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About Mark Wandrey
International bestselling author of military sci-fi, space opera, and zombie apocalypse, Mark Wandrey is also the only 4 time DragonCon Dragon Award finalist!
Newest Release - Cartwright's Cavaliers - Descent, book 14 in the wildly successful Guild War series, set in the Four Horsemen mil-sf universe.
Living the full time RV lifestyle as a modern day nomad, Mark Wandrey has been writing science fiction since he was in grade school. He launched his professional career in 2004 with the release of Earth Song - Overture. Now, 15 years later, he has more than 25 books out, including many bestsellers.
(Sign up for his mailing list at http://www.worldmaker.us/news-flash-sign-up-page/ or check out his Patreon page for free stuff at https://www.patreon.com/MarkHWandrey)
His favorite is military science fiction. However, he also pens Zombie Apocalypse (ZA) in the form of his 2016 Dragon Finalist "A Time to Die", book 1 in the Turning Point series. The series is complete and available on Amazon, continuing with Book 2, "A Time to Run", and finishing with "A Time to Live", released earlier this year.
His most successful works to date can be found in the Four Horsemen Universe (4HU), which he created and now shares with a slew of incredible authors including his partner and publisher, Chris Kennedy. The first book in the series, Cartwright's Cavaliers, was his 2nd Dragon Award Finalist in 2017. In the 4HU, nine books were published in 2017, and 20 (yes twenty) more released in 2018. Among those was A Fiery Sunset, coauthored with Chris Kennedy, it was his 3rd Dragon Award finalist. Since then the series has continued to expand and branch out, including a YA series (Black and White). If you love Military Sci-fi, this is the series for you, with well over 50 books and more coming every month!
Keep up with the 4HU on facebook - https://www.facebook.com/groups/536506813392912/
You can also join the Mercenary Guild Fan Organization - https://www.facebook.com/groups/469402930466832/
You can also find out more at www.chriskennedypublishing.com
If Space Opera is your things, check out his Earth Song series, space opera of epic scale. Consisting of 6 completed books which have been re-edited and released. A new one will be released in 2021 as well.
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Enter the Four Horsemen universe, where only a willingness to fight and die for money separates Humans from the majority of the other races. This boxed set contains the first four books of The Revelations Cycle, detailing each of the four "Horsemen" mercenary companies--who they are and what they do--while weaving together the story line that will continue on into the Omega War books (and beyond).
Follow along as the Four Horsemen work to kill aliens. It's no longer just to get paid, though...now it's personal!
Jim Cartwright, commander of Cartwright’s Cavaliers and Minister of War for the Terran Federation, has been struggling with all the hats he has to wear. Merc commander, minister, and leader of Earth’s Raknar forces for their allies, the Dusman. The strain’s causing him…issues, and he decides to visit the surviving Human colonies to get away for a bit.
What he finds isn’t what we was expecting, as he encounters the newest result of the Guild Wars—fighting between non-merc races. In the absence of Mercenary Guild contracts, many races have decided to fight it out themselves, and someone is happily supplying them with the weapons they need.
Meanwhile, Jim’s longtime friend, Splunk—or J’asa as she’s known to the Dusman—has returned to the 2nd Level Hyperspace home where the Dusman have spent the last 20,000 years hiding. She goes there to research more about the Raknar, hoping to find some answers for what’s happening to Jim.
What she finds is a plot within her own race’s leadership which will result in changes to her entire life, and not all for the better. It’s time for the Dusman to descend from 2nd Level Hyperspace and rejoin the rest of the galaxy.
The Guild Wars aren’t quite over yet, though, and there are still depths for civilization to sink further…
Changelings, Ogres, Medusae, and other fantastic creatures all have tales to tell, tales that show they’re more than simply horrors in the night or foes worthy of heroes to defeat.
Fifteen of these tales are here in Talons & Talismans I.
A necromancer tries to save a zombie from a broken heart. A medusa searches for someone who sees her and doesn’t have a heart of stone. Werewolves mourn lost families while seeking new ones. And, of course, there are Dragons, including one who must choose between his hoard and a new friend.
Will these monsters remain monstrous, or will they become something more than simply a beast? Come and find out.
With stories by:
Kevin J. Anderson
Jon R. Osborne
G. Scott Huggins
Benjamin Tyler Smith
Promising to return to the 55 Tauri B system after completing a distant mission, they leave the twentieth century castaways with a daunting objective: establish a base of operations on the main world, using local allies they have yet to recruit and enemy equipment they have yet to seize.
