"In
the city always a reflection, in the woods always a sound."
"What
about the desert?"
"You
don't want to go in the desert."
-
Spartan, 2003
Hello
once more!
It
is time for the promised Tradecraft post and there's
a lot to cover! The highest degree of Tradecraft during the Cold War
was known as the Moscow Rules, so named because it would
allow an agent to operate within the extreme conditions of the heart
of the Soviet Empire (conversely, Russian agents referred to the
"Washington Rules").
Agent Handling
Identification
of Potential Recruits
The Counter-Espionage
101 post covers the basic of identifying and assessing
potential recruits.
Agent
Value
Agent
value is assessed by looking at the amount, quality, reliability and
utility of the data they are providing. It is also context dependent.
Having every bit of data about the amount of diesel fuel used by the
3rd Tank Division isn't necessarily useful in peacetime but just
before the ground war kicks off it is helpful to know how far that
Division can move before it must stop for resupply.
Short
Term vs. Long Term
Agents
may change between short and long term during their tenure. Depending
on external pressures, access to documentation, internal suspicions
etc. All of these things may switch an agent from one type to
another. Long Term agents are obviously preferred as continued access
is always better than a quick glance. High stress or
Counter-Intelligence operatives closing in on the agent may lead to a
request to extract the agent.
Agent
Extraction
In
real life, agent extraction is quite rare. Sending a team of heavily
armed Navy SEALs in a Los Angeles-class sub to Arkangeslk to meet an
agent on a starlit shoreline is certainly likely to be action packed
and but is politically and financially not so bright. Agents can
self-extract by crossing a border to a friendly nation, could be
smuggled out by a small team or individual or in more extreme cases
(and where subtlety is no longer required) even by using
a Fulton STARS system.
Most
importantly extraction must at least be attempted so that future
agents will have heard that you at least tried. Recruitment is a lot
easier if you can show the agent that you have a suitable retirement
plan that doesn't involve two in the back of the head and a shallow
grave in the woods outside town.
After
Extraction
Once
an agent is extracted they will be debriefed. This is a long and time
consuming process as every interaction, every little bit of knowledge
is noted and cross checked. Whilst the agent may have provided
technical specifications on a new nuclear warhead design, trivial
things like knowing that his boss always takes a specific route to
work or that two of his colleagues are having an affair gives the
agency additional opportunities to recruit new agents or exploit this
knowledge.
The
now ex-agent will be given a new official identity (similar to
Witness Protection programs), a lump sum of money and a small stipend
and otherwise will be left out to pasture. A lot of agents cannot
cope with the boredom and find themselves wasting away. Alcoholism or
drug dependency disturbingly common for those who have undergone such
stressful events. Others may write memoirs, go on lecture tours and
find a new life away from the game. It may even be possible to lure
them back if one knew where to look and how best to exploit their
inactivity.
Agent
Role
Agent
Provocateur
An
agent whose job is to act as an attractor to possible enemy agent
thus preventing their recruitment by the opposition.
Defector
Someone
who wishes to be extracted immediately. One of the most famous
defectors was Stalin's daughter who defected to the US in India,
1967. Defectors may bring information or (as in the case of Svetlana
Stalin) political benefits that considerably outweigh any actual
intelligence they bring.
Double/Triple
Agent
An
agent whose actual loyalty appears to belong to one agency but in
fact belongs to an alternate agency. A double agent appears to work
for Group A but in fact works for Group B. A triple agent professes
to work for Group B against Group A but in fact does work
for Group A providing a conduit for false information against Group
B.
Mole/Sleeper
An
agent that is trained and then left in place with the expectation
that they will find employment with an opposition intelligence
source. On receipt of a specific signal the agent is reactivated and
begins to work for their agency.
Walk
In
An
agent that turns up and offers their services without being sought
out.
Black Bag Operations
Originally
an FBI term, these are jobs that involve breaking into denied
locations with the intention of stealing, copying or planting
evidence. These jobs require skills normally associated with thieves
such as safecracking and lockpicking. During World War II, the
Special Operations Executive went to the Police to find out who could
teach them how to break into places of interest. The police
recommended several expert burglars and safecrackers who then
proceeded to impart their knowledge to the agents.
