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		<summary type="html">&lt;p&gt;Created page with &amp;quot;This article is written from an Out-Of-Character standpoint and is intended to help players perform the role properly.  =Part 1: The Purpose of the Intelligence Officers= So y...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This article is written from an Out-Of-Character standpoint and is intended to help players perform the role properly.&lt;br /&gt;
&lt;br /&gt;
=Part 1: The Purpose of the Intelligence Officers=&lt;br /&gt;
So you see the Intelligence Officer position on a ship&amp;#039;s roster, and immediately get an image in your&lt;br /&gt;
head of a cross between James Bond and Section 31. Unfortunately, this isn&amp;#039;t really what it&amp;#039;s like to&lt;br /&gt;
wear the grays of the Intelligence department. So what does it mean?&lt;br /&gt;
&lt;br /&gt;
Intelligence is the most important thing in the world to the CO of a ship. On any mission, from&lt;br /&gt;
delivering medical supplies to a plagued planet to fighting a guerrilla war with Klingon warbirds in a&lt;br /&gt;
nebula, the most important thing to a commander knows the most up-to-date information on a situation&lt;br /&gt;
as possible. As an Intel Officer, your primary purpose on the ship is to control information, and get the&lt;br /&gt;
most accurate possible information to the people who make decisions about the ship.&lt;br /&gt;
&lt;br /&gt;
Now, let&amp;#039;s talk for a moment about the differences between field agents, administrative agents, and&lt;br /&gt;
black operations. No doubt, the first thing that sprang to mind when thinking of the Intelligence agent&lt;br /&gt;
was the idea of a field agent, stealthily sneaking behind enemy lines to sabotage the enemy and disable&lt;br /&gt;
their ability to fight, or something like that. If this is what you&amp;#039;re hoping for, you might be better off&lt;br /&gt;
with a Marine. While Intelligence agents do field work like this, it&amp;#039;s pretty rare. On the field, an&lt;br /&gt;
Intelligence agent relies on stealth and cover. The primary job of a field agent is to gather information&lt;br /&gt;
and transmit it to Starfleet so that when Starfleet does act, they know exactly who and what they need&lt;br /&gt;
to act against. If your field agent does their job right, the enemy will never even know they were an&lt;br /&gt;
agent. Ideally, if your intel agent was successful enough, the cover will remain in tact and that agent&lt;br /&gt;
can use that same cover to infiltrate further if needed.&lt;br /&gt;
&lt;br /&gt;
On a starship, your Intelligence Officers will probably never do field work. That isn&amp;#039;t what they need&lt;br /&gt;
you on a ship for. What they do need is information on everything. When the ship is ordered to a world,&lt;br /&gt;
it falls on the Intelligence Officer to know everything that will be important about that world. When an&lt;br /&gt;
alien ship is encountered, the IO will be the first one asked about what it might be doing and what is&lt;br /&gt;
known about the commander. When a new lifeform is encountered, the IO will be involved in finding&lt;br /&gt;
out whatever should be known by Starfleet about that race. Are they just now getting into space&lt;br /&gt;
exploration, or have they already brutally conquered a dozen less advanced races?&lt;br /&gt;
&lt;br /&gt;
A big part of the job of the Intelligence Officer will be dealing with misinformation. Both identifying it&lt;br /&gt;
and spreading it. Whenever you&amp;#039;re dealing with hostile forces in any form, you&amp;#039;ll be sorting though a lot&lt;br /&gt;
of information. A lot of it will be bad information purposefully spread by your enemies to throw you&lt;br /&gt;
off. A large part of the work of the IO will be sorting the &amp;#039;good&amp;#039; Intel from the &amp;#039;bad&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
The other side of that coin is purposefully leaking bad information in a way that&amp;#039;s convincing. A single&lt;br /&gt;
piece of bad Intel acted on by the other side can shift the advantage to your side at a vital moment.&lt;br /&gt;
Even leaking good information can be a part of the job of the Intelligence Officer. Spreading&lt;br /&gt;
