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100 tons of walking steel. One human heart. Sgt. Reggie King wakes up from a battlefield injury to find himself physically intact. But the hospital staff insist he’s not fit to return to duty. As part of his psychological recovery, they introduce him to a game. Armored Souls is a tank game on steroids. Giant, walking mechs called juggernauts engage in interplanetary wars as noble houses and mercenary factions wage endless battles for supremacy. For the pilots of these juggernauts, the rewards are glory, cash, and XP. What follows is an epic struggle against the forces arrayed against him, from rival gamers to entire factions looking to crush Reggie underfoot. To survive will take all his military leadership, perseverance, and maybe a little help from some new friends. The Armored Souls series is perfect for readers looking for a combination of The Matrix and Battletech. If you enjoy giant robots blasting at each other and swinging 20-ton swords, you’ll love these books. Log out of your life and into Armored Souls.
You'll never become the main villain if you're not willing to die a bunch as the hero. Arnold O'Connor is a gamer who just lost his office job to AI. Short on cash, he can appreciate the irony of taking a job at an indie gaming company looking to train their monster AI. But Anachronism Interactive isn't looking for just any players to copy from, they're interested in hardcore gamers. After being run through a series of psychological tests while hooked up to a brain scanner, Arnold finally gets a chance to check out the game these scientists have been making. Already questioning his sense of reality after all the mind games and brain twisters, Arnold finds himself immersed in a world that's both utterly real and disconcertingly incomplete. As each iteration of the company's flagship game releases, Arnold is drawn farther and farther into the alternate reality. And as the game world becomes more real, the real world begins to fade away entirely. His only hope of escape lies in ultimate victory. Pixelate is a LitRPG fantasy series that follows the adventures of Arnold O'Connor as his digital self, delving into the secrets of a world that feels as real as his own body. The Pixelate series will appeal to fans of classic JRPGs, World of Warcraft, and Lord of the Rings Online. It touches on themes of self and reality, style vs. stats, and how to kill dragons through the superior application of math.
A dying game. A tournament for the ages. One last chance for glory. After a glorious run as the world’s first full-immersion VR mega-game, Armored Souls is on its last legs. Competitors are on the rise, and the company’s own projects are surpassing it. In a last-ditch effort to inject new life into the game, Valhalla West announces a tournament with such an awesome prize that no player can resist. Reggie has led Wounded Legion to the top ranks of the factions on the Armored Souls servers, but the game has gotten easy for him. Too easy. When Valhalla West announces their tournament plans, Reggie springs into action to prepare for it. His motives are twofold. First, it’s the most excitement he’s felt in years. But more importantly, Armored Souls is Reggie’s entire world. He’s willing to fight to keep it going as long as he can.
It’s time for our sergeant to become a general. Reggie King lives his life in the Armored Souls universe. But there’s more to the game than taking missions as they come. Even turning a secret asteroid base into a kickass man cave only holds appeal for so long. There comes a time when a platoon of mercenaries either needs to join up with a major faction… Or create one. With the founding of Wounded Legion, Reggie takes on responsibility for building and recruiting an elite fighting force capable of conquering planets. But while crummy little independent worlds and uninhabited rocks are easy to capture, the real prizes involve fighting other factions to secure. In the process, Reggie makes enemies, including one troll who refuses to win gracefully. Rather than rough up Wounded Legion and move on, Liberty Clan decides they want to wipe Reggie and his friends off the galactic map. It’s all by the book. The game rules allow it. To avoid extermination, Reggie has to find a way to combat a foe ten times as powerful as his own. A diplomat might broker a deal. An assassin might go straight for the enemy leader. But Reggie’s a soldier, and he’s going to fight this war the way he knows best.
100 tons of walking steel. One human heart. Sgt. Reggie King wakes up from a battlefield injury to find himself physically intact. But the hospital staff insist he’s not fit to return to duty. As part of his psychological recovery, they introduce him to a game. Armored Souls is a tank game on steroids. Giant, walking mechs called juggernauts engage in interplanetary wars as noble houses and mercenary factions wage endless battles for supremacy. For the pilots of these juggernauts, the rewards are glory, cash, and XP. As a tanker in real life, Reggie has a leg up on tactics and leadership, but he’s got a lot to learn in the game world. Saddled with trigger-happy commanding officers, slacker teammates, and bafflingly incompetent NPC underlings, Reggie will have to struggle to make headway. Meanwhile, a sinister player decides to make Reggie’s life hell after their two factions clash. Reggie is forced to find a solution to his griefer problems while battling the real life demons that chased him into the game in the first place. …and they won’t let him quit.
