Sector 6

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by Bill Logan



At the close of SWI, there were many military groups disbanded, and we’re always hearing about this. Many people wonder if such a disbanding is prudent – wondering if the slugs are going to return more powerful than they ever were. Others think it wise to shrink the military, as budget concerns prevent upkeep of a sizable wartime army except where situations warrant.

But what we don’t hear much about are those groups (military and otherwise) that have come into existence at the close of the dreaded Frontier-wide war. These locations are kept secret, concealed from the general populations of the Frontier. They are labs, studying what little remnants of Sathar technology and physiology they can get their hands on. They are think-tanks, theorizing what went wrong and how to prevent it. They are research and development groups, where the most brilliant minds of the Frontier... members of all the dominant races... work together to build better defenses and better offenses. Most corporations know of the existence of these highly classified UPF facilities, but they don’t talk about it. The CEOs of these corps know that if the slugs ever do return, the clash of civilizations will be worse than last time, and a stronger UPF will be vital.

But most secretive of all is Sector 6. Originating in the remains of a bombed out mining facility on an undisclosed asteroid (presumably bearing the name “Sector 6”), this agency is the home to some of the most dangerous group of mercenaries, soldiers, spies, techs, scientists, and survivors the Frontier has to offer.

In the entire Frontier, one organization – Sector 6 - stands mightiest between the Sathar and their ultimate goal of galactic subjugation. This agency, comprised of courageous and dedicated professionals, struggles to thwart the schemes and machinations of the Sathar. They do it from the shadows, to keep their identities unknown, and to keep the Sathar from ever learning of their headquarter locations.

The operatives of this organization, few in number, have learned of the existence and nature of the Sathar, and dedicate their lives to combating them. They are a diverse and multitalented group of agents, hailing from nearly every planet and species in the Frontier.


The mission of Sector 6 and its agents is to uncover the activities and operatives of the Sathar, to expose and/or neutralize them, and to prevent the foe's plans from coming to fruition. Since the inception of the agency, most successful operations against the Sathar have had Sector 6’s influence.


Sector 6 is organized into six Cores, each named unimaginatively by a greek letter (Alpha Core, Beta Core, Gamma Core, Delta Core, Epsilon Core, and Zeta Core) and is responsible for a specified Frontier area. Each of the Cores has a secret office, run by a Director. The six Directors meet once each year in a council called Sector Prime. Special meetings of Sector Prime may be called to deal with emergencies.

Individual Cores are each an island unto themselves, based in various locations (some mobile) and acting selfsufficiently. Some coordination is necessary, though, to help keep information flowing from Core to Core. Such operations are controlled from an office known as Core Central. This office rotates every five years from the central office of one Core to the next.

Two special branches exist within Sector 6, and are not tied to any of the individual Cores, based in the original mining facility on the asteroid on which the agency was founded. These can be summoned upon need by any of the Directors, and are commonly used to help agents prepare for or complete an operation.

The Omega Team

This group maintains forces on mobile space ships, always at a state of readiness. Each force numbers about three dozen agents trained in commando and anti-terrorist operations, with very high levels of training against mental control and dominance. Agents who need firepower for backup or support can request that their Director call upon an Omega Team.

Field agents are often assigned to train and work with an Omega Team. This involves specialized combat and survival training in a variety of settings. The length of an agent's stint with an Omega Team varies from a single operation to a year.

The Research and Development Group

The R&D Group is the branch of Sector 6 devoted to the development of special devices, unique vehicles, and innovative uses of technologies.

The RD1 group handles all administrative and financial needs for the Research and Development Group; RD2 handles new technologies development and basic research; RD3 is in charge of development and construction; and RD4, the group field agents deal with most frequently, is in charge of distribution and training. Some claim there exists an RD5, which is in charge of acquisition of foreign technologies (read: theft) and RD6 which is in charge of genetic research, but these last two are open to debate.

Top scientists and engineers from many corporations serve stints in Sector 6 R&D Group. The group maintains a steady rotation of personnel, ever seeking new and unique ideas, but ensuring secrecy of the application of their technologies.


Sector 6 is financed through a series of trust funds established during the agency's first years, and from bounty captured from Sathar spy’s coffers during successful operations. In addition, the group receives donations from several corporations, a few of which are indirectly controlled by Sector Prime or its individual Directors.

Security Classifications

The following classifications are used to define the security level of all documents and operations.

