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Descendants of Jeremish Youngblood (1765-1814), who was born probably in Johnston County, North Carolina. When he was twenty-two his family left North Carolina and resettled in Edgefield Co., S.C. By 1790 he was married to Susannah Birgit and had two sons in Edge- field County. By 1809 his family had relocated in Jackson County, Tennessee. Jeremiah enlisted in the Regiment of West Tennessee Militia under command of Gen. Andrew Jackson in 1814. He died 1814 in Alabama. His widow and children later moved to Alabama. Susannah died ca. 1839 in Tishomingo Co., Mississippi. Descendants live in Arkansas, Oklahoma, Missouri, Tennessee, Kansas, California and elsewhere.
ON THE HUNT AGAIN… It is the Dark Age—3139—and the famed mercenary regiments of Wolf’s Dragoons have returned to the employ of House Kurita after a century of bitter enmity. Somehow, mercenaries and Kuritans must find a way to work together in a combined invasion of the Dragon’s oldest enemy, House Davion. Thrust into the middle of this new conflict, Colonel Henry Kincaid is surprised by the commonalities—duty, honor, expediency—the Wolves and Combine forces share. But as the Wolves’ lightning tactics and unstoppable drive brings world after Davion world under the Dragon’s banner, old hatreds arise anew, and with them come insidious plots engineered to cause the mercenaries’ downfall. Throughout the campaign, Colonel Kincaid struggles to rectify what he thought he had always known about the Kuritans with the truth he discovers while actually working with them. But when his forces are trapped on a Davion world with no way to escape and the regiments of House Davion closing in, can he pull another bit of genius from his hat, or will the battalions of Wolf’s Dragoons be destroyed?
THEIR MISSION: ACQUIRE BATTLEMECH PLANS, NO MATTER THE COST... There are three ways to accomplish a difficult objective: Be first. Be smart. Or cheat. The Intelligence Directorate of the Capellan Confederation, otherwise known as the Maskirovka, is well-versed in all three. But when the first two methods do not achieve the desired results, they have no problem resorting to the last one. And when the covert team gains the plans they are willing to die for, that resolve will be tested to the limit as they try to escape the Free Worlds League planet they have infiltrated, matching wits with one of the most feared intelligence officers the FWL has to offer...
Strap into the Cockpit! Proudly carrying the battle standard for BattleTech short fiction, the first year of Shrapnel: The Official BattleTech Magazine continues the tradition of explosive, hard-hitting stories set in the war-torn, BattleMech-dominated interstellar future of the 31st century. In this collection of issues #1–4, you will attempt to escape from a bandit king’s stronghold, ally with longtime enemies on the front lines of the swift and merciless Clan invasion, and fight brutal arena duels on the game world of Solaris VII. You will defend your home in the Deep Periphery from opportunistic invaders, share tales of victory and woe at a popular MechWarrior bar, and discover a long-abandoned ’Mech that helps build an idealistic young woman’s sense of purpose. Then go beyond the story and forge your own legend with in-universe articles, conspiracy theories, technical readouts, unit and planet digests, playable scenarios, role-playing adventures, weapons catalogs, social commentaries, and much, much more! This collection also includes the entire four-part Kell Hounds serial novel, If Auld Acquaintance Be Forgot… by New York Times-bestselling author Michael A. Stackpole. Tighten your safety harness, thumb off your weapon safeties, and march into battle to see where it all began, with heart-wrenching stories and powerful game features penned by long-time BattleTech luminaries and exciting new authors. Note: this is the same file that all Kickstarter Mercenaries backers have already received. If you backed the campaign at any level, you have already received this file as part of your pledge.
OUTMATCHED AT EVERY TURN... It is 3072, and holy Jihad rages in the Inner Sphere. Soon after they launched their war in 3067, the mystical Word of Blake sprung out from their base on Terra and claimed dozens of worlds, creating a Word of Blake Protectorate. While many of those worlds joined voluntarily, some others hosted resistance movements. On one such world, Ruchbah, the resistance hired mercenary help. Captain Jeremiah Youngblood and his Crescent Hawks have an enviable legacy to live up to. Not only are they trying to find their own place in the Inner Sphere, outside of the deep shadows cast by the elite Kell Hounds, but some still remember another Jeremiah Youngblood and another group of Crescent Hawks. Can the new live up to the reputation of the old? Can they survive, almost alone on a hostile world where the Word of Blake holds almost every advantage?
OUT FOR BLOOD… Wolf's Dragoons, the most storied and elite mercenary unit in the Inner Sphere, has been utterly shattered for the first time in its centuries-long history. In 3151, most of the Dragoons listened to Marotta Kerensky and followed Alaric Ward to Terra. There, they helped him destroy the Republic of the Sphere and establish the ilClan. Four out of five Dragoons died in the fighting. The survivors were injured, shell-shocked, and finally, gravely insulted by Alaric Ward’s token payment of thirty pieces of silver. In one brutal gesture, the ilKhan did what no other enemy had ever done: He broke Wolf’s Dragoons. The decimated survivors limped off Terra to rendezvous with their remnants that had stayed behind. Colonel Henry “Hack” Kincaid, senior striker officer, is waiting when the Dragoons convoy appears, full of wrecked machines, but depleted of personnel. Kincaid is a man of reputation in the Dragoons. His word carries weight. And he hasn’t been tarnished by Terra. Three regiments and one of his irreplaceable striker battalions have all been ground to dust. All that is left now is duty. And vengeance…
CONTRACTS MAKE STRANGE ALLIES… For new mercenary groups just starting out, one of the primary rules is “Follow the money.” Even when it’s being paid by the same people who forced you to become a mercenary unit in the first place. Ronan and Isobel Carlyle are experiencing this right now, having accepted a contract from the newly-formed Tamar Pact, the cluster of planets that recently seceded from the Lyran Commonwealth—and got the once loyal-Carlyle siblings cashiered as turncoats. Now the Pact wants the Legion’s help with one of their newer planets, Crimond. But murky mission parameters and an unhelpful liaison officer leaves Ronan and Bel wondering who’s a friend and who’s a foe. And when the Legion splits up to handle two different missions, Bel finds herself an entire continent away, on a mission to scout an abandoned Star League base. But she soon discovers the base—and the nearby community—is anything but abandoned…and if she doesn’t act fast, she and her GDL commandos will receive a welcome they won’t walk away from…