and once that goal is accomplished, he or she would transfer off the ship or base, hopefully without anyone being any the wiser.
2.4- Military Analysis
An agent assigned to military analysis is, like his crypto-analysis brethren, more than likely a "behind-the-scenes" agent, reading and interpreting data from various sources in order to gain a clearer picture of the military might or the Federation's enemies. Such a character is an expert in military fleet operations, strategy and tactics, weapons and defensive systems, etc.; as such, this character is often one of the rare agents who cross over into Intel from Command-track.
As noted, this character is generally not a field operative, so, in Theta Fleet, one would most likely find this character in an administrative spot attached to the Bureau of Alien Technology Analysis or the department of foreign affairs, where he or she would write up situation reports on the major threat species or write up specifications of foreign power warships. Thus, this type of mission is not generally RP'd, but is usually something that the branch head and his or her assistants have already done for the players.
2.5- Civilian Analysis
Another of the "behind-the-scenes" support agents, this agent would take any non-military data and analyze them, looking for economic trends, pouring through demographic and political information in an effort to spot trouble before it occurs. Such a character is a political or sociological expert, often with specific expertise in one threat species or another.
In Theta Fleet, such a character would likely find him or herself working with military analysts to paint a more full picture of the current state of affairs with the threat species. As such, this character is usually an administrative one as well- that means this type of mission is rarely RP'd except when such analysis is necessary on the part of an individual agent as a means to other ends.
2.6- Extraction
Extraction usually is, simply put, the rescue mission. Things go wrong sometimes, requiring an agent to get out quickly. An extraction agent is trained at lending a hand to an agent in need of assistance- they can get in, get the agent, and get out again extremely quickly and, most importantly, quietly.
However, once in a while, the Intell agent finds the need to remove a hostile target from a situation for questioning or debriefing. An extraction expert would also perform this task, for all the same reasons as were listed above.
As a result of the nature of the missions these agents undertake, an extraction agent often finds him or herself working hand-in-hand with the elite units of the Starfleet Marine Corps.
In the world of Theta Fleet, such an agent would likely be assigned to a unit for a very short time, with a very specific purpose, such as rescuing an Ambassador from his or her kidnappers. Once the target is extracted, usually the agent would turn the target over to other agents in a safe environment for questioning or debriefing. At that time, the agent would probably move on to another assignment.
2.7- Recruitment
Recruitment may be the most hazardous job of any in Intell officer. The agent on a recruitment mission would essentially be trying to "turn" another agent or civilian against his or her own government- he or she would be creating a double agent working for us. The dangers of such an assignment are obvious; only after careful screening and analysis are such missions generally undertaken. However, it has been known for these opportunities to come up unexpectedly; in such cases, agents are encouraged to pursue this avenue along with their other mission goals.
Recruitment missions are NOT always exciting- they are not always about seducing someone into working for Starfleet Intell, though this is still certainly an acceptable technique. Often, turning a file clerk is just as effective. Regardless, recruiters go wherever disenchantment can be found.
Such a character in Theta Fleet would likely be found where many different cultures mix and blend together, such as frontier star bases and deep space stations. He or she might have a specific target in mind, or he or she might have a more long-term, nebulous goal of keeping an eye out for any potential double agents. Either way, he or she would be well-versed in the political and economic situations of the species in question, and would be adept at befriending such a person. A trust needs to be built up between the agent and the potential double-agent in order for this type of mission to succeed.
2.8- Counterintelligence/Investigation
Counterintelligence is exactly what the name implies: a mission in which our agent or agents works against the actions or goals of those working for a threat species. This can cover many different types of action- spreading disinformation about current Starfleet ship deployment in order to fool enemy agents, extracting known double agents working against Federation interests, etc. Any action that works counter to those of a foreign power is considered counterintelligence. Often, as seen in the example above, counterintelligence is employed along with other mission types.
The agent working a counterintelligence mission can either be a field agent or an administrative agent, depending on the nature of the mission. Working in the field, counterintelligence agents would engage in the time-honored game of "spy vs. spy," trying to physically combat the interests of enemy agents in a sort of "shadow war." As an administrator (the more common type), a counterintelligence agent would usually engage in a program of disinformation designed either to thwart or expose enemy agents.
