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Return to the Bailiwick, young Constable, the ethereal is sounding. Once again, the Zed attack as the ocean-filled sky swarms with dragons! Can you help Jack, Red Ruby, LOF-t and Murray save the upside-down, inside-out world from total destruction? Find a sky cycle and fly, young Constable, for the future of the Bailiwick is in your hands! The Captive Ocean is the next exciting chapter in the steampunk adventures of the Bobbies of Bailiwick, with action, magic, pirates, robots, and dragons aplenty.
Welcome to the Bailiwick, young Constable - a world like no other. Here, a vast city clings to the inside surface of a sphere and a tumultuous ocean is the only sky. Are you ready to join your fellow Bobbies? There's Jack, the boy with a sixth sense for machines; Red Ruby, the fiery pirate princess from the golden age of sail; and LOF-t, the sixty-sixth century cyborg. Together with Murray, the hyper-intelligent lemur, you are the new generation of Constables; sworn to protect the topsy-turvy world from the ever encroaching shadows of the evil Zed. Even as we speak, they drill through the crust of the Bailiwick, down towards the city within... So, climb aboard your sky cycle, young Constable, and fly! There's not a moment to lose! Bobbies of Bailiwick is a Steampunk Adventure Fantasy for middle readers (8 to 12), filled with Dyson's Spheres, pirates, cyborgs, lemurs, giant robots and steam-powered sky cycles.
WANTED. HEROES TO SERVE THEIR COUNTRY. The War against the Reds has dragged on for sixty years. The Continent sits divided. While the east still lives free, the west struggles under the thumb of the Soviet Menace. Despite endless campaigns, generation after generation of young men sent off to war, the front lines between the two states remains static. A stalemate. A zero-sum game. Gunny is certainly not the hero anyone hoped to find, she's just sixteen, a girl from Saint Paul. But after scoring a record high on a mysterious test, Gunny ships off to Boot Camp and soon finds herself in the gunner's seat of a Patton Tank. Could Gunny be the thing that breaks the stalemate between the US and the Soviets? One soldier, more or less, can't really make a difference. But no one has seen a soldier like Gunny before... Could the Sixty Years' War finally be coming to an end?
Elder Tull is a Puke, one of the few unconverted. Without a stem, he's been discarded by society. Forgotten. Those converted feed directly on electricity, through a power socket attached to their sternums. Their cybernetic implants have transformed mankind - everyone is beautiful, everyone is healthy, everyone is thin. The stem regulates everything. Meanwhile, the Pukes are left to scavenge in the gutter, their minds lost to starvation. Forced to squabble over what few crumbs remain, they've resigned themselves to living like the walking dead, shambling through a world of the eternally young... Until the day it all comes crashing down.
Anything goes aboard the Raft. The ramshackled, mosquito fleet has no law or authority. The Raft's ships clog the waterways of the Puget Sound, exploiting a loophole in the tax code to thumb their noses at the Government. But even aboard the Raft, the murder of a young girl cannot go unpunished. It must fall on someone's shoulders to find justice, and that someone, it seems, is Maggie. Maggie Straight is a Magistrate, a judge for hire, a private policewoman and nanny to the ragtag band of criminals, hippies and burnouts that populate the Raft. She's the only authority the Raft respects. But when Maggie's phone rings one rainy, Northwest morning, it's no Rafter on the other end of the line, but the voice of her ex-girlfriend, Rachael. In a whirlwind, Maggie finds herself embroiled in a murder investigation, juggling her long-suppressed feelings for Rachael, while attempting to thwart the mainland police's hopes of using the girl's murder as an excuse to expand their authority over the Raft. When a conservative Senator, with plans to pass a Constitutional Amendment to ban gay marriage, is implicated in the young girl's death, the situation escalates rapidly towards an all-out shooting war. Maggie must hurry to find the girl's killer, defuse the standoff with the authorities and make peace with how an old love affair ended, all before the Raft destroys itself a hopeless bid for independence.
The stalemate is over. After their loss at Battle of Brigham Field, the Reds are fleeing back to their America, the Soviet Socialist People's Republic of America, west of the mountains. But the War has only just begun. The Soviet Sickle has been broken, but their Hammer remains – a super, secret weapon, so powerful that it obliterated Denver in the blink of an eye. What is the Hammer? Only Fate Troop is reequipped and prepared to take on the daring mission, far behind enemy lines, to find out. Can Gunny and the others stop the Hammer before the Reds turn it on another American city? TANK: The Magi’s Advent is the final installment in the exciting action/adventure series TANK. Follow Gunny and the crew of number Seventy-Seven as they battle the Soviets in an alternate Twenty-First Century.
It only took a moment for it all to vanish, one spark to set fire to the world. The fears and paranoia of a single man spread like a plague through all humanity, aided by the stem. Only the Pukes were immune, those who'd refused implantation. Civilization burned. But in the commune of Bannock, life continues, safe behind high valley walls. The town stands as the last bastion of life in a world swarming with the undead. It was to Bannock that Elder and his fellow Pukes ran, as the world collapsed around them. In Bannock, they found refuge, food and peace. But the chaos of the world without still threatens the safety within: wild bands of Skinnies stumble into the valley, seeking easy prey, and Drew Arrow, Bannock's billionaire benefactor, remains lost in the wilderness... Then, when a nugget of computer code hints at the possibility of ending the apocalypse, Elder and the others must consider the unimaginable: leaving the safety of Bannock's cloistered valley. ARROW is the second action-packed chapter in the continuing Zombpunk series, picking up six months after the conclusion of STEM. Would you risk it all to get back a little of what you lost?
Who is Q? Not the dead girl. She's just another Gene Genie taken by her addiction – by a plague tearing the world apart. Who is Q? Not Sasha. He's a cop. Though, now-a-days, he mostly cleans up messes. And there's plenty of those. To Sasha, the girl looks like just another mess, until her body mysteriously vanished from the morgue. Turns out the girl was the daughter of some rich and powerful East Coast NeoCon... Turns out the girl is a mess that even Sasha can't easily sweep under the rug... Before long, a Federal occupying army has descended on Seattle, hellbent on a roots-to-branches cleansing of America... Who is Q? The answer lies inside.
The crew of number Seventy-Seven should be basking in glory, fresh off their victory against the mighty phalanx of Soviet armor that had thundered over the mountains. But a stray bullet through the radiator has knocked Seventy-Seven out of the War. All Gunny and the others can do is sit idle while the tank is repaired, stranded in the lazy town of Brigham Field. But when a shot rings out in the town square, Gunny is thrown back into the War. The War has come to Brigham Field. The Broken Sickle is the second installment of the exciting action/adventure series TANK. Follow Gunny and the crew of number Seventy-Seven as they battle the Soviets in an alternate 2014.
The end of the world is finally here. Seattle sits lost, choked by the thick cloud of nuclear winter and overrun by the walking dead. But the city is not in chaos, order reigns over the streets. Elder Tull's visage looks on as Skinnies shamble about their duties. There is calm, there is industry, there is reconstruction. But no life. Only Sweet Beat and Kevin still draw a breath. They move unnoticed through the snow-covered streets, nuclear bombs strapped to their backs. They have every intent to put an end to Elder Tull's little Orwellian, zombie regime – and the last of the Stem menace along with it – but a strange discovery below the streets of Pioneer Square cause Beat and Kevin to reconsider their scheme. SAPPA is the explosive third installment of the Zombpunk saga, bringing to a close the exciting adventures of Elder Tull, Sweet Beat, Eydie, Kevin, and the billionaire Drew Arrow. The end of the world is finally here. Can a new world take its first breath?