Human flesh is weak, and metal is strong. So, it is no surprise that military science fiction includes cyborg soldiers. An example of a minor cybernetic is an implanted radio. The most extreme example would be a full body conversion: the brain is removed from the original body and placed in a mechanical body. This body might look like a human (known as a Gemini full conversion in Cyberpunk) or be a vehicle such as a tank, as in Keith Laumer’s A Plague of Demons.
An obvious moral concern with cybernetics is the involuntary “upgrading” of soldiers, such as the sort practiced by the Cybermen of Doctor Who. While important, the issue of involuntary augmentation is not unique to cybernetics and was addressed in the second essay in this series. For the sake of this essay, it will be assumed that the soldiers volunteer for their cybernetics and are not coerced or deceived. This then shifts moral concern to the ethics of the cybernetics themselves.
While the ethics of cybernetics is complicated, one way to handle matters is to split cybernetics into two broad categories. The first category consists of restorative cybernetics. The second consists of enhancement cybernetics.
Restorative cybernetics are devices used to restore normal functions to a wounded soldier. Examples would include cyberoptics (replacement eyes), cyberlimbs (replacements legs and arms), and cyberorgans (such as an artificial heart). Soldiers are already being fitted with such devices, although by the standards of science fiction they are very primitive. Given that these devices merely restore functionality and the ethics of prosthetics and similar replacements are well established, there is no moral concern about using such technology in a medical role. In fact, it could be argued that nations have a moral obligation to use such technology to restore their wounded soldiers.
While enhancement cybernetics might be used to restore functionality to a wounded soldier, enhancement cybernetics goes beyond mere restoration. By definition, they are intended to improve on the original. These enhancements break down into two main classes. The first class consists of replacement cybernetics. These devices require the removal of the original part (be it an eye, limb or organ) and serve as replacements that improve on the original in some manner. For example, cyberoptics could provide a soldier with night vision, telescopic visions and immunity to being blinded by flares and flashes. As another example, cybernetic limbs could provide greater speed, strength and endurance. And, of course, a full conversion could provide a soldier with a vast array of superhuman abilities.
The obvious moral concern with these devices is that they require the removal of the original organic parts, something that certainly seems problematic, even if they do offer enhanced abilities. This could, of course, be offset if the original parts were preserved and restored when the soldier left the service. There is also the concern raised in science fiction about the mental effects of such removals and replacements. The Cyberpunk role playing game developed the notion of cyberpsychosis, a form of insanity caused by having your body replaced by machines. Obviously, it is not yet known what negative effects (if any) such enhancements will have. As in any case of weighing harms and benefits, the likely approach would be utilitarian: are the advantages of the technology worth the cost to the soldier?
A second type of enhancement is an add-on which does not replace existing organic parts. Instead, as the name implies, an add-on involves the addition of a device to the body of the soldier. Add-on cybernetics differ from wearables and standard gear in that they are implanted in or attached to the soldier’s body. As such, removal is more complicated than just taking off a suit of armor.
A minor example would be something like an implanted radio. A rather extreme example would be the comic book villain Doctor Octopus: his mechanical limbs are add-ons. Other examples of add-ons include such things as implanted sensors, implanted armor, implanted weapons (such as in the comic book hero Wolverine), and other such augmentations.
Since these devices do not involve removal of healthy parts, they do avoid that moral concern. However, there are still legitimate concerns about the physical and mental harm that might be caused by such devices. It is easy enough to imagine implanted devices having serious side effects on soldiers. As noted above, these matters would probably be best addressed by utilitarian ethics, weighing the harms against the benefits.
Both types of enhancements also raise a moral concern about returning the soldier to the civilian population after their term of service. In the case of restorative grade devices, there is not as much concern. These ex-soldiers would, ideally, function as they did before their injuries. However, the enhancements do present a potential problem since they, by definition, give the soldier capabilities that exceed that of normal humans. In some cases, re-integration would probably not be a problem. For example, a soldier with enhanced cyberoptics would presumably present no special problems. However, certain augmentations would present serious problems, such as implanted weapons or full conversions. Ideally, augmented soldiers could be restored to normal after their service has ended, but there could obviously be cases in which this was not done, either because of the cost or because the augmentation could not be reversed. This has been explored in science fiction, soldiers that can never stop being soldiers because they are machines of war. While this could be justified on utilitarian grounds (after all, war itself is often justified on such grounds), it is certainly a matter of concern, or will be.

Humans have limitations that make us less than ideal weapons of war. For example, we get tired and need sleep. As such, it is no surprise militaries have sought various ways to augment humans to counter these weaknesses. For example, militaries use caffeine and amphetamines to keep their soldiers awake and alert. There have also been experiments in other forms of improvement.
Science fiction abounds with stories of enhanced soldiers such as Captain America and the Space Marines of Warhammer 40K. The real-world augmentation of soldiers raises a moral concern about informed consent. While fiction abounds with tales of involuntary augmentation, real soldiers and citizens of the United States have also been
Military science fiction often includes powered exoskeletons, also known as exoframes, exosuits or powered armor. A basic exoskeleton is a powered framework providing the wearer with enhanced strength. In movies such as Edge of Tomorrow and video games such as Call of Duty Advanced Warfare the exoskeleton provides improved mobility and carrying capacity but do not provide much armor. In contrast, powered armor provides the benefits of an exoskeleton while also providing protection. The powered armor of Starship Troopers, The Forever War, Armor and Iron Man all serve as classic examples of this sort of gear. The Space Marines of Warhammer 40K and the Sisters of Battle also wear powered armor. While the sisters are “normal” humans, the Space Marines are enhanced super soldiers.
Anyone who has played RTS games such as Blizzard’s Starcraft knows the basics of swarm warfare: you build a swarm of cheap units and hurl them against the enemy’s smaller force of more expensive units. The plan is that although the swarm will be decimated, the enemy will be exterminated. The same tactic is also used in the classic tabletop game Ogre. It pitted a lone intelligent super tank against a large force of human infantry and armor. And, of course, the real world has many examples of swarm warfare with some successful for those using the swarm tactic (ants taking out a larger foe) and some proving disastrous (massed infantry attacks on machineguns in WWI).
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