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War. War never changes. In the far reaches of the nuclear wastes of the Florida everglades, the future is about to be changed. In the swamps, a malfunctioning GECK is pumping its polluted cargo.

For a group of wasteland wanderers brought together by strange circumstances, it is the Holy Grail.

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War. War never changes. The Jackal menace has been driven off, and the small group of survivors in the Great Lakes region are starting a settlement. With one year to build and fortify, can the city stand firm in the desolate post apocalypse?

Here’s the map of the city that was made.

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Monaco is rife with intrigue, mystery, and scandal, and the Centurions are in the middle of all of it. Can they stop the sabotage of the race and find the group who assaulted the Ambassador’s party before it’s too late?
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The psychics of Project PIXIE, almost immediately after the previous technically successful mission, are thrown back into danger. Their target is exceptional for many reasons, however. This may well be their strangest adventure yet.

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Italy beckons, an Ambassador’s Gala in Milan holding deadly secrets and former adversaries – until a break-in occurs and the Centurions are thrown into another international mystery. A sinister group of monks, a Prussian Infantryman’s primer, and a sinister submarine are only the start of this adventure.
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