
Thirteen Days of Guerilla
Thirteen Days of Guerilla begins a week after the end of the first part, Grey Zone, and resembles a game of lightning poker where everyone is cheating. They shamelessly swindle and break laws to maximise their chances. They bluff with misinformation and send spaceships on collision courses.
The Fighs lost their main trump cards even before the match began. Their secret collaboration with the mozepi was revealed, and they were left with only one passapertor, the drive that allows for rapid microjumps. However, they play their ace pilots. Their opponents, for whom Avien Helm fights, have a better starting position after a successful boarding of the ship Aviwenorepe, but they only have two untrained pilots. They can use the passapertors, but they are no match for the Fighs' elite pilots.
The game of guerilla must be played quickly. Powerful corporations, jointly lobbying for a decisive battle because they dread the disruption of interplanetary trade during a prolonged war of attrition, are against its extension. And experienced space veterans are also approaching, searching for the fate of the Aviwenorepe. They have their own interests and, upon arrival, will most likely bet on the more successful side, so it must be decided in time who that will be.
In Thirteen Days of Guerilla, the conflict with the Fighs that began in the previous book, Grey Zone, comes to an end.
Specifications
Basic
Format & type of protection
| Code: | EK36424 |
| Manufacturer information |
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