Battletech Combat Manual: House Kurita Is The Second In The New Battletech Alpha Strike Expansions, Begun With Battletech: Combat Manual: Mercenaries. Providing A Wealth Of Data Covering House Kurita'S Draconis Combine, The Volume Includes Faction-Specific Rules For Combat Command Abilities And Force Building. 120 Pages, Paperback
China is growing in power and boldness and the stage is set for a second Cold War. Rear Admiral Tombstone Magruder is forced to make choices that will change the course of history.
For over forty centuries, mercenaries have plied their trade and been instrumental in toppling empires or holding the tides of war at bay. And as mankind expanded to the stars, soldiers of fortune rose to new heights of power. Business is booming, yet along with those riches comes a dangerous life and the scorn of many who see only filthy lucre-warriors. Its a dangerous life, but as long as you keep your Mech intact and your bottom line balanced, the universe is yours!
Seraph must use all her skills as a Raven mage to stop the force of destruction known as the Shadowed in the second novel in this thrilling fantasy series. Seraph is among the last of the Travelers, those who strive to destroy the dark magic released by their ancestors’ mistakes. Seraph tried to escape her people’s duty and live a quiet life, until evil found her…and her family. A cunning new force for darkness called the Shadowed stalks the land, feeding on death, destruction, and the sleeping Stalker’s power. He plans to wake the Stalker, wreaking untold havoc, but he needs those who bear the Travelers’ magic to release the dark god…and he has his sights set on Seraph and her family.
An “infuriating, fast-paced” (The Washington Post) account of the Navy SEALs of Alpha platoon, the startling accusations against their chief, Eddie Gallagher, and the courtroom battle that exposed the dark underbelly of America’s special forces—from a Pulitzer Prize–winning reporter WINNER OF THE COLORADO BOOK AWARD • “Nearly impossible to put down.”—Jon Krakauer, New York Times bestselling author of Where Men Win Glory and Into the Wild In this “brilliantly written” (The New York Times Book Review) and startling account, Pulitzer Prize–winning New York Times correspondent David Philipps reveals a powerful moral crucible, one that would define the American military during the years of combat that became known as “the forever war.” When the Navy SEALs of Alpha platoon returned from their 2017 deployment to Iraq, a group of them reported their chief, Eddie Gallagher, for war crimes, alleging that he’d stabbed a prisoner in cold blood and taken lethal sniper shots at unarmed civilians. The story of Alpha’s war, both in Iraq and in the shocking trial that followed the men’s accusations, would complicate the SEALs’ post-9/11 hero narrative, turning brothers-in-arms against one another and bringing into stark relief the choice that elite soldiers face between loyalty to their unit and to their country. One of the great stories written about American special forces, Alpha is by turns a battlefield drama, a courtroom thriller, and a compelling examination of how soldiers define themselves and live with the decisions in the heat of combat.
Deep in the uncharted regions of our galaxy, the Kreel, a primitive, warlike race have stumbled upon weapons powerful beyond their wildest imagination. The Kreel have used those weapons to attack their most bitter enemies, the Klingons. Captain Jean-Luc Picard and the crew of the U.S.S. EnterpriseTM are called in to mediate the dispute by ferrying diplomatic teams from the two warring races to the source of their conflict, the mysterious planet where the weapons were discovered in an attempt to find a peaceful solution to the conflict, and discover the origins of the super-powerful weapons. Before the entire galaxy errupts into a full-scale war...
The bestselling adaptation of the iconic video game Halo: Combat Evolved featuring the Master Chief—part of the expanded universe based on the award-winning video game series! 2552. Having barely escaped the final battle for Reach against the vast alien alliance known as the Covenant, the crew of the Pillar of Autumn, including Spartan John-117—the Master Chief—and his AI companion Cortana, is forced to make a desperate escape into slipspace. But their destination brings them to an ancient mystery and an even greater struggle. In this far-flung corner of the universe floats a magnificently massive, artificial ringworld. The crew’s only hope of survival is to crash-land on its surface and take the battle opposing the Covenant to the ground. But they soon discover that this enigmatic ringworld is much more than it seems. Built one hundred thousand years ago by a long-lost civilization known as the Forerunners, this “Halo” is worshipped by the Covenant—a sacred artifact they hope will complete their religious quest for supposed transcendence, and they will stop at nothing to control it. Engaging in fierce combat, Master Chief and Cortana will go deep into the Halo construct and uncover its dark secret and true purpose—even as a monstrous and far more vicious enemy than the Covenant emerges to threaten all sentient life on Halo and the galaxy beyond…
Martial Your Forces And Prepare To Conquer The Inner Sphere! Interstellar Operations Is The Long-Awaited Final Rules Installment To The Series Begun With Total Warfare And Carried Through The Award-Winning Tactical Operations And Strategic Operations. The Former Focuses On A Whole New Level Of Excitement Directly On Your Gaming Table While The Later Focuses On Moving From A Single Scenario To A Multi-Part Campaigns And How To Take An Entire Solar System. Interstellar Operations Zooms Up To The Final Level, Allowing Players To Assume The Roles Of House Lord Or Clan Khans And Dominate The Galaxy.Interstellar Operations Contains Complete Rules For Generation And Running Any Type Or Size Of Force. Additionally, A Comprehensive Rules Set Governs Running An Entire Faction'S Military As A Player Tries To Conquer Numerous Solar Systems, Including Rules For How To Stage Through Any Of The Various Scales Represented Through The Core Line Of Rulebooks. Finally, Perhaps One Of The Most Anticipated Portions Of The Book,She Alternate Eras Section Introduces A Huge Swath Of Rules For Playing Across The Thousand Years Of Battletech History, Including Weapons And Equipment Mostly Unique To A Given Era,Such As Complete Rules For Building And Playing With Lams.
BattleTech celebrates its tenth anniversary with the BattleTech Compendium: the Rules of Warfare, the ultimate guide to combat in the 31st century. All the rules needed to simulate exciting conflicts between BattleMechs, vehicles, and infantry are included, revising and streamlining material from BattleTech, 3rd Edition, CityTech, 2nd Edition, and the original BattleTech Compendium. The Rules of Warfare also contains a concise history of the BattleTech universe and its movers and shakers, several new BattleMech and OmniTech designs, rules for miniatures play, and full-color illustrations.