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So far, we had never taken a brain Bug alive. We had either cleaned out colonies from the surface, as on Sheol, or (as had too often been the case) raiders had gone down their holes and not come back. A lot of brave men had been lost this way.

Still more had been lost through retrieval failure. Sometimes a team on the ground had its ship or ships knocked out of the sky. What happens to such a team? Possibly it dies to the last man. More probably it fights until power and ammo are gone, then survivors are captured as easily as so many beetles on their backs.

From our co belligerents the Skinnies we knew that many missing troopers were alive as prisoners -- thousands we hoped, hundreds we were sure. Intelligence believed that prisoners were always taken to Klendathu; the Bugs are as curious about us as we are about them -- a race of individuals able to build cities, starships, armies, may be even more mysterious to a hive entity than a hive entity is to us.

As may be, we wanted those prisoners back!

In the grim logic of the universe this may be a weakness. Perhaps some race that never bothers to rescue an individual may exploit this human trait to wipe us out. The Skinnies have such a trait only slightly and the Bugs don't seem to have it at all -- nobody ever saw a Bug come to the aid of another because he was wounded; they cooperate perfectly in fighting but units are abandoned the instant they are no longer useful.

Our behavior is different. How often have you seen a headline like this? -- TWO DIE ATTEMPTING RESCUE OF DROWNING CHILD. If a man gets lost in the mountains, hundreds will search and often two or three searchers are killed. But the next time somebody gets lost just as many volunteers turn out.

Poor arithmetic... but very human. It runs through all our folklore, all human religions, all our literature a racial conviction that when one human needs rescue, others should not count the price.

Weakness? It might be the unique strength that wins us a Galaxy.

Weakness or strength, Bugs don't have it; there was no prospect of trading fighters for fighters.

But in a hive polyarchy, some castes are valuable or so our Psych Warfare people hoped. If we could capture brain Bugs, alive and undamaged, we might be able to trade on good terms.

And suppose we captured a queen!

What is a queen's trading value? A regiment of troopers? Nobody knew, but Battle Plan ordered us to capture Bug "royalty," brains and queens, at any cost, on the gamble that we could trade them for human beings.

The third purpose of Operation Royalty was to develop methods: how to go down, how to dig them out, how to win with less than total weapons. Trooper for warrior, we could now defeat them above ground; ship for ship, our Navy was better; but, so far, we had had no luck when we tried to go down their holes.

If we failed to exchange prisoners on any terms, then we still had to: (a) win the war, (b) do so in a way that gave us a fighting chance to rescue our own people, or (c) —might as well admit it—die trying and lose. Planet P was a field test to determine whether we could learn how to root them out.

Briefing was read to every trooper and he heard it again in his sleep during hypno preparation. So, while we all knew that Operation Royalty was laying the groundwork toward eventual rescue of our mates, we also knew that Planet P held no human prisoners—it had never been raided. So there was no reason to buck for medals in a wild hope of being personally in on a rescue; it was just another Bug hunt, but conducted with massive force and new techniques. We were going to peel that planet like an onion, until we knew that every Bug had been dug out.

The Navy had plastered the islands and that unoccupied part of the continent until they were radioactive glaze; we could tackle Bugs with no worries about our rear. The Navy also maintained a ball-of-yarn patrol in tight orbits around the planet, guarding us, escorting transports, keeping a spy watch on the surface to make sure that Bugs did not break out behind us despite that plastering.

Under the Battle Plan, the orders for Blackie's Blackguards charged us with supporting the prime Mission when ordered or as opportunity presented, relieving another company in a captured area, protecting units of other corps in that area, maintaining contact with M. I. units around us -- and smacking down any Bugs that showed their ugly heads.

So we rode down in comfort to an unopposed landing. I took my platoon out at a powered-armor trot. Blackie went ahead to meet the company commander he was relieving, get the situation and size up the terrain. He headed for the horizon like a scared jack rabbit.

I had Cunha send his first section's scouts out to locate the forward corners of my patrol area and I sent my platoon sergeant off to my left to make contact with a patrol from the Fifth Regiment. We, the Third Regiment, had a grid three hundred miles wide and eighty miles deep to hold; my piece was a rectangle forty miles deep and seventeen wide in the extreme left flank forward corner. The Wolverines were behind us, Lieutenant Khoroshen's platoon on the right and Rusty beyond him.

Our First Regiment had already relieved a Vth Div. regiment ahead of us, with a "brick wall" overlap which placed them on my corner as well as ahead. "Ahead" and "rear," "right flank" and "left," referred to orientation set up in deadreckoning tracers in each command suit to match the grid of the Battle Plan. We had no true front, simply an area, and the only fighting at the moment was going on several hundred miles away, to our arbitrary right and rear.

Somewhere off that way, probably two hundred miles, should be 2nd platoon, G Co, 2nd Batt, 3rd Reg—commonly known as "The Roughnecks."

Or the Roughnecks might be forty light-years away. Tactical organization never matches the Table of Organization; all I knew from Plan was that something called the "2nd Batt" was on our right flank beyond the boys from the Normandy Beach. But that battalion could have been borrowed from another division. The Sky Marshal plays his chess without consulting the pieces.

Anyhow, I should not be thinking about the Roughnecks; I had all I could do as a Blackguard. My platoon was okay for the moment—safe as you can be on a hostile planet—but I had plenty to do before Cunha's first squad reached the far corner. I needed to:

1. Locate the platoon leader who had been holding my area.

2. Establish corners and identify them to section and squad leaders.

3. Make contact liaison with eight platoon leaders on my sides and corners, five of whom should already be in position (those from Fifth and First Regiments) and three (Khoroshen of the Blackguards and Bayonne and Sukarno of the Wolverines) who were now moving into position.

4. Get my own boys spread out to their initial points as fast as possible by shortest routes.

The last had to be set up first, as the open column in which we disembarked would not do it. Brumby's last squad needed to deploy to the left flank; Cunha's leading squad needed to spread from dead ahead to left oblique; the other four squads must fan out in between.

This is a standard square deployment and we had simulated how to reach it quickly in the drop room; I called out: "Cunha! Brumby! Time to spread ‘em out," using the non-com circuit.

"Roger sec one!"—"Roger sec two!"

"Section leaders take charge... and caution each recruit. You'll be passing a lot of Cherubs. I don't want ‘em shot at by mistake!" I bit down for my private circuit and said, "Sarge, you got contact on the left?"

"Yes, sir. They see me, they see you."

"Good. I don't see a beacon on our anchor corner—"

"Missing."

" -- so you coach Cunha by D. R. Same for the lead scout—that's Hughes -- and have Hughes set a new beacon." I wondered why the Third or Fifth hadn't replaced that anchor beacon—my forward left corner where three regiments came together.