information is the name of the game. Sometimes Starfleet might want the Klingons to know about an&lt;br /&gt;
upcoming operation or a new technology being researched, and as the IO, it falls to you to make sure&lt;br /&gt;
everybody knows what they should.&lt;br /&gt;
&lt;br /&gt;
Another important element of being an IO is counterespionage. That means a good dose of paranoia,&lt;br /&gt;
investigating everyone&amp;#039;s past, checking to see if there&amp;#039;s someone that could be a threat to the crew, ship&lt;br /&gt;
or the Federation itself. Spies exist everywhere and the IO job is to make sure there isn&amp;#039;t any in his ship.&lt;br /&gt;
That, of course, means that he will not be the favorite crewmember aboard, despite the importance of&lt;br /&gt;
his work.&lt;br /&gt;
&lt;br /&gt;
Lastly, we&amp;#039;ll talk about Black Operations. Simply put, a Black Op is a mission which violates the law,&lt;br /&gt;
and which Starfleet isn&amp;#039;t legally allowed to run. However, for one reason or another, they decide they&lt;br /&gt;
need it done anyway. Most people consider this to be the job of the Intelligence department because,&lt;br /&gt;
let&amp;#039;s face it, we&amp;#039;re all a bunch of sneaky jerks who just WOULD do something like that, right?&lt;br /&gt;
Officially, Starfleet does not run black ops. Unofficially, Starfleet really doesn&amp;#039;t run black ops either. As&lt;br /&gt;
fun as an idea of running the top secret black ops mission to infiltrate the Klingon Empire and get&lt;br /&gt;
tactical data about the Empire&amp;#039;s fleet is, that just isn&amp;#039;t the way of the pristine Federation. Yes, Section 31&lt;br /&gt;
exists, but no, you aren&amp;#039;t a part of it.&lt;br /&gt;
&lt;br /&gt;
This is a very sticky area. The idea of the &amp;#039;darker side of the Federation&amp;#039; is certainly intriguing, and if&lt;br /&gt;
done well can add nicely to the depth of your sim, but it also leads to what&amp;#039;s known as Super-Hero&lt;br /&gt;
Syndrome, or the idea that your character is the most important thing in the sim. Beyond that, it&amp;#039;s&lt;br /&gt;
frankly a rather stark departure from the established Star Trek norm. Consider carefully these elements,&lt;br /&gt;
and discuss them clearly with the CO of your sim before considering this type of thing. In general, if&lt;br /&gt;
you&amp;#039;re going to add any kind of black ops history or focus to a character, it&amp;#039;s going to be something bad&lt;br /&gt;
to be overcome. In general, but not always.&lt;br /&gt;
&lt;br /&gt;
=Part 2: Where does information come from?=&lt;br /&gt;
In practical terms, the IO gets his information from three main sources: Starfleet Intelligence HQ&lt;br /&gt;
reports, his own informants or getting the info himself.&lt;br /&gt;
&lt;br /&gt;
First, Starfleet Intel HQ is a place where several reports from several IO come together. There&amp;#039;s, of&lt;br /&gt;
course, a good dose of secrecy involved and the clearance level an IO has. The higher the level, the&lt;br /&gt;
more sensitive information he can access. Intel HQ doesn&amp;#039;t know everything. Sometimes can even&lt;br /&gt;
conflict with the IO own report. This means, HQ can&amp;#039;t be trusted to be the only source of information.&lt;br /&gt;
Which brings us the IO own informants. A good IO has connections everywhere, knowing all kind of&lt;br /&gt;
people. Not everyone works in a high position inside a government. Sometimes, a report coming from a&lt;br /&gt;
merchant could shed more light in particular situation than a double agent working inside a&lt;br /&gt;
government. Simply put, anyone could help the IO get his information.&lt;br /&gt;
&lt;br /&gt;
So how do you build up and maintain a good source of contacts? The key is to talk to people. This is&lt;br /&gt;
the big trick to wearing Intel grays. Nobody wants to trust someone who they know is a spy, but to&lt;br /&gt;
properly be a spy, you need to get people to trust you. That takes some people skills, and this is the&lt;br /&gt;
secret to being an Intelligence Officer. In the same way that an engineer knows starship systems, you&lt;br /&gt;
