THE BUREAU
The initial rush from the Bureau of Immigration and Undesirables has now ended.
Starting some six months before Episode I of this campaign, the hunt and slaughter of the Dark Side elements inside the Galaxy was finished a few months ago. Everyone they were going to catch in their hunt has now been caught. The others are fled and now worthless. Saving those that you might find and recruit later, none will ever be notable again. If anyone else has managed anything like you, and set up a surviving orgainisation, you have not heard of it or sensed it. Which doesn't rule it out, by the nature of the Dark Side, but frankly, you would be surprised.
The Bureau has now effectively entrenched. Having secured the Republic it now protects it. The permanent Bureau offices on the major worlds, each with an Agent, watches out for any potential activity of the type it delights in. The increasingly bored Osokan teams wait continuously for another Dark Sider to try and run the Gauntlet. Time has not dulled their instincts, and so far, everyone who has tried has failed. That's what you THINK, anyway. They keep their acitivites relatively quiet and of course, you'd never even hear about the ones that stayed undetected. But once more... you really think they are getting a 100% record. Having cleansed the Republic, they will now keep it clean.
The Bureau is also diversifying... that's not literally true. In fact, it is making sure it lives up to its basic remit, because like all Republican organisations it has to justify its funding. The Bureau is meant to be about catching interplanetary criminals, after all, and they keep themselves occupied in the meantime by enforcing their immigration mandate. You wouldn't be surprised if Newhaven's recent strong line on pirates was down to Bureau influence.
But as far as infrastructure goes, the Bureau is FAR more powerful. Gone are the sudden appearances of previously unknown Agents, temporary facilities and improvised plans. Now, the official Bureau stations on the major worlds have become a greatly established face of law enforcement- becoming more famous now than the rarely-seen Jedi. Whilst they only have a permanent presence on the major worlds, their priority communication links are hooked into the law enforcement facilities of every single world in the Republic. Their sensor nets now stretch from one end of the Galaxy to the other, and they have an almost unlimited remit to intercept and read any message they wish. And the tactical notes on the hunting of Dark Siders have been distributed for all to read.
Their net is VERY tight.
BUT. Not so tight that they'll kill you within 30 seconds. The following is in your favour.
1, Last time you were the victims of a manhunt. Helkin had called in every single resource he could find. There are simply not enough Agents and Osokans to maintain that strength in the Galaxy! There are NOT dozens of teams on Newhaven.
2. You have been forgotten. Either people think you are dead or they don't care. Kuylen was the target, you look either dead or not worth caring about any more. At the very least, no-one is going to just pick you up on sight, If Helkin was suspicious you had survived, he died before he could push the point. Mind you... you did hear a rumour once that the presence on Newhaven was just a little stronger than normal. Maybe someone has a lingering suspicion (i.e. the Emperor). But still, be assured no-one is going to recognise you.
3. Your ships are clean. The transponders you got from Voka are all fine. For the love of God, try not to mess that up because you have no idea where to get clean transponders from! They are exceptionally difficult to get, as was always the issue.
4. Frankly, keep your nose clean and get the job done quick... and nothing will happen. The Bureau isn't psychic; don't give the game away and you can walk right past them.
It's never been worth the the risk before. But it was never as if you were going to catch fire just for going near the Republic. Now it IS worth the risk.
Plan well and do it right.