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Audiobooks Narrated by Jack Campbell
Browse audiobooks narrated by Jack Campbell, listen to samples and when you're ready head over to Audiobooks.com where you can get 3 FREE audiobooks on us
Rare audio recordings of veterans from World War I: Emmet Dalton of The 7th Royal Dublin Fusiliers, 16th Irish Division; Dubliner Jack Campbell of The Royal Dublin Fusiliers, 16th Irish Division, who served in the Great War with four of his older brothers; British solider Sidney Williams who served in both World War I and World War II; Harry Patch, from Combe Down in Bath, who fought in the battle of Passchendale, recalls his memories of the trenches, and the soldier he would never forget; Johnny Burke from Ballinasloe, Co. Galway who talks about his experiences in the Mesopotamian campaign of the First World War, including marching through the desert to Baghdad and to Falluja.
The Alliance has been fighting the Syndics for a century—and losing badly. Now its fleet is crippled and stranded in enemy territory. Their only hope is a man who’s emerged from a century-long hibernation to find he has been heroically idealized beyond belief …
Captain John “Black Jack” Geary’s legendary exploits are known to every schoolchild. Revered for his heroic “last stand” in the early days of the war, he was presumed dead. But a century later, Geary miraculously returns from survival
hibernation and reluctantly takes command of the Alliance fleet as it faces annihilation by the Syndics.
Appalled by the hero-worship around him, Geary is nevertheless a man who will do his duty. And he knows that bringing the stolen Syndic hypernet key safely home is the Alliance’s one chance to win the war. But to do that, Geary will have
to live up to the impossibly heroic “Black Jack” legend …
Outnumbered by the superior forces and firepower of the Syndicate Worlds, the Alliance fleet continues its dangerous retreat across the enemy star system. Led by the legendary Captain John “Black Jack” Geary, who returned to the fleet
after a hundred-year suspended animation, the Alliance is desperately trying to return home with its captured prize: the key to the Syndic hypernet, and the key to victory …
Geary is convinced that the Syndics are planning to ambush the fleet and finish it off once and for all. Realizing the fleet’s best (and only) chance is to do the unexpected, Geary takes the offensive and orders the fleet to the Sancere System.
There, a multitude of possible routes home give the Alliance fleet a better chance of avoiding their pursuers—and an attack on the Sancere shipbuilding facilities could decimate the Syndic war effort.
Weary from endless combat, the officers and crew of the Alliance fleet can’t see the sense in charging deeper into enemy territory—prompting a mutiny that divides them and leaves Geary with higher odds against him than ever before …