The Killing Ground (Ultramarines), by Graham McNeill
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The Killing Ground (Ultramarines), by Graham McNeill
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Book four in Black Library's iconic Ultramarines series returnsThe Ultramarines are the epitome of a Space Marine Chapter. Warriors without peer, their name is a byword for discipline and honour, and their heroic deeds are legendary. Returning to the Imperium after completing a deadly mission in the heart of the Eye of Terror, Ultramarines exiles Uriel Ventris and Pasanius find themselves on a war-torn world where warp-tainted rebels hold the balance of power. As the pair of Space Marines try to save the planet from the Ruinous Powers, they find that they themselves are suspected of being in league with the Dark Gods, and their chances of a triumphant return to their Chapter look bleak…
The Killing Ground (Ultramarines), by Graham McNeill- Amazon Sales Rank: #594862 in Books
- Brand: Warhammer 40,000 - Novels - Space Marines
- Published on: 2015-11-10
- Released on: 2015-11-10
- Original language: English
- Number of items: 1
- Dimensions: 7.80" h x 1.00" w x 5.10" l, .0 pounds
- Binding: Paperback
- 416 pages
About the Author Graham McNeill has written more Horus Heresy novels than any other Black Library author! His canon of work includes Vengeful Spirit and his New York Times bestsellers A Thousand Sons and the novella The Reflection Crack’d, which featured in The Primarchs anthology. Graham’s Ultramarines series, featuring Captain Uriel Ventris, is now six novels long, and has close links to his Iron Warriors stories, the novel Storm of Iron being a perennial favourite with Black Library fans. He has also written a Mars trilogy, featuring the Adeptus Mechanicus. For Warhammer, he has written the Time of Legends trilogy The Legend of Sigmar, the second volume of which won the 2010 David Gemmell Legend Award, and the anthology Elves. Originally hailing from Scotland, Graham now lives and works in Nottingham.
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Most helpful customer reviews
14 of 17 people found the following review helpful. Sometimes the ghosts of the past won't let you go... By Detra Fitch Two Ultramarines, Pasanius Lysane and Uriel Ventris, have escaped from the Eye of Terror. They well know that no one comes back from there unchanged and they have no idea if they will even be welcomed back by their brothers. After all, they had fought alongside renegade Space Marines, made a pact with cannibal mutants, and even freed a daemon creature. It may not matter that each decision had been made with the best intentions or for the right reasons. The pair, along with some of their mutant allies (the Unfleshed), travel homeward within one of the Iron Men's vile, daemonic machines. Upon arriving, the Unfleshed hide in the mountains until such time the Ultramarines may figure out what planet (and year) they are on and explain the mutants to any locals.The planet is named Salinas. A designated army of conquest has claimed the world as theirs. Yet after fighting in some of the most horrific war zones in the galaxy year after year and killing countless enemies, they find themselves unable to simply turn off the instincts that had kept them alive. Needless to say, the conquered locals hate their new leaders even after ten years. Everyone remembers the massacre of innocents in the city Khaturian a decade ago. It is referred to as the Killing Ground. A rebel group calling themselves the "Sons of Salinas" still fight against the new ruling government. Eradication of the rebel group is proving difficult and the possibility of a traitor is high.When the infernal conveyance delivering the Ultramarines and the Unfleshed ripped its way through to Salinas and then tore a hole back through the gates of the Empyrean, a lot of energy came through too. The walls that separate Salinas from the warp were worn very thin and something that feeds on death and bloodshed had been attracted to the Killing Ground. The souls of those who died in Khaturian were now massing. They now had a very real, very dangerous wellspring of power to draw upon. And they hunger for vengeance.Pasanius and Uriel must battle terrible powers and somehow keep an oath to the Unfleshed until their brothers can come for them. Only then will they be able to get home to Ultramar and redemption.***** "The bar was crowded and the summering air of resentment that filled its smoky depths was like a current running through Hanno Merbal's body. He could sense the hatred of what he represented in every muttered syllable, every furtive glance and every hostile stare. He lifted the glass before him and knocked the harsh spirit back in one gulp." (Used with permission of the publisher, USA branch.)By simply reading those first three sentences of this story I knew it would be awesome. An author who is able to put such a detailed description of angst within a few simple sentences KNOWS his stuff. From the beginning to the end I found myself compelled forward and into many forms of battles (mental and physical). By the time I finished the story I found myself wondering if the author, Graham McNeill, actually had talent oozing from his pores. The story is so well written that I could almost feel the heat and smell the carnage. The ending left me with the feeling of euphoria, yet a sense of loss too. I only hope there will be more Ultramarine stories in the future. *****Reviewed by Detra Fitch of Huntress Reviews.