Without
going into too much detail, the burglars must ascertain the following
-
- The number and habits of occupants (i.e. meal times and times of arrival and departure).
- Covert lines of approach and retreat (avoiding lawns and grass borders, gravel, flower-beds, dust, dirt and mud).
- Identify if pets are present.
- Type and number of windows and doors.
- Type of locks and whether key can be gained via insider (maid, workman, gardener, janitor, clerk, receptionist etc).
- Location for external observation by lookout.
Once
these questions have been answered the operation can take place –
generally two or three people is best with two internally and one
externally as lookout. One person designated the leader has the job
of searching the location, the secondary is responsible for ensuring
objects are returned to original positions, holding lights,
lock-picks etc. Windows can be broken so long as done so with single
blow. One crack will wake the occupants, two will cause them to
investigate. Windows are to be taped with duct tape top to bottom and
side to side and then struck once in a top corner. The glass will
crack and be broken but due to the tape will shatter but not make too
much noise.
The
lookout must be in a location that is not obvious (bus stops are
ideal assuming public transport runs in the area at the appropriate
time). The lookout's job is to watch for police or occupants returning
home (can be established if this is an occupant if they begin to check
pockets as they approach for their keys). Signal to be simple but
prearranged. One option is setting off alarm on the parked getaway
car. This will provide the two inside with sufficient warning and
also act as a distraction to the approaching occupant.
Internally
the two burglars should communicate without speaking as much as is
possible. Light should also be kept to a minimum, using either red
filters for torches or night vision equipment. Gloves should always
be worn and care must be taken to avoid leaving other trace
information. A delaying action should be taken in each room just in
case. This may involve locking a door, placing furniture in front of
it etc. This allows the burglars to escape in case they are caught
unawares. If the location of the fuse box can be identified, turning
all the house lights off here will also give the agents sufficient
time to react should an occupant return. The burglars should start in
one specific location and move around the room in a single direction.
Once
the job is complete agents should leave one at a time, the secondary
moving first and meeting up with the lookout. The vehicle can be
started and if they are not interrupted then the leader will make
their way to the vehicle, enter and make off. Alternatively, agents
can split up and make their own way to a rendezvous point. This
second method allows them to shake any surveillance tails.
Codes, Cryptography and Steganography
I
will be covering codes and cryptography at a later date as it is a
huge topic. Currently, there is much discussion as to whether RSA
public key crypto has been broken by the NSA. Let's assume the worst
and it has been. In this case the best solution is the One Time Pad
(OTP). An OTP is a substitution cypher that uses entirely random
letters and is therefore unbreakable by using frequency analysis. The
only way to get information encoded via OTP is to either access a
physical copy of the OTP or if the letters within the OTP are not
actually random.
Steganography
-
Steganography
or "Hidden writing" refers to data that has been concealed
from view. The data may be clear or encrypted but it's concealment
adds to the difficulty in interception and discovery.
Examples
-
- Melting a wax tablet, writing a message on the backing then pouring wax back over the tablet.
- Shaving a messenger's head, tattooing a message on the bare skin and then allowing the hair to be re-grown before sending them on their way. Useless in instances where speed is of the essence. Also a tad permanent for the messenger.
- Concealing files within a jpeg.
- Microdot transmission.
Cut Outs
When
dealing with agents a Case Officer may avoid direct contact after the
initial meeting where instructions are given. The CO will normally
take a step back and run the agent through a "cut-out". A
cut-out is not always an intermediary person, it can be computer
software or a physical dead drop. What it represents is putting a
layer of deniability between the CO and their agent. See the example
of tradecraft at the end of this article for a good example of
cut-outs.
Dead Drops
Also
known as a dead-letter box, a dead drop is a concealed location where
information or objects can be left allowing covert communication
between a CO and his agent(s). A dead drop can be a physical location
or it can be a digital creation. It is named a dead drop as there is
no meeting between the transmitter and receiver of the information.
The transmitter leaves whatever one wishes to leave in the drop,
leaves a signal in a prearranged location for the receiver who then
goes to retrieve the contents of the drop. (Spy talk - Putting
information or an object into a dead drop is "Loading"
it - when full it is referred to as "Loaded").