If that weren’t hard enough, 55 Tauri A, the system’s primary star, is rapidly approaching, and the technologically superior powers from that neighboring system always visit during the close approach . . . to raid, pillage, and cull the locals.
Worse, the Lost Soldiers left behind with Murphy were the losers and ne’er-do-wells deemed “sub-optimal” for inclusion on the rescue mission. Defiant and determined to live down that judgment, they have given themselves a different, more suitable label:
Note: this book incorporates six previous novellas and adds 40k of new worldbuilding from Charles E. Gannon that Caine Universe readers won't want to miss!
Heir to one of the leading “Four Horsemen” mercenary companies, Jim Cartwright is having a bad year. Having failed his high school VOWS tests, he's just learned his mother bankrupted the family company before disappearing, robbing him of his Cavalier birthright.
But the Horsemen of eras past were smart—they left a legacy of equipment Jim can use to complete the next contract and resurrect the company. It’s up to Jim to find the people he needs to operate the machinery of war, train them, and lead them to victory. If he’s good enough, the company can still be salvaged.
But then again, he’s never been good enough.
The Dusman offered to let humanity become their servitors, but the leaders of Earth’s Four Horsemen were unified in their decision: no thanks.
With the Dusman returning in strength, though, and steadily growing their influence and armed presence, humanity finds itself in a difficult place. The Guild War continues to rage, with planets becoming increasingly desperate for nonexistent help, while the Mercenary Guild continues to sit on its hands, despite Nigel Shirazi’s attempts to break the deadlock.
However, events have transpired in the galaxy which have, once again, forced humanity into the center of the storm. We have been deemed a danger, and thus a target for neutralization. But not by the Mercenary Guild this time; instead, we’re in the cross hairs of the Science Guild, as our technological innovation cannot be allowed to continue unchecked.
Deadly plots have been unleashed not only to cripple Earth, but to assassinate Alexis Cromwell and her Winged Hussars, humanity’s only reliable space navy. And even if Alexis survives, that’s only the start of the Science Guild’s plan to turn Earth’s people against themselves. As the galaxy continues to splinter, there may not be any option but to take the fight to the Science Guild.
The Guild Wars aren’t over; this is only the eye of the storm.
The new pinplants had awakened memories previously forgotten. A thought here, a scene there. Bit by bit, he began to realize he was missing a huge part of his life’s memories. Maybe most of it. So, with one of the clones of Rick Culper, a deceased marine Nemo had resurrected to experiment on, Sato snuck away to find out how far down the rabbit hole his memories would take him.
With Rick’s body installed in a new, incredibly powerful suit of armor known as an Æsir, the two return to Earth, where Sato was born. But he’s not the only one interested in his history; powerful entities from his past are very curious where he’s been.
The journey of rediscovery will take Sato back to the beginning, not just of himself, but of how he’d changed the course of humanity’s involvement in the Galactic Union. And—if he and Rick didn’t have enough to deal with—they have a stowaway.
In the end, he will find out who and what he was. The Sword of Minerva.
The Peacemaker-enforced ceasefire brought an end to the hostilities, but not a resolution, and now it’s up to the Four Horsemen to forge a lasting peace. Alexis Cromwell, despite her pregnancy, heads off to Capital with Nigel Shirazi to obtain justice from the enigmatic Mercenary Guild Council, but when they arrive, they’re quickly embroiled in galactic politics, and find out the situation is far, far worse than they could possibly have imagined.
On Earth, Jim Cartwright has been given the task of ‘fixing’ the world government, which was complicit in General Peepo and the Merc Guild’s invasion. He has some good ideas, but so do Peepo’s agents who have stayed behind to foment rebellion. Sansar Enkh has her formidable intelligence service to watch his back…but will it be enough?
Additionally, a new force is emerging on Earth, and it is raising far more questions than it is answering. What is the enigmatic Section 51, and what are their ultimate goals?
As the Horsemen work for peace, the clouds of war are on the horizon. A greater war is looming as the other guilds, sensing weakness in the Mercenary Guild, begin their fight for supremacy. Who will be left when the storm clouds clear?
Until a Zuul with the Winged Hussars happens across the strange family and carries news of them home.