6 of 7 people found the following review helpful. Great dark 40k fiction By Amazon Customer Continuing the storyline of Graham McNeil, we find ourselves once again following Pasanius and Uriel Ventris, Ultramarines banished from their Chapter and sent on a Death Oath. But their oath has been completed, and miraculously, they survived to escape. After finding themselves on an Imperial world that was conquered and colonized by a brutal and ruthless former Imperial Guard regiment, the two Space Marines must try to find a way back to Ultramar, while surviving the attentions of a bitter insurrection as well as disquieting psyker activity.McNeil manages to bring Uriel and Pasanius out of the standard cliche one-dimensional super soldier character, and makes them evotive and recognizable as still being human, which is a failing of many novels based around the Astartes. The scenery and detail expressed in his characters, as well as the heartbreaking story of the titular Killing Ground and the fate of the Unfleshed is gruesome and caustic, just the flavor for the Warhammer universe. Also appearing are the Grey Knights, who also manage to break free of the even more restrictive cliche character of one-dimensional super soldier secret police officer. The monsters, both human and not, all manage to evoke a distaste even through the page, and its hard not to relish the fate of the villian of the piece.McNeils storyline drags briefly from time to time, somewhat hindered by the political backstory and the insurrection portion of the tale, but has a steady stream of combat and action, as well as new scenes and iconography, including the memorable Inquisitorial Trial. While I'll always be more sold on Caiphas Cain and Ibram Gaunt, Uriel Ventris definitely sweeps aside all previous Marine characters.
2 of 2 people found the following review helpful. Return to form...nearly By Christopher Allen It is tempting to call Killing Ground a return to form for GrahamMacNeill, and not just because it is so much better than Black Sky,Dead Sun: it also evokes the forty-first millennium convincingly,especially what being a superhuman space marine would be like in it,like the first two novels in the series; and like them it is a compelling page turner. And like them and Storm of Iron, when MacNeill wants to go metaphysical, he does a terrific job of showing what living in a world so close to the weird and horrific made manifest might belike.It really isn't a true return to form, however, because unlikeNightbringer, his first and best effort, Killing Ground isn't acomplete novel--and not just because it is the most obviouslyserialized of his efforts, impossible to enjoy on it's own, though itis that absolutely--but because the 'real' story of it only commencesin the last quarter of the novel, and with only the most cursory ofsetup in the preceding three-quarters. The whole book feelsincomplete, and very awkwardly paced--just a continuing series ofchapter-adventures about our heroes, not a stand-alone novel.That said, once things gain traction, the fitful setup seems worth it:it is enjoyable to follow the journey of heroes Ultramarine CaptainUriel Ventris and his loyal sergeant Pasanius, who remain bothconvincingly superhuman throughout and yet eminently 'human' enough toemapthize and identify with (lacking one, the other or both beingconsistent flaws in Black Library novels); all the questions about theworld our heroes are introduced to get answered, most satisfyingly;and the book's real strength, the introduction late in the proceedingsof a major Imperial institution and a compelling character to give ita face, is handled with the skill and insight into the background ofthe 40Kverse that only Abnett excels MacNeill at, when he is at hisbest.There *is* the issue of what subtext MacNeill is attempting to addressin Killing Ground: especially late in the novel, he puts words in somecharacters' mouths that seem to clearly be commenting on real worldevents, moreso than the instory conduct of some of MacNeill's unsavoryGuard characters in the book. It is awkwardly handled, whichever sideof those events one may fall on; reviewers who like to diminish genrework, especially work derived from other media, as 'non-literary' willfind plenty of fodder for their viewpoint in this clumsily-handled bit of authorship. MacNeill is entitled to the strength of his convictions,any writer is--one just wishes if he were going to do this, he'd'vedone so with more artistry.Killing Ground will not join Nightbringer as one of the two or threeintroductory novels I hand to prospective hobbyists wanting to knowmore about Warhammer 40,000, but for those already hooked andespecially fans of the previous Ultramarines 4th Company adventures,it is a fine tale, and especially worthwhile in evoking the Imperium,the Guard, the metaphysical threat of the Warp and one of it's frontline Imperial forces of resistance. I would read further adventures ofCaptain Ventris--and would *very* much look forward to a stand-aloneadventure about the character Ventris engages, at this book's climax.+++
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