need to know people. An Intel agent needs to know how to get what they want from people without&lt;br /&gt;
letting those people know exactly what it is they want. This is where the real fun of being in the Grays&lt;br /&gt;
comes from.&lt;br /&gt;
&lt;br /&gt;
The job of IO has a huge opportunity for social interaction with just about everybody around, from&lt;br /&gt;
other ship members to NPCs to people serving on completely different sims. Being in Intel means&lt;br /&gt;
talking to people. You never know who will have a critical piece of the puzzle, so talk to everyone and&lt;br /&gt;
talk to them often.&lt;br /&gt;
&lt;br /&gt;
But, if the IO can&amp;#039;t trust anyone, he always can get the information by himself. How? There&amp;#039;s always&lt;br /&gt;
correlating several innocent reports and reading the between the lines. Seeing through one&amp;#039;s separated&lt;br /&gt;
actions, the IO can see the real agenda of someone, a plan or even a conspiracy. It&amp;#039;s all about analyzing&lt;br /&gt;
the data that normally wouldn&amp;#039;t be important and find something that was hidden behind of all that.&lt;br /&gt;
When all else fails, you can always get your hands dirty. The Starfleet Gray doesn&amp;#039;t have its sneaky&lt;br /&gt;
reputation for nothing. These are the &amp;#039;big guns&amp;#039; of Intel and shouldn&amp;#039;t be brought out unless every other&lt;br /&gt;
thing has failed. Among the sneakier things an IO will be able to do is hacking computer files,&lt;br /&gt;
eavesdropping on private conversations with listening devices, infiltrating groups by impersonating&lt;br /&gt;
their members, and if nothing else, capturing and interrogating someone who knows what you want to&lt;br /&gt;
know.&lt;br /&gt;
&lt;br /&gt;
Remember, the Intel department employs specialists for special tasks. If you&amp;#039;re the Chief Intelligence&lt;br /&gt;
Officer, you&amp;#039;re probably not going to infiltrate a facility yourself. You have a Field Officer for a reason.&lt;br /&gt;
Use your assets to their best advantage.&lt;br /&gt;
&lt;br /&gt;
=Part 3: Starfleet Intelligence aboard the Ship=&lt;br /&gt;
The Intelligence Officer in a Starship plays a discrete and yet important role to the missions. It is from&lt;br /&gt;
him that most information regarding a mission comes. Most of the time, the Intel Officer gathers&lt;br /&gt;
information from all sources we mentioned above and gives to the CO the information that is relevant&lt;br /&gt;
to the completion of a mission.&lt;br /&gt;
&lt;br /&gt;
There’s a great deal of trust involved. An Intel Officer trusts his CO enough to give him important&lt;br /&gt;
information to help the CO make an informed decision, but there’s the information the IO can’t give the&lt;br /&gt;
CO.&lt;br /&gt;
&lt;br /&gt;
It’s the information that could harm the mission or the crew; could be the information that is better to&lt;br /&gt;
kept from everyone to give them deniability. Evidently, the IO answers to the CO and his orders.&lt;br /&gt;
Another job of the IO aboard a starship it is counter espionage. To prevent that information is stole&lt;br /&gt;
from the Federation to a third party. The counter espionage work doesn’t make the IO a very likable&lt;br /&gt;
person for the rest the crew, since he investigates their lives in order to assess their loyalty.&lt;br /&gt;
As stated before, the job of Intelligence is collecting and releasing of information that is important to&lt;br /&gt;
the ship and her crew. This can make interacting with other crew members a little tricky. It&amp;#039;s important&lt;br /&gt;
that the staff on the crew can trust you, not only to tell them what they need to know, but not to be&lt;br /&gt;
careless with what they tell you. At its heart, Intel is all about people. What you know about people and&lt;br /&gt;
what they&amp;#039;re willing to share with you is the lifeblood of the position. At the same time, the secrets that&lt;br /&gt;
people keep can and do endanger the ship.&lt;br /&gt;
&lt;br /&gt;
Imagine a crew member with a fondness for Romulan ale occasionally buying bottles from a supplier in&lt;br /&gt;
secret. Seems harmless enough, right? Except that since Romulan ale is illegal in the Federation, he&amp;#039;s&lt;br /&gt;
