New Rules for Idiots
Our trio of madcap mercenaries have brought peace to Mugh-9, but it turns out that peace is bad for business.
What is a merc to do but head out into the galaxy and find some work?
There's always someone in need of a steady hand, a strong arm, and a propensity toward violence, right?
Our trio hit the jackpot when they are approached by a representative from a crumbling regime.
Have gun, will travel: that's the order of the day.
The company loads up and heads out for a distant corner of a broken empire. It doesn't take them long to realize that this might be more dangerous than even they expected.
Lethal space anomalies? Check. Ruthless pirates? Check. Omnicidal cyborgs? Check.
Our crew of guns-for-hire are in over their heads. That never stopped them before, so why worry about it now?
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