In the aftermath of the Omega War, Silent Night is barely holding on. Most of the company’s mercs and its only starship didn’t return from a contract before the war, and—with the Merc Guild’s prohibition on new contracts—they’re on the edge of collapse when a Zuul cruiser arrives. They, too, are missing personnel, and their leader offers to help find all the missing troops, Human as well as Zuul. Despite Alan’s worry for his family, it’s an offer he can’t refuse.
For the pups, it’s a voyage of learning what it means to be Zuul. What they find, though, is much more than they bargained for as the Guild War catches them in its growing conflict, and power and credits turn friends into bitter enemies. For it to all end, Night Song must be whole once more.
And the galaxy will sing.
Great for fans of Nick Cole, Scott Bartlett, and Richard Fox!
It’s the Twenty-Second Century. The galaxy has opened up to humanity as a hyperactive beehive of stargates and new technologies, and we suddenly find ourselves in a vast playground of different races, environments, and cultures. There’s just one catch: we are pretty much at the bottom of the food chain.
Enter the Four Horsemen universe, where only a willingness to fight and die for money separates Humans from the majority of the other races. Enter a galaxy not only of mercenaries, but also of aliens, hired assassins, and accountants. Accountants?
Edited by bestselling authors and universe creators Mark Wandrey and Chris Kennedy, “In the Wings” brings you a variety of all-new stories in the Four Horsemen universe showcasing characters that—until now—have always been one step out of the lime light. The fifteen authors bring you looks at some of the universe’s minor characters, giving you additional insight into what truly makes the universe tick…and some additional information you won’t get anyplace else!
Inside you’ll find:
“A Night on the Town” by Kevin Ikenberry
“Alive and Well” by Kevin Steverson
“Embrace the Void” by Marisa Wolf
“Monster at the Gate” by Tim C. Taylor
“Oogars, Guns, and Credits” by William Alan Webb
“Second Fiddle Carries the Tune” by Jon R. Osborne
“Sugar and Spice” by Terry Mixon
“The Price of Pride” by Chris Kennedy
“Friends with Benefits” by Mark Wandrey and Kacey Ezell
“Barn Find” by Richard Alan Chandler
“Field Promotion” by Nick Steverson
“Lucky Beginnings” by Zachary Ritz
“Playing the Game” by David Shadoin
“The Audition” by Casey Moores
Want to keep up with the Four Horsemen universe? Visit chriskennedypublishing.com and subscribe to the mailing list!
It’s the Twenty-Second Century. Humanity has taken its first steps into the galaxy, and we’ve found ourselves in a vast playground of alien races, environments, and cultures. As the newest players on the universal stage, though, our position is readily apparent—we’re at the bottom of the food chain. But we’ve found new allies.
The Depik are feared across the galaxy as the ultimate assassins, but when an attack on their home world devastates their society, the survivors are scattered across the galaxy. As humanity helps bring their civilization back together, though, how do the remaining Depik adults put their society back together and teach the young kits and kitas about what was lost?
Stories. Not only are stories told to educate, but also to help the young Depik make sense of their place in a galaxy that is so much bigger than they are. Enter now the world of the assassin, as these peerless killers decide how to make their way forward, and thirteen amazing authors imagine the paths these Hunters will take.
With stories by:
Jody Lynn Nye
Jonathan P. Brazee
Jon R. Osborne
Joseph Capdepon II
Some of the hijacked Twentieth Century troops known as the Lost Soldiers have made planetfall on R’Bak and are working to establish their base there, but their commander, Major Murphy, has a problem. He knows there are weapons and equipment caches that haven’t been activated yet by their immediate enemies—the Satraps—although they are moving as quickly as they can to get to the caches so they can turn those weapons upon their new off-world foes.
Victor Allen Thomas—“Vat” to his friends—was escaping an arms deal gone bad when the helicopter carrying him crashed and he was hijacked by the mysterious Ktor. While he had military experience, he had left the military years before under suspicious circumstances. With a general discharge in his past, he shouldn’t even have been in Somalia to begin with.
As an arms dealer, Vat has plenty of experience learning new languages and cultures, and he is used to cutting risky deals and making unusual alliances. Murphy is counting on Vat to find the equipment caches—his ‘pearls of great price’—before the Satraps can use the weapons against the Lost Soldiers.
But Vat has never been good at forming relationships. He’s going to have to overcome that failing, because there are only two possible outcomes for his mission. Either he finds the pearls of great price that will allow the Terrans to securely establish themselves on R’Bak, or—if he doesn’t—the future of Murphy’s Lawless isn’t merely bleak; it’s likely to be nonexistent.