An agent working a counterintelligence mission would likely have similar qualities of either the undercover agent (for field agents) or the analyst (for administrative agents), with added emphasis on the art of deception- after all, the goal of counterintel is to fool the enemy. The agent would not have to be skilled in simply "blending in" or analyzing reports; he or she would have to know how to create and distribute erroneous reports, how to spread rumors- essentially, know all the different ways of planting phony information.
Such missions can potentially be found in Theta Fleet, either in the field or at a desk. In RP terms, an agent whose task is to stop a certain known undercover enemy agent, he or she could devise a ruse based around disinformation to draw the enemy agent out into the open, for example. The administrative side would probably never be RP'd in Theta Fleet.
2.9- Surveillance/Reconnaissance
Surveillance and reconnaissance both involve the same concept: listening and watching. An agent on a surveillance or reconnaissance mission would be asked to observe a target- this target can be a person, place or thing- and report his or her findings to a case officer. Whether it is for surveillance (when watching known subjects in a known environment) or for reconnaissance ("scouting out' an unknown quantity), the basic approach is the same.
An agent performing a surveillance or reconnaissance mission would be adept in all forms of electronic and sentient surveillance (essentially "eavesdropping")- this includes the use of audio and video bugs and other listening devices. He or she would monitor communication into and out of the target's area for anything unusual; the agent would also be practiced at "tailing" a target inconspicuously and may even befriend an associate of the target or someone working inside of a target organization in order to procure information.
These missions would also be possible fodder for RP in Theta Fleet. Listening posts, patrol routes and starbase/deep space station life provide ample opportunity for a player to engage in this type of mission. Such a player, however, must always keep in mind the mandate of the Intell officer: any actions- even something as benign as surveillance- taken against a Federation citizen or performed inside Federation space is forbidden. Therefore, an Intell agent would not be watching anyone on a starbase or a deep space station, since it is in Federation territory; however, an agent CAN use a starbase or deep space station as a meeting place with a contact agent or case officer, a port of call for his or her cover identity, or as a place to dwell between missions or operations.
2.10- Transportation
The transportation mission is as straightforward as any mission an Intell officer gets: the agent (often employed in pairs or groups of 4) would be responsible for transporting an subject interest safely to a particular destination. This could involve several scenarios, such as transporting a defector/double agent back to the regional headquarters for debriefing, or transporting an Ambassador to his or her new assignment, or even moving sensitive material from one locale to another.
Sometimes, as with other mission types, such a mission evolves into something further, such as, upon successful transportation of an Ambassador to his or her new posting as Ambassador to Romulus, staying on as part of the Ambassador's entourage in order to perform surveillance/deep cover tasks.
The depth of the mission's parameters determines the number of agents employed in this type of mission. If the mission is strictly one of transportation with no eye towards evolving into something larger, then generally only one or two agents, specializing in security procedures, would be dispatched. However, if the mission were to transform into something larger, such as an undercover surveillance assignment, then several agents with complimentary appropriate expertise would be assigned.
In RP terms, a character would act as one of the members of the transportation team, with the others likely being NPC's of his or her own creation. He or she could then remain on board ship or station as an operative engaged in other mission types. Usually, this mission type, in RP, would simply be a way of creating a believable cover so as to get an agent somewhere important.
3 - General Specialties of the Intelligence officer
As can be seen from glancing through the different types of missions, agents with a wide range of training and specializations are needed. Some agents, such as analysts, tend to have narrow training in terms of scope, but are the very best at whatever it is that they do. Some field agents- especially undercover agents- have a broad range of skills, but are NOT necessarily the very best at each area of expertise.
3.1- Science Specialist
The agent with an expertise in science is indispensable, especially with regards to interpreting sensor readings. Since interpreting such data could depend on knowledge of technology (warp drive, etc.) to cloaking technology to string theory to stellar physics, such agents are often present in administrative circles as analysts. As such, these agents would work with military and sociopolitical analysts, or work as a liaison to Star Fleet Science. Characters with an emphasis on science would not generally be a field agent, unless he or she is part of a larger team. He or she would almost never work alone.
3.2- Engineering Specialist
The engineering specialist is a lot like the science expert, except that the engineering expert has intimate knowledge of the technology employed by various cultures. This makes him or her invaluable from an analytical standpoint in terms of understanding the far-reaching consequences of the implementation of new technologies. However, the engineering specialist does have field applications as well. He or she would be the person who fixes broken audio bugs, pieces together or reverse-engineers sensitive devices of foreign manufacture, etc. Such an operative, if operating in the field, would probably be part of a network assembled in support of an undercover agent.