dealing with smugglers every time he does. So every time he does, he betrays the location of the ship to&lt;br /&gt;
those that might use such information to stage an ambush.&lt;br /&gt;
&lt;br /&gt;
This mix of intelligence and counter-intelligence means that the Intelligence department needs always&lt;br /&gt;
be looking for any information which might prove important to the ship. This means talking to people.&lt;br /&gt;
More than any other department, Intel officers should be interacting with every department. No&lt;br /&gt;
Intelligence agent is an expert in the science, engineering, medical, tactical and diplomatic skills.&lt;br /&gt;
However the ship has engineers, scientists, doctors, diplomats and tacticians on it. Consulting with&lt;br /&gt;
senior officers about the actual meaning of information gathered is not only vital to the role of an intel&lt;br /&gt;
officer on the ship, but it&amp;#039;s also how most of your roleplaying posts will be made with other crew&lt;br /&gt;
members. Getting to know everyone, even if it&amp;#039;s just to stop in and chat for a while, is important to&lt;br /&gt;
make those contacts so you can gather information, as well as get to know the crew so that if something&lt;br /&gt;
is wrong, you can find out about it.&lt;br /&gt;
&lt;br /&gt;
Respect for privacy versus the safety of a ship is a delicate balance which should be carefully&lt;br /&gt;
considered as well. If you go snooping though the personal logs of a crew member, you&amp;#039;d better have an&lt;br /&gt;
awfully good reason or you&amp;#039;ll find yourself back in civilian detail real quick. However, Intelligence&lt;br /&gt;
agents don&amp;#039;t have the luxury of ignoring possible problems with their crew members which may affect&lt;br /&gt;
job performance. Does that Bajoran have deep rooted issues with Cardassians? Does that human&lt;br /&gt;
innately distrust Klingons? Is that guy always going to believe what he&amp;#039;s told, even by a Romulan?&lt;br /&gt;
Does that one have a secret addiction to some chemical substance? These things are important for you&lt;br /&gt;
to know.&lt;br /&gt;
&lt;br /&gt;
In general, you should limit any invasion of privacy to as little as you possibly can. Most potential&lt;br /&gt;
problems can be identified by a keen ear just by talking to people. If Mary is in love with a Klingon&lt;br /&gt;
diplomat, chances are there will be rumors about it floating around, and she&amp;#039;ll betray something if you&lt;br /&gt;
talk to her. Being direct will often lead people to get defense, so diplomacy becomes the key there.&lt;br /&gt;
&lt;br /&gt;
=Part 4: Classification and What It Means to You=&lt;br /&gt;
Classification is very important to the Intelligence department. There are several reasons for&lt;br /&gt;
information to be classified. Usually, the data is simply harmful to the Federation if released. This&lt;br /&gt;
includes tactical information about ship deployments, technical specifications about how ships are&lt;br /&gt;
built, information about the friends and family of high-ranking officials in the Federation, and topsecret&lt;br /&gt;
research and development projects which Starfleet develops in secret to prevent her enemies&lt;br /&gt;
from attempting to steal or disrupt the developing technology. Another reason to classify information is&lt;br /&gt;
to protect others from the damage that it could do if publicly known. This includes weapons&lt;br /&gt;
technology, location of potentially hazardous worlds (Such as Talos IV) or knowledge that is simply&lt;br /&gt;
dangerous should it be in general use. (Such as Omega Particles) Other times, things are classified to&lt;br /&gt;
protect certain people, such as the agents who collected the data. A significant amount of information&lt;br /&gt;
about criminal groups such as the Orion Syndicate, and other governments such as the Romulans, for&lt;br /&gt;
example, are classified largely to protect the identity of the covert agents who are still collecting the&lt;br /&gt;
information for the Federation.&lt;br /&gt;
&lt;br /&gt;
As an Intelligence officer, you are usually going to have level 3 security clearances. This is to allow&lt;br /&gt;
