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"Oh, yes." My tone is sufficiently sarcastic to raise an eyebrow.

"The other ways sound more difficult, and probably are, but they're what the other team has to work with. Their favorite is to concentrate high-wattage short-wave energy on our pseudo-Hawking.

Doesn't physically hurt us, naturally. But every photon that impacts on our shadow adds to our heat problem and shortens the time we have to shake them. They use fusion bombs the same way, but that's a waste of destructive capacity: Your pseudo-Hawking's cross section won't intersect a trillionth of the energy. But they'll do it if they want you bad enough.

"One thing they did, till we got wise, was to maneuver our shadow into their fusors. That puts a lot of heat in fast. But if you know what they're doing, you can maneuver and destabilize their magnetic bottle. They've given that up."

The other method of attack is plain physical battery.

A pseudo-Hawking point is so tiny it can slip between molecules. It doesn't leave the other firm much room to obtain leverage. But they've found their ways, usually using graviton beams from multiple angles. A Climber suffers every shock as the coherent graviton beams slam her Hawking point a centimeter this way or that.

"I went through one of those my first patrol," Diekereide says. "It was like being inside a steel drum while somebody pounded on it with a club. It's more frightening than damaging. They have so little cross section to work with. If it gets too bad, you go a little higher and cut your cross section. It's a game of cat-and-mouse. Every time out they try some new tactic or weapon. They say we have a few of our own in the cooker. A missile we can launch from null. A device we can run down from null to vent heat while we stay up."

"And a magnetic cannon?"

He snorts derisively. "I've got to admit, that's the only new gismo we've actually seen. What use the thing is, is beyond me."

"Ambrose, I'm getting a feeling about it. Nobody sees any use for it. Command isn't so thick they'd stick something on just because the Admiral's nephew thought it up." That theory has gone the rounds. Strange tales crop up to explain anything Command doesn't see fit to illuminate.

"Maybe it's some special, one-shot thing. Special mission."

"Think so? The Old Man say something?"

"No. And he wouldn't if he knew anything, which he doesn't Orders haven't come through yet."

"Anybody tell you how Tarkenton took out one of their Main Battles during the siege at Carmody?

That was in the Eight Ball. Her third mission."

Climber Fleet Tannian has developed a plethora of legends about famous patrols and Commanders.

Tarkenton's story is one of the big ones. His kill came during the war's darkest hour. It threw the enemy fleet into total confusion. The ship he skragged was control for the entire Carmody operation.

Those were the glory days, the easy days. Tarkenton is still alive. He commands Climber Fleet Two, far in toward the Inner Worlds. I saw him once, shortly after his appointment. He's a lean, holloweyed man who travels with a guard of ghosts.

There're a thousand stories, and I'm sure I'll hear them all. Diekereide dearly loves to talk.

One he tells is about the Executioner. The Executioner is the other team's best. He commands a pack of hunter-killer specialists. They operate more like bounty hunters than an escort squadron.

"We don't have to worry about him. They sent him to take on Tarkenton's Fleet six months ago."

You have to admire a man who makes a name for himself in destroyers. Destroyer people do the most thankless, unnoticed work there is.

I return to Ops after action stations secures. I want to see what the Old Man does with his fueling luck. Diekereide made a good guess. He wants to shake down his new hands and get the feel of the refitted ship.

"Not bad when you can walk around, is it?" Yanevich asks as I amble in.

"No. But the mode can be confusing. We'll go parasite again just when I get the hang of it."

He winks. "So it goes. So it goes. Have a seat." He offers the viewscreen chair.

I don't refuse. My leg is aching and I want a better look at Subic Bay. I didn't see much of her from below. I switch to augmented infrared and skip from camera to camera.

The image, when I find it, has a spectral look, which isn't unusual with infrared.

"That a new-type tanker? Or is the augmentation screwed up?"

The only tanker I ever saw consisted of a long rectangular girderwork with a perpendicular squashed-egg CT tank on either end. A flying dumbbell. Drives were at the ends of crossbars athwartships amidship, turning the dumbbell into a giant jack. Crew's quarters were inside the arms.

Subic Bay's main structure is similar, but she's twice that other vessel's length. She has lesser dumbbells crosswise at either end, giving her four tanks instead of two. The thwartships crossbars are longer. They mount heavier drives and probably provide roomier quarters.

Two Climbers are nursing. A third is maneuvering into position. I suppose the naked tank is the one we used.

"First one of these I've seen myself," Yanevich says. "The new Kiel class. They're trying to speed things up. Put more Climbers into action and get more missions per ship. Which means they have to get more CT to Fuel Point faster."

"How about safety? Seems like doubling the handling capacity would cube the chance of disaster."

"Never lost a tanker yet." He grins at my sour expression. "Those people are careful. They know they're sitting on a live volcano. You think our OC was bad? You should see those people. They stay out a year at a time. When they cut loose, they cut loose." He glanced at the screen wistfully. "But they do have mixed crew."

The absence of comrades of a more delicate persuasion is having its effect. Conversations have grown less impersonal and professional. Throdahl is entertaining the watch with an intimate account of his relationship with the black radiowoman. His friend Rose is playing straight man.

It's obvious they're old story-swappers.

Throughout, Fisherman stares at his displays and pretends deafness. His particular faith has a strong fundamentalist bent.

From the shadowed jungle gym of the inner circle, Laramie calls, "Wouldn't it be a candy game if we ran into a she-ship out? Link locks, and holiday routine for the crews." He giggles. When he laughs, Laramie sounds like a nine-year-old girl being tickled.

"Yeah," someone muses. "Wouldn't it be straight dusty, making it in null grav?"

Rose has a story about it. His is as unlikely as all such tales. Nobody believes a word, of course. Convincing the listener isn't their object. The someone again mentions how he'd like to try it hi free-fall.

Someone else says, "You want to try it, go down and see Hardwick."

The old hands snigger.

Nicastro pauses between me and Fisherman. "So soon you forget, Spook. Your playmate isn't with us this go." I'm surprised. The Chief doesn't usually join the game. He pats Fisherman's shoulder.

"Good board, Junghaus."

Good board? Either he has something in detection or he doesn't. Good and bad have nothing to do with tachyon gear, only the operator's skill at interpreting what he sees. When he has no contacts, he can do nothing but watch green lights and a blank screen. Only when yellow shows does he have to pay attention.

Then it dawns. Fisherman is short on confidence. He needs reassurance. His faith is one attempt to bolster it.

"How did Laramie get the name Spook?"

The Chief says, "Earned it in boot camp, I hear. Because he has a talent for becoming invisible when there's work to do. Buckets got his name because he has the chamberpot detail when we Climb.

A reward the Old Man gives people who get on his nerves. The men below can explain their names better than I can."