3.3- Infiltration Specialist
Infiltration is a vital specialty for any field agent, whether it be for purposes of going undercover in enemy territory, extracting blown or compromised agents, or posing as an attaché in the UFP Consulate on Cardassia Prime. All agents operating in the field must have extensive training in infiltration techniques. Such training may include acting classes, voice training, learning languages and/or dialects, the art of the disguise, etc. Anything that helps an agent "blend in" to his or her surroundings without attracting attention is part of infiltration.
3.4- Military/Civilian Analyst
Analysts are agents who use their minds as opposed to their bodies in service of Starfleet Intell. Rarely does the analyst see time in the field (unless part of a team supporting a surveillance or undercover mission); his or her job is to draw conclusions from data already collected, not the procurement of the data itself.
A military analyst would be someone whose knowledge of strategy and tactics (both fleet and ground), fleet and troop deployment, weapons systems, etc. would allow him or her to see patterns and draw conclusions regarding enemy military strength, disposition, etc. This character may even be a retired Starfleet command-grade officer or one who has otherwise crossed over into intel. Such officers are not common, but often the very best military analysts have field experience in command billets. Civilian analysts have some expertise in non-military fields. Sometimes, a retired university professor of mathematics may do some cryptanalysis work for Starfleet Intell; perhaps a retired ambassador or consular sheds light on a geopolitical situation of a foreign power; perhaps even a successful businessman lends insight to the economic currents within a foreign power. Anything is possible, as an Intell agent is quick to use reliable assets when presented with them. the key, however, is relevant experience; one cannot learn in a textbook what can be learned through actual trial-and-error.
3.5- Communications Specialist
Communications training is another of those "must haves" for field agents as well as analysts. An agent on a surveillance mission needs an understanding of the operation and engineering of communications equipment in order to eavesdrop on his or her target; the deep cover agent needs such training in order to discreetly send messages to his or her case officer with sensitive information, an agent running a counterintelligence operation would need such knowledge in order to know the best way to plant phony audio information. The uses of communications training in the intelligence field are almost endless, and thus all agents have substantial training in communications operation and engineering.
3.6- Medical Specialist
The medical expert has both field and analytical uses. In the field, a medical specialist would be one member of an undercover agent's support team, posing as a local village doctor nearby; at a desk, the medical expert would run tests on alien tissue samples and draw conclusions regarding the physiology of a threat species. He or she might even use such knowledge to create sedatives and truth serums for use in extractions or interrogations.
Again, the ethical mandate of an Intell agent must be considered here. Medical experts do NOT perform experiments on living, sentient beings, nor do they work to create deadly biological weapons. Medical experts draw the line, as do all agents, at willingly causing another's death for reasons other than self-defense.
3.7- Security Specialist
Almost every field agent has some sort of knowledge in security procedures, weapons training, etc. Since field agents, try as they might to avoid it, are often called upon to take forceful physical action in defense of themselves, the lives of Federation citizens, or the life/lives of his or her targets, training in the protection of him or herself and others is vital. Agents conducting transportation missions in particular would have extensive knowledge in such training.
Training as a security expert would include training in small unit tactics, hand-to-hand and small arms combat, general security procedures, marksmanship, use of non-conventional weapons, etc.
3.8- Conclusions
As can be seen, information can often be categorized by more than one of the preceding methods. For example, a recorded conversation between a double-agent and his or her contact would be considered Signals Intelligence, but is also a form of Eavesdropping; an agent who breaks into a terrorist organization's computer network and obtains plans for future attacks obtained his data through Computer Hacking, but it is also a form of Sentient Intelligence, since the information was actively obtained by a sentient being.
Also, keep in mind that the reliability of information changes as more data is obtained. A single piece of data concerning a particular subject is not generally reliable, and is usually in need of confirmation. A second piece of data supporting the original piece would make the original more reliable; a second piece contradicting it would reduce its reliability.
A final word:
It goes without saying that the above missions and positions are usually part of a bigger plot made by the Commanding officer of a ship or Starbase where an Intell agent is posted to. One should also be aware of the fact that playing an Intell agent isn’t that easy. More often then not the player in questions will display SHS (Super Hero Syndrome) and go overboard as to the knowledge and possibilities his / her character might have.
So always contact your Commanding officer if you want to do something special as an Intell agent.