COs
will often have multiple dead drops prepared. This may be because
they have more than one agent, they may switch between locations to
confuse C-I operatives, they may find that one has been compromised
by other factors and need a backup.
Physical
Dead Drops
A
physical dead drop is a location that can be accessed by and agent or
their handler either out of sight of watchers or in such a way that
it is not clear that it has taken place. The physical dead drop may
take many forms - magnetic container, bolts,
spikes or coins or may be as simple as a brick that can be
removed and replaced easily out of sight. The options are endless.
PROS
- May pass along devices or tools in addition to data, if
chosen well, both the agent and CO can use the drop without being
spotted by a surveillance team (Spy Talk - Also known as
"Watchers") by using a location off the street or
where surveillance is difficult (a sauna for example).
CONS
- There is no chance to verify that a dead drop is being
maintained by the real CO or agent. If one of them is compromised, a
clever C-I officer can coerce the agent to use signal that the drop
has been used and then catch the other person in the act
Electronic
Dead Drops -
Back
in 2006 the Russian FSB complained publicly to the UK about SIS use
of electronic remote dead drops disguised as rocks. The CO and agent
approached the rock which contained a small flash drive and a
wireless transceiver. Data could be sent remotely via a key chain USB
stick from a pocket as the agent walked by and retrieved in much the
same way. It doesn't even need to be as complex as a custom rock. Any
wireless transceiver can perform this function when programmed to do
so, assuming you are able to gain access to the device even using the
free wifi in a Starbucks becomes a possibility.
PROS
- Allows remote access to a drop without visual clues, .
CONS
- Wireless sniffing may detect the device, cannot transfer
physical content, discovered devices may help identify the opposition
(if device uses anything other than "off the shelf" kit for
example).
Virtual
Dead Drops -
There
are web-based solutions that allow COs and agents to communicate and
transmit and receive information including file-sharing dead-drops
akin to torrent sites. The US military (via DARPA) is currently
investigating military
torrent file-sharing as part of it's battlefield
communication project.
One
method of passing on information that requires no actual transfer of
information is setting up a shared email account. The agent and CO
share an account together and use two factor authentication to sign
in. Once in the agent and CO can write draft messages that are not
sent (and thus cannot be intercepted) but that can also be retrieved
simply by logging in and reading the draft. It can then be deleted
immediately afterwards. This method unfortunately doesn't work if
you're wanting to avoid GCHQ or NSA attention as they have direct
access via the servers (the drafts are auto-saved server side) but
combined with the OTP method it is almost undetectable and
unbreakable by any other agency.
PROS
- Undetectable by most intelligence agencies.
CONS
- Can only be used for information already in electronic
format, cannot be used with physical objects, server-side access to
the email mailbox reduces the security of this method.
Legends
Another
name for a cover story or fake identification used to get an
intelligence officer out of trouble. There are different levels of
cover legend from from one improvised on the spot with no
documentation to ones that have years of records and are nearly
impossible to prove as being fake. The latter sort of legend is
what Positive Vetting (see Espionage 101 post
previously) is designed to detect. I will break these legends down
into eight categories for simplification but the degree of complexity
in real life can cover virtually any combination of the following.
Improvised - think
Han Solo's "Reactor Leak" moment - all fast talk.
Approximate Cost $0.
Basic
- Non-official identification only (library card, University ID). This is
the sort that teenagers might have to allow them to get hold of
alcohol. Approximate Cost $50.
Improved
- High Quality Fake ID (Security Access cards, Police
Badge). Approximate Cost $500.
Professional
- Fake Driving Licence, Fake Passport, Fake Birth
Certificate. Approximate Cost $5,000.
Bronze
Service - High Quality Fake Driving Licence, High Quality
Fake Passport, High Quality Driving Licence, High Quality Fake Birth
Certificate. Approximate Cost $25,000.
Silver
Service - Real Driving Licence, Real Passport with stamps,
Real Birth Certificate. Approximate Cost $50,000.