you to research any activity which might relate to things important to you, such as the history of&lt;br /&gt;
criminal activities or minor conflicts with other governments in your region. Any request for Intel must&lt;br /&gt;
be processed and approved before being released, however, and in general, you&amp;#039;d better have a reason&lt;br /&gt;
for wanting it. Classified information is classified for a reason, and someone who makes light reading&lt;br /&gt;
out of classified documents will very quickly draw the eye of counter-intelligence.&lt;br /&gt;
&lt;br /&gt;
In general, Intelligence agents will spend a good deal of time collecting information into reports and&lt;br /&gt;
assigning a classification to them. Any intelligence discovered by the ship the agent serves on will be&lt;br /&gt;
the responsibility of the ship&amp;#039;s Intelligence department to compile into an Intel report and file with&lt;br /&gt;
Starfleet&amp;#039;s Central Intelligence. This job means that often, Intelligence agents will be writing reports&lt;br /&gt;
that they do not have authorization to know about! In general, the policy when handling this situation is&lt;br /&gt;
to simply deny knowledge when pressed about information by anyone without authorization to know it.&lt;br /&gt;
This can sound a bit silly, when the person asking was there with you when it happened! However,&lt;br /&gt;
carelessly talking about classified information is dangerous, both to the officer personally and to the&lt;br /&gt;
ship as a whole. Classified information should always be kept need-to-know to anybody without level 5&lt;br /&gt;
clearances.&lt;br /&gt;
&lt;br /&gt;
That being said, a good Intelligence officer should also know when to release information. If there&amp;#039;s a&lt;br /&gt;
problem that the science officer could help solve, it might be a good idea to bring him or her in, at least&lt;br /&gt;
in a limited fashion. The balance of knowing when to hide information and when to share it can be&lt;br /&gt;
tricky, but it can also be at the heart of what makes an Intel agent fun to play.&lt;br /&gt;
&lt;br /&gt;
=Part 5: Field Intelligence and Specialized Equipment=&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Intelligence Equipment]]&amp;#039;&amp;#039;&lt;br /&gt;
So, we find enter in the one of most interesting areas of Intelligence. The Field work. As much it&lt;br /&gt;
sounds like 007 kind of job, it is nothing of sort. It’s a lot more sneaky and stealthy. An IO always work&lt;br /&gt;
in secrecy, under a false alias or completely invisible. So the CO has ordered you out on the field to&lt;br /&gt;
gather some information, disable a key enemy device, or just cause some ruckus. Field intelligence is a&lt;br /&gt;
whole different ballgame, and requires a different set of skills, approach, and mindset. Typically, field&lt;br /&gt;
agents are a completely separate branch of Starfleet Intelligence, and are handled by specialized field&lt;br /&gt;
agents, not by a ship&amp;#039;s IO team. However, there might be a rare time when your ship might need&lt;br /&gt;
specific information, and the only way to get it is by putting someone on the ground. The first thing to&lt;br /&gt;
keep in mind is that there are two different types of field work. Embedded and Infiltration.&lt;br /&gt;
Let’s start with Infiltration. When an IO infiltrates, he normally wants to be invisible to enemy eyes.&lt;br /&gt;
Sometime is better to obtain top secret information from your enemy without he knows about. The&lt;br /&gt;
obvious reason is because if he finds out about, he probably will want to kill. The second reason is that&lt;br /&gt;
if you know what they know without they have a clue about, you can anticipate their moves, which&lt;br /&gt;
wouldn’t happen if they find out you had obtained the information.&lt;br /&gt;
&lt;br /&gt;
When on a field assignment, be careful, careful, CAREFUL that you don&amp;#039;t fall into the SHS trap. SHS&lt;br /&gt;
(Super Hero Syndrome) can easily creep into your posts on a field assignment because of how the odds&lt;br /&gt;
can be stacked against you. You&amp;#039;re not going to fight your way though six armed guards to get past a&lt;br /&gt;
checkpoint. You&amp;#039;re also not going to sneak right under the nose of six alert guards with them none the&lt;br /&gt;