CLASS-1: All indicated information should be publicized by any means possible. News conferences, discreet security leaks, press releases, and interviews should be aggressively pursued in order to gain maximum media coverage. New agents are rated Class-1 until they complete their first mission, meaning they may only handle information that is rated Class-1.

CLASS-2: The information is restricted to agents and employees of Sector 6, and their contacts who may find the information of immediate use. The information should be kept out of public hands if possible. Agents are rated Class-2 after successful completion of their first mission. They are then able to handle any mission dealing with Class 1 or Class 2 information.

CLASS-3: The information is secret, and will only be furnished on a need-to-know basis. Accidental leaks of Class-3 material will result in an agent's suspension from operations; those individuals unwittingly exposed to the information should be apprehended and held until the information is no longer relevant. Agents are elevated to Class-3 clearance after a full year of Class-2 service, providing they’ve not met with any punitive measures.

CLASS-4: This is top secret information, of the highest security classification. Leakage of Class-4 information is cause for immediate liquidation. Persons unwittingly exposed to Class-4 material must be silenced for the duration of the material's usability. Exact means are left to the agent on the scene. Agents with Class 4 clearance are very few in number.


The following characteristics are shared by agents of Sector 6.

Recognition sign

Sector 6 agents and operatives can indicate their connection by use of a secret recognition sign. This is a subtle hand gesture in combination with a facial movement that is able to be performed by all species of the Frontier. Each year, one of the topics of discussion for Sector Prime is to discuss how the recognition sign will be performed until the next meeting.

Code of Conduct

The following tenets should guide the actions of operatives in the field.

  1. Never take a life, unless doing so is absolutely necessary for the advancement of the assigned mission.
  2. Do not contact the Core, unless failure to do so will result in the failure of the assigned mission.
  3. Obey all local laws to the extent possible, without compromising the assigned mission. Do not break a law just because it is an inconvenience.

All proposed operations and actions must be carefully weighed against their expected consequences and against their worst case consequences. The success of the mission must clearly outweigh the expected consequences and must be viewed in proportion to the worst case consequences.

For example, an action that has an estimated 75% chance of exposing a Sathar operation would clearly not be appropriate if the action would result in the destruction of a major city... another way should be sought or the agent will have to stand before a Sector 6 committee to answer for his or her field decision.


The R&D Group provides each agent with two items of special equipment in addition to whatever other equipment may be necessary and available. These devises aid agents in identifying and communicating with one another.

Sector 6 Chronocom

This device looks like a normal chronocom. It can perform the normal functions of a watch, chronocom and calculator (including reporting the time for any of the frontier’s local planetary time zones). Its range is double that of a normal chronocom, however (10km instead of 5), and it’s able to send a single coded subspace message (though doing so will deplete the internal power source) to get an important message to the Director of the agent’s Core. This is usually only done in a single very important moment for the agent, and most agents go their lifetime without ever having to use this feature.

Sector 6 Small Arm

This is a special small handgun made of nonmetallic parts, powered by compression and spring coil. It is wound up like a watch, making it difficult to use quickly. It has a slow rate of fire and has limited stopping power. They are normally only helpful in two situations: as a secondary weapon when your primary weapon is depleted or lost, or in a location where other handguns are taken. No known type of automated detection process will detect the S6 Small Arm as a threat. It will be ignored by robots searching the agent. Plus, it’s small enough that most people searching the agent will fail to notice it. It is often worn in a tiny specialized holster in the hem of clothes. Exploding shell does 4d10 damage, but has the range of a needler. One shot per load. Uses Projectile Weapons skill to hit, weighs nearly 1kg.

Agent Compensation

The base pay of a Sector 6 agent currently stands at 30,000 Credits per year. This applies to employees at all levels of Sector 6, including Directors. However, many agents augment their income through the Sector 6 Bonus Plan.

Bonus Plan

The bonus plan allows agents to collect up to 10% of any gains made on a mission as a direct bonus, to be divided among the participating agents in an appropriate fashion. This bonus will not exceed 1,000,000Cr for a single mission, and is awarded at the Director's discretion.

Agents are provided with transportation, equipment, and weaponry deemed necessary for the completion of the mission. Special equipment modifications, strongholds, and special security provisions must all be paid for by the agent themselves. Agents who wish to go to the expense of developing private offices or strongholds will be allowed to base their operations there.