David Weber - In Enemy Hands

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Not that Harkness had leapt right out to make the offer. The possibility of doing anything which might jeopardize his arrangement with Committeewoman Ransom was unthinkable, and so he'd done exactly what was asked of him. He'd recorded dozens of propaganda broadcasts in which he cheerfully perjured his immortal soul with accounts of all the "war crimes" he'd either observed or helped commit. Other recordings, when they were broadcast, would appeal earnestly to his ex-countrymen to follow his example and defect to their true class allies rather than continuing to serve their plutocratic exploiters. And while he'd been careful to warn Citizen Commander Jewel that he was only a technician with a severely limited understanding of the theory behind the grav pulse generators he'd learned to service, he'd also spent hours discussing the system with her and giving her pointers towards how it worked. By now, he calculated, he'd committed at least thirty different forms of treason—certainly enough to make it impossible (or, at least, fatally inadvisable ) for him ever to return home.

As he'd proved his bona fides to their superiors and received a steadily greater freedom of movement, Johnson and Candleman had come to regard their guard duty as more and more of a formality. The awe inspiring heights his own black market and smuggling activities had attained during his pre-Basilisk career hadn't hurt, either. Once Johnson's guard came down and the two of them began swapping tales of past exploits, the corporal had quickly realized he was in the presence of either a true maestro whose attainments dwarfed anything he himself had ever even dared to contemplate, or the greatest liar in the known universe.

As the tales accumulated, he'd been forced to accept that Harkness truly was a man of enormous talent... and a kindred soul. He'd sought advice—cautiously, at first—on certain of his own operations, and Harkness' suggestions had increased his profit margin by over twenty percent within the first week. From there, it had been a natural enough step to introduce him to the gambling empire the corporal helped run on the side. The real head of illicit operations aboard Tepes was Staff Sergeant Boyce, but Johnson was one of his senior assistants, and the fact that gambling aboard ship was totally against regulations made Boyce's empire even more lucrative, since no one was likely to go to an officer and complain over any losses he might suffer. But the sergeant was always on the lookout for ways to maximize his profits, and he'd been delighted when Johnson was able to up his take by something like forty percent. He'd also decided not to ask the corporal how he'd managed it—on the theory, apparently, that what he didn't know he couldn't be guilty of—and turned the entire gaming operation over to Johnson.

Which, in many ways, meant he'd actually turned it over to Horace Harkness, for the games in Tepes ' libraries were far easier to manipulate than any which would have been found aboard a Manticoran ship.

Harkness had been astounded when he realized just how obsolescent they were. Several were actually variants of games he'd first encountered fifty T-years before, at the very beginning of his naval career. He'd always assumed—correctly, as it turned out—that the Peeps' military hardware (and the software that ran it) had to be at least comparable to the RMN's. It was clearly inferior, but if it hadn't been at least within shouting range, the war would have been over years ago. That assumption was the reason it hadn't occurred to him that something which formed the basis for shipboard gambling could be so extremely simple-minded... or have such primitive security features. It was a given that any game which could be rigged would be rigged, sooner or later, and those aboard Manticoran ships were regularly inspected by electronics teams from Engineering to be sure they hadn't been. Perhaps more to the point, the people who designed those games (and their security features) knew some very clever, extremely well-trained people would bend all their formidable talents on breaking those security features.

But there weren't all that many well-trained people in the People's Navy... and there were even fewer in StateSec. Which meant the games library contained an entire raft of programs with security arrangements which were laughably simple for anyone who'd cut his eyeteeth on Manticoran software. Harkness had started out slowly, altering the odds slightly in the house's favor on half a dozen card and dice games. He hadn't needed to do any more than that to prove his point, and Johnson's avarice had taken over nicely from there.

From Harkness' viewpoint, there'd been a large element of risk in the project. Not in fixing the software—that part had been child's play—but because in order to fix it in the first place, he'd had to have access to the library in which it was stored, and if Johnson's superiors had discovered even an ex -Manticoran had any such thing, the consequences would have been dire. But Johnson had every reason to conceal what was going on... and no idea why his superiors would have been upset.

As far as Johnson or Candleman were concerned, the games library was merely that: the games library. It was simply a place somewhere in the mass of computers they didn't really understand where the games were stored, and they knew they had no access to anything else in the system. But Horace Harkness was an artist. His ability to work the RMN personnel system to ensure that he always wound up assigned wherever Scotty Tremaine was assigned had baffled many an observer, but that was because none of them realized he'd actually managed to hack into BuPers' records. He might have reformed considerably since his first tour on Basilisk Station with Tremaine and Lady Harrington, and he'd certainly abandoned the various contraband operations he'd maintained on the side, but a man liked to keep his hand in... . And the security fences which had been erected to block a crew of techno-illiterates from access they shouldn't have were laughable barriers for anyone who'd broken the security on the classified records of the Royal Manticoran Navy's Bureau of Personnel.

Which meant that, for the last two weeks, Harkness had prowled the bowels of PNS Tepes ' information and control systems almost at will. Aside from tinkering with the gaming software, he'd been careful to make no changes lest he leave footprints which could be tracked back to him, but he'd amassed an enormous amount of knowledge about the ship, its course, its destination, its crew, and its operating procedures. The fact that Johnson and Candleman regarded his hacking activities as nothing short of black magic had helped enormously, for they'd granted him the sort of working privacy which had been the prerogative of wizards throughout history. That meant he hadn't had to figure out a way to carry out his explorations while they looked over his shoulder every second. In fact, they normally left him undisturbed on one side of the compartment, working away on the minicomp they'd been thoughtful enough to provide, while they played old-fashioned poker on the other side. Just to be safe, he'd created his own version of what was still called a "boss program" to instantly shift the display to something innocuous if one of them had decided to get curious, but he'd scarcely ever needed it.

In fact, his biggest problem now was that he'd completed his preparations. Only a fraction of the hours he'd spent on the minicomp had actually been devoted to modifying game software, but Johnson and Candleman assumed his time had all been directed towards the ends they knew about, and if he suddenly cut back on those hours but continued to keep up with their requests for software modification, even they might begin to wonder why it was suddenly taking so much less time. That was why he'd suggested altering Farley's Crossing, which was an extremely simplistic recreation of the last major fleet engagement ever fought by the navy of the Solarian League. Simplistic or no, a game designed to let up to ten players on a side control over six hundred ships was more complicated than the other games by several orders of magnitude, and he'd been confident that the time required to put in the fix would eat up his free time quite nicely.

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