wiser. Your best defense against this is to have a carefully thought out plan. Reason how things are, and&lt;br /&gt;
figure a logical way to get past, or simply avoid having to deal with those six armed guards at the&lt;br /&gt;
checkpoint. Or don&amp;#039;t, and get captured. Just because things turn against you doesn&amp;#039;t mean you failed.&lt;br /&gt;
Sometimes your best asset can be your enemy underestimating you.&lt;br /&gt;
&lt;br /&gt;
Being resourceful is key element to an IO doing Field work. Sometimes it’s using things that around&lt;br /&gt;
you that you may complete your mission. Sometimes is using someone to achieve an objective. Just&lt;br /&gt;
remember, no IO is perfect and even with the best equipment around, things can go wrong. Ah,&lt;br /&gt;
computer hacking. This term can bring up images from a heavy-set man eating Cheetos at a dull gray&lt;br /&gt;
computer to guys in trench coats having kung fu fights on the top of high rise buildings. However for&lt;br /&gt;
Intel, it&amp;#039;s tremendously important to understand. Computer hacking, at its heart, is all about getting&lt;br /&gt;
access to the administrator functions of a computer system. No matter how fancy they are, computers&lt;br /&gt;
are just machines, and do just what they&amp;#039;re told. Whether this computer is controlling a keypad lock,&lt;br /&gt;
running the central network for a military base or steering a robot vacuum over your carpet, it&amp;#039;s still the&lt;br /&gt;
same basic machine.&lt;br /&gt;
&lt;br /&gt;
Working in Intelligence means that you&amp;#039;ll work with these machines a lot. Most information in the&lt;br /&gt;
universe is stored on computers in one place or another. Likewise, most security is handled by&lt;br /&gt;
computers. So whether you&amp;#039;re trying to get some data off a system or just bypass a lock to get to where&lt;br /&gt;
the data is, you&amp;#039;re going to need to do some hacking. The name of the game in hacking is encryption.&lt;br /&gt;
Computers have to talk to each other. Even that keypad lock has to talk between the keypad and the&lt;br /&gt;
server to see if the code is correct. Beside of this, Starfleet has systems which are very, very good at&lt;br /&gt;
breaking encryption. In the hands of an agent trained in cryptology, most computer encryptions can be&lt;br /&gt;
broken in a relatively short amount of time. Hacking is, in large part, trial and error. It&amp;#039;s sending data to&lt;br /&gt;
the central server and seeing if what you return is better or worse. It&amp;#039;s also a lot of passive listening to&lt;br /&gt;
look for certain key hooks that you can start unraveling the mess with. Sometimes it&amp;#039;s just a lot of&lt;br /&gt;
moving around to look for this or that little flaw. Remember, most computers have defenses against&lt;br /&gt;
hacking, but no defense is perfect, because in the end, people don&amp;#039;t want their computers completely&lt;br /&gt;
shut out. Sometimes a database can only be accessed from a certain location, and you have to get there.&lt;br /&gt;
Sometimes you&amp;#039;ll get completely shut out and you&amp;#039;ll have to find a man with a password to unlock the&lt;br /&gt;
system before you can have any access at all. Sometimes you&amp;#039;ll get lucky and you&amp;#039;ll find an&lt;br /&gt;
unencrypted data steam which lets you log the main administrator&amp;#039;s password and give you full access.&lt;br /&gt;
Try and keep it more complex than sitting back at your terminal and pecking at your keyboard in your&lt;br /&gt;
ship&amp;#039;s Intelligence suite, however. Remember, nobody ever made a movie about what computer hacking&lt;br /&gt;
is really like.&lt;br /&gt;
&lt;br /&gt;
When hacking fails, you always can get the person who knows the password or has the clearance to go&lt;br /&gt;
in a top secret location. It must be done discreetly. Kidnapping isn’t an exact science, but to the IO, the&lt;br /&gt;
least people know about, the best chance he has to infiltrate without facing overwhelming odds. An&lt;br /&gt;
agent is considered to be embedded when they&amp;#039;re trusted by the people they&amp;#039;re spying on. One can&lt;br /&gt;
