(S//LUT-OPR//OC/NF) Common IC Technological Products

SECRET // LUTEUS-OPERATIONS // ORCON / NOFORN

NATIONAL SPECIAL PROJECTS CENTER BRIEFING MATERIAL

CONTAINS SENSITIVE HUMINT INFORMATION. EYES ONLY. SPECIAL PROJECTS ONLY.

IF FOUND DO NOT CONTACT THE NCIS NOR THE NAVAL COMMISSARIAT - NOTIFY ODNI USING EMERGENCY CHANNEL INDIA CHARLIE ECHO. COMMISSARS ARE NOT CLEARED FOR THIS MATERIAL.

THIS MATERIAL MAY CONTAIN REFERENCES TO COALITION INTELLIGENCE COMMUNITY OPERATIONS. THIS DOCUMENT IS NOT TO BE SHARED OR DISCUSSSED OUTSIDE OF COALITION TERRITORY.

NOTE: CERTAIN SECTIONS OF THIS GUIDE REQUIRE MOST SECRET COMPARTMENTED AND/OR SPECIAL CATEGORY CLEARANCE.


Welcome, to the National Special Projects Center and to the salvation and protection of humanity.

There are four core technologies in use in the galaxy as a whole. Eezo, optronics, HE3 scoop mining, and omnipurpose generators and gels. To a lesser degree, kinetic barrier technology, cybernetic and bionetic enhancement, ion pulse technology, and the FTL comm buoy are also critical. There are of course many other important technologies - where would we be without things like the extranet - but R&D focuses on applications in military use, and these are the primary factors that affect that.

With the exception of eezo all of these technologies were mostly pioneered by a single species. Eezo was explored most heavily by the asari, but they also came up with optronic circuits. We humans revolutionized travel and FTL ranges with the HE3 hyper-scoop. Turians were the first to experiment with kinetic barriers, and the salarian invention of the omni-tool and omni-field was only surpassed by omni-gel. The elcor ion technology is the basis of almost all non-FTL engine drives currently used, and quarians have lead technology in cybernetic augmentation and kinetic barriers for centuries. Even the humble volus played a large role, with the clever invention of the FTL message drone (not to mention their love of missile propulsion technology and fuel efficiency.)

All of these technologies, with many others, combine to form and shape the military, economic and civilian sectors and the roles they play. While the Systems Alliance does not suggest that these technologies are weapons in and of themselves, each one of them has applications to the Alliance in an economic and operational sense and must be considered strategic on some level. Likewise, even non-military applications of these systems can be turned against us by terrorists, both domestic and foreign, or even by unscrupulous companies seeking to derail or blunt humanity's ascent.

As an officer of the Project Materiel Acquisitions Office, it is expected that you will have a firm grounding in modern technology. Since PMA does not recruit scientists when we plan to send you into combat or into derelict ruins in some hellhole environment, however, it is expected that any such firm grounding will need to be conveyed to you by your training. You no doubt have critical skills that were important when you were selected (or invited) to commissioned office, but no scientist today can be truly omnidisciplinary.

This guide is the basic oversight for such training. The previous two years have seen a tremendous shift in the application and innovation of military and commercial technology. Our own military has not been immune. Alongside this has been civilian advancements in everything from FTL concepts to new types of energy production, and some of these have potential applications in terms of communications, science, or possibly terrorist uses.

All of these things – a basic understanding of the primary technologies, an overview of military weapons systems and a primer on how these will affect each and every member of the Coalition military, is the overarching goal in this guide. Given that some of this information was obtained by the Intelligence Community, it is considered SECRET.

Unlike other official SA training material maintained on the ISE, this guide is NOT rated or controlled by the Department of Homeland Security, and includes sections involving information that could reveal known actors or methods of Coalition intelligence collection activities. As such, this guide is keyed directly to your device via DNA link and cannot be copied or sent to others, and is classified LUTEUS-OPERATIONS. Penalty for the loss or distribution of any part of this guide outside of general commentary is chemical mind-wipe and reassignment to Class 2 Restricted Citizenship for low treason.

This guide will cover eezo and mass effect technologies first, along with how these affect weapons systems, armor systems, and personal combat advances. This includes information about FTL and the Mass Effect on a basic level, and an overview of weapons, ammunition, and armor theory.

The second section will cover optronics, haptics, omni-technology and the rapidly evolving world combat engineering and infowar.

The third segment covers cybertechnology and bionetics, including blueware, black-ware, and nanonic implants.

The fourth section covers technologies that are civilian in nature but impact military considerations, such as HE3 mining, and FTL messaging and sensor systems.

Finally, a recap will cover a quick overview of both Alliance and alien primary and secondary weapons systems, armor platforms, battle-suits, mechs, warmechs, and articulated combat frames (ACF).

SECTION BETA : INFORMATION TECHNOLOGY

Most information warfare takes place via comms systems. With the need for real-time telemetry, the complications of FTL accelerated scanning, the staggering amount of ECM and IBT deployed on the battlefield, and the general chaos of combat, this is easier said than done.

Infowar programs come in many types, some mass produced, some custom coded. Most are loaded onto optronic assistants or holo-processors.

At the most basic are the ubiquitous 'trojans' that push corrupted or bugged transactions to the onboard systems managing modern weapons and armor systems. Examples of these include scripts to eject medigel or jettison ammunition from suits, lock down joints, cause weapons to overhead and vent burning heat sink components or even detonate, and more. Most scripts are run on a visual-target direct UV laser comm link, although on occasion this will have to be done via direct interface – i.e, jamming your omni-tool into an access port.