Award-winning artist Wayne Barlowe returns to his epic dark fantasy world with this sequel to God's Demon--The Heart of Hell--where rival demons war for control of the infernal domain. Sargatanas has Ascended and the doomed, anguished souls have found themselves emancipated. Hell has changed...hasn’t it? The demons, wardens of the souls, are free of their inmates... And the damned, liberated from their terrible torments, twisted and bent but thankful that they are no longer forced to be in proximity to their fearsome jailors, rejoice. But something is stirring under the surface of Hell’s ceaseless carnage...and into this terrible landscape come three entities: Lilith, the former First Consort to Beelzebub and her Sisters of Sargatanas trying to find a way to save Hannibal...again; Boudica, a brick no more, forever in search of her lost daughters; Adramalik, the former Grand Master of the Priory of the Fly reduced to serving a new lord, Ai Apaec, and seeking his destiny as Prince of Hell. Each will come across new terrors, new infernal monstrosities, all beyond even their imaginations, untouched by what Sargatanas wrought. Is there something older than Hell? Something no demon, born of Heaven or Hell, ever suspected? What new horror, what rough beast, its hour come round at last... could possibly be hidden in Hell? At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Games were made to be broken. Gary Burns has been kidnapped, thrown in a dungeon, and tortured for information. Worst of all, he’s been separated from his friends, so no one even knows where to look for him. Cut off from his support network, Gary uses the only tools at his disposal: a silver tongue and an insider’s knowledge of the game world that’s second to none. With a makeshift party of former foes, Gary must not only escape his captor but plan for payback. Because nothing passes the time in a dank, lightless prison cell like plotting revenge. And when your adversary is a centuries-old lich with the might of an army at his disposal, death is a starting point, not a victory. House Rules puts the RPG into LitRPG, taking the ever-growing GameLit genre back to its tabletop roots. If you miss the rattle of dice and gaming at a table with your friends, the Metagamer Chronicles are what you've been craving. Fans of Dungeons and Dragons and old TSR novels will love House Rules.
If Gary had known he'd get trapped in an RPG with his real-life stats, he’d have tried harder in gym class. Gary Burns just wanted to create the greatest RPG campaign of his gaming career. But a freak magical accident sucks him into the very world he created—as himself. Surrounded by heroes who look and sound like his friends, Gary is forced to play out the story he wrote. Worthless in a fight, Gary must prove himself valuable even if it means feeding the team insider knowledge. Because he needs to keep his friends close—and himself alive—until he can solve the puzzle he never designed: how to get everyone back home. Homebrew puts the RPG into LitRPG, taking the ever-growing GameLit genre back to its tabletop roots. If you miss the rattle of dice and gaming at a table with your friends, the Metagamer Chronicles are what you've been craving. Fans of Dungeons and Dragons and old TSR novels will love Homebrew.
Former champions clash in a race to the top Rather than emerging victorious into the real world, Arnold O'Connor finds himself back at the beginning of Spires of Fate. This time, it's an alpha build he'd stuck inside, and he's forced to choose an entirely different class. With no outside help, he'll have to find allies within the game if he hopes to escape. What's old is new again as parts of the game world have been fixed, updated, or simply overhauled. New challenges await. New adversaries threaten. And waiting at the top of the spire itself is a simple-sounding quest goal that supplants all others. Slay the Mountain Lord. Closed Alpha is the second book in the Pixelate series. Pixelate is a LitRPG fantasy series that follows the adventures of Arnold O'Connor as his digital self, delving into the secrets of a world that feels as real as his own body. The Pixelate series will appeal to fans of classic tabletop RPGs, World of Warcraft, and Lord of the Rings Online. It touches on themes of self and reality, style vs. stats, and how to kill dragons through the superior application of math. It's a book you won't be able to log out of! Grab a copy and try for yourself.
On the Day of Atonement, two goats were brought before the high priest at the temple. One was chosen as the goat for the Lord, a spotless sacrifice, and the other was set aside for Azazel, doomed to bear sins into the wilderness. Jewish Temple Theology and the Mystery of the Cross shows how a theological appreciation for the two movements of Yom Kippur makes it possible to identify the paradox at the heart of Christian soteriology: in his single atoning act, Jesus Christ fulfills the work of both goats, without confusion, without division. Appreciation for this paradox helps illuminate many of the doctrinal debates in the history of Christian soteriology and offers a compelling way forward. Jewish Temple Theology and the Mystery of the Cross begins with a survey of biblical geography: first, a rich theological pilgrimage to Mount Zion, the home of beauty, goodness, and truth, and then to the surrounding desert, the wilderness of sin and sorrow. To appreciate the Yom Kippur liturgy, and to understand the priestly word "atonement," one must be oriented by this cosmic stage. Drawing on the best modern historical-critical scholarship, this volume reveals the wonders hidden in Leviticus and shows how a sophisticated theological interpretation of this book leads to breakthroughs in our understanding of Christ's saving work. Seeing the mystery of the cross from the perspective of the ancient Jewish scriptures has surprising results. For example, Richard Barry shows how Hans Urs von Balthasar's controversial theology of Holy Saturday is a compelling development of Azazel-goat soteriology; it is not only biblically licit but is in some ways mandated by the logic of Yom Kippur. At the same time, David Bentley Hart is celebrated for the way he powerfully advances modern YHWH-goat soteriology, yet obedience to the logic of Yom Kippur also necessitates a nuanced biblical critique of his muscular universalism. How can Christ fulfill the seemingly contradictory movements of both goats in a single saving work? Grappling with that question, Jewish Temple Theology and the Mystery of the Cross seeks to draw nearer to the heart of the mystery of salvation.