Agent Franks of the U.S. Monster Control Bureau is a man of many parts—parts from other people, that is. Franks is six foot five and all muscle. He’s nearly indestructible. Plus he’s animated by a powerful alchemical substance and inhabited by a super‑intelligent spirit more ancient than humanity itself.
Good thing he’s on our side. More or less.
Sworn to serve and protect the United States of America from all monsters by one of the country’s founding fathers, Franks has only one condition to the agreement: no matter what the government learns of him, no matter what is discovered concerning his odd physiology or the alchemy behind the elixir that made him, the government is never, ever allowed to try and make more like him. Such is absolutely forbidden and should the powers‑that‑be do so, then the agreement is null and void.
Project Nemesis: in a secret location, using sophisticated technology and advanced genetic engineering, the director of the very agency Franks works for is making more like him. And the director is not content with making one. Nope, he’s making thirteen.
Now all bets are off, and Hell hath no fury like a monster betrayed. Particularly if that monster happens to be an undying killing machine capable of taking out vampires and werewolves with one hand tied behind his back.
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Tarawa. Iwo. Normandy. Names that shine in the military history of two worlds, places where brave men stormed ashore and fought their way to victory no matter the odds. But then there are other names: Marathon. Malta. Gallipoli.
Balboa’s Patricio Carrera has driven the Tauran Union from his adopted country, driven them out with appalling loss and worse humiliation. That’s not enough though. To finally finish his enemies, Carrera needs to draw them back for a more telling defeat. He cannot take the battle to them because, beyond some long range bombardment capability, he cannot reach them. But when they return, they don’t plan to come alone; they insist on having someone else do most of the bleeding for them.
Carrera understands this. And that’s why he’s provoked the Zhong Guo mercilessly, infuriating their ruling Empress. He needs the Zhong in the war, to buck up the Taurans to continue the war to its bitterest end.
But to get to Carrera, the Zhong must take the Isla Real, the strongest island fortress on two worlds. In the process, they’ll learn why Marines never forget those other names. . . .
Gallipoli... Malta... Marathon.
Carrera’s enemies are about to learn why the expression "blood‑stained water" is not just a literary allusion.
Special operations officer Jason Thanou of the Temporal Regulatory Authority must once again plunge into Earth’s blood‑drenched past to combat the plots of the Transhumanist underground to subvert that past and create a secret history leading up to the fulfillment of their mad dream of transforming humanity into a race of gods and monsters.
The transhumanists are attempting to use the chaos of the American Civil War to escape the Observer Effect: the immutable law that recorded history cannot be changed. If any should attempt it, time has a way of dealing with those transgressors in a very brutal, very final fashion. Now it is the last days of the Confederacy, and the Fall of Richmond looms. In the Shenandoah Valley, in the region later known as Mosby’s Confederacy, insurgency brews, and the time travelers must join the raiders to prevent a transhumanist trap from dooming the mission from the start.
Yet human freedom is ultimately on the line in both the past and the future, and the leader of a secret slave underground fighting for liberty possesses an incredible secret that may change Jason’s fate—and that of the future itself—forever.
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Accepting employment as a governess after hard times hit her family, medieval scholar Rosalind Hawkins is surprised when she learns that her mysterious employer has no children, no wife, and she is not to meet with him face to face. Instead, her duties are to read to him, through a speaking tube, from ancient manuscripts in obscure, nearly-forgotten dialects.
A requirement for the job was skill in translating medieval French, and she now understands the reason for that requirement, and assumes her unseen employer’s interest in the descriptions of medieval spells and sorcery is that of an eccentric antiquary. What she does not realize is that his interest is anything but academic. He has a terrible secret and is desperately searching for something that can reverse the effects of the misfired spell which created his predicament.
The Empire of Man has fallen and a new Dark Age is upon the stars. With planets cut off and reduced to subsistence and ignorance, humanity has nearly forgotten its past greatness. But one battle computer has survived the Collapse. He is Center. And Center is determined to find and aid leaders who can return a star‑faring republic to the galaxy. The first of these leaders is Raj Whitehall, a man born to be a general, and molded to retake civilization itself from the jaws of barbarism.
For five years Raj Whitehall has led his men across the face of the planet Bellevue. With saber and bayonet he has conquered one barbarian nation after another. Now his greatest enemy is his own overlord, Barholm Clerett, who's so paranoid of Raj's victories that he is reduced to only one thought: Raj Whitehall must die.
Planted by interstellar probes on hundreds of human‑occupied worlds, the downloaded personalities of Raj Whitehall and the ancient battle computer known as Center work together for planetary unity. On Visager, a nation‑state of vicious militarists is about to start the final war that will bring their fatal racist infection to the stars. Now two young men once at odds in war must unite and, with the aid of the disembodied voices of their mentors from the stars, stand against exporting eternal tyranny to the galaxy itself.
Zombies are real. And we made them. Are you prepared for the zombie apocalypse? The Smith family is, with the help of a few marines.
When an airborne “zombie” plague is released, bringing civilization to a grinding halt, the Smith family, Steven, Stacey, Sophia and Faith, take to the Atlantic to avoid the chaos. The plan is to find a safe haven from the anarchy of infected humanity. What they discover, instead, is a sea composed of the tears of survivors and a passion for bringing hope.
For is up to the Smiths and a small band of Marines to somehow create the refuge that survivors seek in a world of darkness and terror. Now with every continent a holocaust and every ship an abattoir, life is lived beneath a graveyard sky.
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Book One of the Cobra Rebellion Saga, and a new entry in New York Times #1 best seller Timothy Zahn's legendary Cobra series.
Cobras: technologically‑enhanced warriors bred to fight an alien menace no ordinary human can withstand. At the center of action on Cobra world Aventine: the legendary Moreau clan. In times of war, the Cobras are necessary, yet in times of peace they are often reviled by those they have saved. Now the Cobras have resisted a second invasion of the alien Troft forces, and forced the Troft to a stalemate ‑‑ and even converted some thoughtful Troft into uneasy allies against their kin.
Yet all is not well in the human sector of the galaxy. A supposed sister empire, the Dominion of Man, threatens the Cobra worlds with what is, in effect, enslavement, as it moves to consolidate power over all the Cobra worlds. The plan on Aventine: to extort from the Moreau family the location of the home planet of a mysterious human ally that may be more powerful than the Dominion: the Qasaman empire.
Meanwhile, Cobra Merrick Moreau is on a secret mission of his own to a world of humans enslaved by Troft masters. It is a world of barbaric cruelty where human are slave chattel to Troft gamblers. There the Troft force whole villages, even children, into life and death struggles served up for Troft entertainment.
But the totalitarian Dominion of Man and the Troft game‑masters are in for a rude surprise: Cobras are not merely technological marvels. They are far more. For within each Cobra, bred by close family ties and hard testing in battle, there beats the heart of a warrior and the burning conviction that a Cobra will be slave to no one. Rebellion is at hand, and once again, Cobras lead the fight for freedom.
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When Kerin Evor's son sets off on a quest, his departure is prompted by the threat of a shotgun wedding and his goal is the somewhat unglamorous secret of a clock escapement. What's more, he prepares for his journey with brief courses in swordsmanship, lock-picking, lying and foreign languages. Such a humorously pragmatic approach to heroic fantasy is a hallmark of de Camp's classic work, including...the Novarian series to which this is a follow-up. Despite the advice of his elders and his own caution, Kerin finds adventure aplenty, including a spell on a desert island, capture by pirates and the rescue of a princess from human sacrifice."