Above simple trojans are more complicated exploit kits that can be used to overcharge defensive screens or hard kinetic barriers to burn them out, sabotage scripts to work against environmental or electrical systems, and hacking scripts to penetrate enemy comm networks and either tap into their communications or insert garbage or erroneous commands.

Hacking overrides to combat VI's, such as hacking mechs or automated systems, is the second highest level of infantry infowar and is complex enough that that it cannot be done simply. While most simple defense mechs employed for civilian uses or police augmentation can be overridden without much trouble, military VI's employ multiple layers of defenses, software traps, and other safeguards against being hacked and turned against our own people. It is safe to assume salarian, elcor and volus mechs follow the same rules.

The highest level of infowar programs are malware daemons, VI-driven autonomous programs that are designed to penetrate enemy systems on many levels and wreak havoc as they go. These are dangerous programs because they rarely discern friend from foe and, in the most extreme cases, are paired with black nano systems to allow them to affect things in the material world. All of these programs are classified as KETER level in terms of danger to living beings – in other words, it is very possible these sort of programs can go completely rogue and kill many more people than intended. They are only deployed upon specific orders and usually far from Coalition systems.

Infowar programs are sometimes coded directly by NSPC, particular baseline versions that we expect veteran combat engineers to alter for their own custom purposes. Almost all higher level informational combat systems, including all VI overrides and daemons, are created by the Advanced Network Technologies Branch, and this technology is not allowed in the hands of civilians or even corporations without express written leave from the JECNI.

As you can imagine, obtaining, decompiling and making defenses against alien malware and VI overrides is of paramount importance.

SECTION GAMMA : AUGMETICS

Less than seven percent of humans have any significant level of augmentation of any kind. Less than a percent of asari do. Fourteen percent of salarians and sixteen percent of turians do. Once relegated only to the clinics of the rich, the increasing development of lower cost molding technologies and the rise of ultra-cheap bionetic reactors has made augmentation available to almost anyone.

The truly limiting factors at this stage are the expense of setting up cybernetic shops, genetic sequencers, nanofabs, and the requisite surgical and recovery equipment for installation, followed by the difficulty of learning no only advanced surgery and anatomy, but oncology, septicemology, electronics, repair functionality and nanotheory for those wishing to install it.

Augmetic surgeons are one of the most demanded vocations in several spheres – military, research, corporate, public service, bio-medical and most certainly criminal. Augmetics can and has been perverted or put to ill use, and chopshops and refurb clinics testify to the horrifying reality that people have been murdered to salvage and resell their augmentations.

That being said, the official view of the Alliance R&D corpus is that 'conventional' augmentations and the more advanced bionetic and nanonic augmentations are diverging in focus and scope. More cybernetic work is being done for purely combat related functions, while bionetics and nanonics are branching out into applications useful in intelligence, research, and political arenas. The upshot of this is that despite being more flexible, harder to detect and far more dangerous, it is not bionetic or nanonic augments that are the most heavily restricted.

This is an oversight, as a man with cyberlimbs and sub-dermal armor with a MBW system is certainly a lethal threat, but a lunatic with an implanted pheromone system and blackware nanonics deploying a plague could kill billions.

As such, pursuit of understanding not only the basics of this technology, but the many ways in which an inventive (or deranged) party could modify it to different ends or possibilities is critical to our task of safeguarding the Alliance.

ADDENDUM : SPECIAL CONTAINMENT PROCEDURES FOUNDATION EXPORTED TECHNOLOGICAL PRODUCTS

Most information warfare takes place via comms systems. With the need for real-time telemetry, the complications of FTL accelerated scanning, the staggering amount of ECM and IBT deployed on the battlefield, and the general chaos of combat, this is easier said than done.

Infowar programs come in many types, some mass produced, some custom coded. Most are loaded onto optronic assistants or holo-processors.

At the most basic are the ubiquitous 'trojans' that push corrupted or bugged transactions to the onboard systems managing modern weapons and armor systems. Examples of these include scripts to eject medigel or jettison ammunition from suits, lock down joints, cause weapons to overhead and vent burning heat sink components or even detonate, and more. Most scripts are run on a visual-target direct UV laser comm link, although on occasion this will have to be done via direct interface – i.e, jamming your omni-tool into an access port.

Above simple trojans are more complicated exploit kits that can be used to overcharge defensive screens or hard kinetic barriers to burn them out, sabotage scripts to work against environmental or electrical systems, and hacking scripts to penetrate enemy comm networks and either tap into their communications or insert garbage or erroneous commands.

Hacking overrides to combat VI's, such as hacking mechs or automated systems, is the second highest level of infantry infowar and is complex enough that that it cannot be done simply. While most simple defense mechs employed for civilian uses or police augmentation can be overridden without much trouble, military VI's employ multiple layers of defenses, software traps, and other safeguards against being hacked and turned against our own people. It is safe to assume salarian, elcor and volus mechs follow the same rules.

The highest level of infowar programs are malware daemons, VI-driven autonomous programs that are designed to penetrate enemy systems on many levels and wreak havoc as they go. These are dangerous programs because they rarely discern friend from foe and, in the most extreme cases, are paired with black nano systems to allow them to affect things in the material world. All of these programs are classified as KETER level in terms of danger to living beings – in other words, it is very possible these sort of programs can go completely rogue and kill many more people than intended. They are only deployed upon specific orders and usually far from Coalition systems.

Infowar programs are sometimes coded directly by NSPC, particular baseline versions that we expect veteran combat engineers to alter for their own custom purposes. Almost all higher level informational combat systems, including all VI overrides and daemons, are created by the Advanced Network Technologies Branch, and this technology is not allowed in the hands of civilians or even corporations without express written leave from the JECNI.

As you can imagine, obtaining, decompiling and making defenses against alien malware and VI overrides is of paramount importance.

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