spend months, even years, working to get inside a group. They&amp;#039;re the bread and butter of information&lt;br /&gt;
gathering. They know the language, they look the part, and they work with the people they&amp;#039;re spying on&lt;br /&gt;
day in and day out. Typically, an embedded agent will have virtually no contact with Starfleet, and will&lt;br /&gt;
only be known by a codename in order to protect his or her cover. The only contact with Starfleet will&lt;br /&gt;
be in sending quick reports to update the Federation on the status of whatever it is they&amp;#039;re gathering&lt;br /&gt;
Intel on, and occasionally receiving special orders to hinder or direct the actions of that group. An&lt;br /&gt;
embedded agent will typically have a position with low authority but high access, such as security or&lt;br /&gt;
distribution. Becoming an embedded agent is not easy, and requires a good grace period of building&lt;br /&gt;
trust with the group you are trying to get into. If you try and embed an agent into a group, remember&lt;br /&gt;
that you have to earn the trust of that group. Generally, that means you&amp;#039;ll be doing something illegal,&lt;br /&gt;
such as smuggling arms or forging documents or simply stealing stuff. If you show any reluctance, the&lt;br /&gt;
odds are you&amp;#039;ll blow your cover. However on the other hand, there are certain lines you can cross in the&lt;br /&gt;
interests of gathering intelligence, and certain lines you can&amp;#039;t. If the group is a tremendous danger to the&lt;br /&gt;
Federation, you&amp;#039;ll be given more room to wiggle between those lines, but try and keep in mind that in&lt;br /&gt;
Starfleet, the ends does not always justify the means.&lt;br /&gt;
&lt;br /&gt;
Sometimes, your ship doesn&amp;#039;t have time to embed an agent. In that case, infiltration is called for. This is&lt;br /&gt;
where those James Bond or Sam Fisher fantasies that probably got you interested in Intelligence comes&lt;br /&gt;
in. Infiltration is all about sneaking into somewhere unnoticed, getting something, be it information, an&lt;br /&gt;
item of interest, or a person, and escaping to report back. Usually this requires going into somewhere&lt;br /&gt;
alone, even unarmed. Stealth is the key in these situations. Remember, you&amp;#039;re not a Marine, and even if&lt;br /&gt;
you were, you&amp;#039;re not going to shoot your way into a guarded facility. Play to your strengths. Reposition&lt;br /&gt;
often; sneak though areas that aren&amp;#039;t as populated, use diversion tactics to get past guarded places. Keep&lt;br /&gt;
in mind the level of security you&amp;#039;re dealing with. A bunch of tents in a forest won&amp;#039;t have much in the&lt;br /&gt;
way of scanners, but will have a lot of people around. A secure bunker will likely have scanners that&lt;br /&gt;
will detect energy weapon fire. A larger base could have perimeter scanners which would have to be&lt;br /&gt;
bypassed.&lt;br /&gt;
&lt;br /&gt;
Of course, there’s always the option where the IO has to spread a false rumor, create a deception in&lt;br /&gt;
order to obtain what he needs. For that, he’ll need resources and a lot of improvisation. The deception&lt;br /&gt;
and misdirection a part of an IO job. Imagine that instead of invading a ultra defended base, you spread&lt;br /&gt;
a rumor or plant a false news that makes the enemy move the soldiers away from the base. Really helps&lt;br /&gt;
you odds to infiltrate. Or, you after a person, so you plant information that will bring her out her&lt;br /&gt;
security location.&lt;br /&gt;
&lt;br /&gt;
If you can’t get the information, you can always make the information comes to you. Just think of the&lt;br /&gt;
options. The equipment is only a mean not an end and it never will be enough to an IO complete his&lt;br /&gt;
mission. It requires will force, wit and sometimes a bit of strength.&lt;br /&gt;
&lt;br /&gt;
=External Information And Credits=&lt;br /&gt;
&lt;br /&gt;
* Thanks to Camila for compiling this information&lt;br /&gt;
&lt;br /&gt;
[[Category:Intelligence]] &lt;br /&gt;
{{FooterIntelligence}}&lt;/div&gt;</summary>
		<author><name>Greenfelt22</name></author>
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