Gold
Service - <5years of Records, Driving Licence, Passport
with Stamps, Birth Certificate, Employment History. Approximate Cost
$100,000.
Platinum
Service - Plastic surgery to change appearance, 5+ years of
Records, Driving Licence, Biometric Passport with Stamps, Birth
Certificate, Employment History, Retroactive Social Media presence.
Approximate Cost $250,000.
Game
Mechanics - Identification purchased with money in game
costs no Cover points but the GM reserves the right to have had the
forger arrested and give up your Legend to the police without you
knowing. Those are the breaks when using cash not Cover points my
friends.
Spy
Talk - In the early days of the 20th century spies referred
to a legend as "Shoes" and would visit a "Cobbler"
to provide them a with a new set.
Live Transfers
There
are various methods of passing information between CO and agent.
These are referred to officially as Clandestine Transfers (Spy
Talk - "Brush Pass" or "Car Toss")
Brush
Pass
As
it's name suggests, the brush pass involved two individuals closing
to either bump into or brush past one another in a public area (the
busier the better). Done at speed and with practice it is often
difficult to tell whether there has even been an exchange between the
two. As with most other sleight of hand tricks, misdirection and
distraction is beneficial. Arranging for a third party to cause a
commotion just prior to an exchange will distract the watchers and
allow a slower, more careful but also more certain transfer.
PROS
- Allows physical transfer between two parties, allows
verification of both transmitter and receiver of content (with a dead
drop, anyone could be accessing it and leaving the "loaded"
signal), can be cancelled if watchers are too good or if either
individual indicates they are "working under duress (Spy Talk
- "Wave Off").
CONS
- Performed poorly an agent could drop the content in plain
sight of the watchers, if the pass is spotted the watchers now have
eyes on both the CO and agent.
Car
Toss
The
Car Toss is a combination Live Transfer and Dead Drop. An individual
can bend over to tie their shoes, momentarily drop out of sight of
watchers and using a magnetic container attach the content to a
specific car. That car can either belong to or be followed by the
other agent and when it reaches it's destination the device can be
retrieved. A second variant of the car toss is simply passing the
information through an open window of a passing vehicle. This has the
benefit of being possible even whilst being observed by watchers.
With practice the agent can combine the action of throwing the device
with checking a watch, lighting a cigarette or some other common
motion. The vehicle can continue on it's way and the agent driving
can verify if they are being followed as well.
PROS
- as per the brush pass above with the added benefit of
allowing one party to be able to make off in a vehicle, potentially
drawing off surveillance from the other agent.
CONS
- As per the brush pass above. Vehicle adds additional
complexity, particularly with throwing through an open window. A
missed throw and the car, it's occupants and the agent have all been
caught.
TRADECRAFT EXAMPLE
CO
(A)lpha wishes to leave a message for Agent (B)ravo. He
is being watched by C-I (C)harlie and C-I (D)elta. A is
already under suspicion as a CO but needs to get a message
to B securely. C and D do
not know who A is running. A leaves
a chalk mark on the telegraph pole outside B's apartment
to indicate that a specific drop is loaded is required but to
throw C and D off the scent, rather
than going directly to the drop location he uses a brush pass with CO
(E)cho who is not on C and D's
radar. A makes his way to a nice little bistro and
sips a cup of coffee whilst his watchers waste their time. E loads
the drop and B retrieves it.
C and D get
chewed out by their boss...
So What Are These Moscow Rules Exactl
y?
Many
sources on the internet claim to have the official Moscow Rules - I
choose to accept those from the International Spy Museum.
- Assume nothing.
- Never go against your gut.
- Everyone is potentially under opposition control.
- Don't look back; you are never completely alone.
- Go with the flow and blend in.
- Vary your pattern but stay within your cover.
- Lull the enemy into complacency.
- Don't harass the opposition.
- Make sure you pick the time and place for action.
- Keep your options open.
A
recent series of tweets from
a 20-year NSA veteran added several additional rules that are also
appropriate. In the spirit of KISS (Keep It Simple, Stupid) I
recommend sticking to the ten above. There are only ten, they are
simple and that's the sort of thing real spies would want.
Cheers,
Paul
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