This book thoroughly explains military techniques of close combat fighting necessary for self-defense in every situation. They will enhance your strength, flexibility, balance, and cardio-respiratory fitness. The practice will help you build personal courage, self confidence and self-discipline. Be as prepared and skillful as a U.S. Marine and act instantly when an unexpected confrontation occurs. Close combat fighting is an engagement between two or more persons in an empty-handed struggle, or with hand-held weapons such as knives or sticks. Table of Contents: Introduction: Definition of Combatives Purposes of Combative Training Safety... Training: Responsibilities of Trainers Safety Precautions Warm-Ups and Stretches Crawl, Walk, and Run Execution at Combat Speed Drills... Basic Ground-Fighting Techniques: Back Mount Front Mount Guard Side Control Body Positioning Moves Finishing Moves Drills Defense Against Headlocks... Advanced Ground-Fighting Techniques: Advanced Body Positions Pass the Guard Attacks from the Mount Attacks from the Back Mount Attacks from the Guard Knee Mount Leg Attacks Striking from Side Control Defending Against Strikes in the Guard... Takedowns and Throws: Breakfalls Closing the Distance and Achieving the Clinch Takedowns from Against a Wall Double Leg Attack Single Leg Attack Attacks from the Rear Throws and Takedowns Strikes: Arm Strikes Punching Combinations Kicks Transition Between Ranges Handheld Weapons: Angles of Attack Rifle with Fixed Bayonet Knife-against-knife sequence Entrenching Tool Three-Foot Stick Defense Against the Knife... Standing Defense: Lethal Force Scenarios Restrictive Force Scenarios Two Against One Three Against Two Group Tactics Lethal Force Scenarios Restrictive Force Scenarios Competitions
Two nuclear wars. Three asteroids. Demonic madness that kills one third of the world´s population. Into this, a savior will rise, cloned from Christ. It´s not fiction. It´s prophecy. It is the dawn of the New Age. After six millennia of stagnation, humanity stands on the brink of its final great evolutionary step. But it is a step that has come at tremendous cost. Half the world´s population is dead. The Pacific Ocean is barren. The forests of North and South America are a charred wasteland. Central America has been reduced to rubble. The planet´s survivors face a fundamental choice: follow Christopher Goodman, the Messiah of the New Age and clone of Jesus Christ, or cling to the very worldview and the God who has wrought this destruction. Under Christopher´s leadership the world begins to experience miraculous recovery, and soon the first signs of humankind´s evolution emerge, just as Christopher promised. His fanatical opponents, however, charge that he is the Antichrist, and that his name, when written in Hebrew has the numeric value of 666. Reluctantly, Christopher determines to use their own superstitions against these fanatics. He reminds the world that the prophecies of Revelation were written by the Apostle John, and it was John, who after using his dark powers to survive for 2000 years, is responsible for the near annihilation of the planet. It was John, whose writings in the Bible radically distort what is to come and who will emerge the victor. Each person must choose. All that´s certain is that the world is catapulting toward a final apocalyptic conflict, and humanity´s salvation or damnation depend on the true nature of the Christ Clone. ungekürzt. Language: English. Narrator: Kevin O´Brien. Audio sample: http://samples.audible.de/bk/acx0/024690de/bk_rhde_002536_sample.mp3. Digital audiobook in aax.
Today´s copyright wars can seem unprecedented. Sparked by the digital revolution that has made copyright - and its violation - a part of everyday life, fights over intellectual property have pitted creators, Hollywood, and governments against consumers, pirates, Silicon Valley, and open-access advocates. But while the digital generation can be forgiven for thinking the dispute between, for example, the publishing industry and Google is completely new, the copyright wars in fact stretch back three centuries - and their history is essential to understanding today´s battles. The Copyright Wars - the first major trans-Atlantic history of copyright from its origins to today - tells this important story. Peter Baldwin explains why the copyright wars have always been driven by a fundamental tension. Should copyright assure authors and rights holders lasting claims, much like conventional property rights, as in Continental Europe? Or should copyright be primarily concerned with giving consumers cheap and easy access to a shared culture, as in Britain and America? The Copyright Wars describes how the Continental approach triumphed, dramatically increasing the claims of rights holders. The book also tells the widely forgotten story of how America went from being a leading copyright opponent and pirate in the 18th and 19th centuries to becoming the world´s intellectual property policeman in the late 20th. As it became a net cultural exporter and its content industries saw the advantage of the Continental ideology of strong authors´ rights, the United States reversed position on copyright, weakening its commitment to the ideal of universal enlightenment - a history that reveals that today´s open-access advocates are heirs of a venerable American tradition. Compelling and wide-ranging, The Copyright Wars is indispensable for understanding a crucial economic, cultural, and political conflict that has reignited in our own time. ungekürzt. Language: English. Narrator: Peter Johnson. Audio sample: http://samples.audible.de/bk/adbl/020673de/bk_rhde_002536_sample.mp3. Digital audiobook in aax.
The Christian Entirely the Property of Christ, in Life and Death, Exhibited in Fifty-Three Sermons on the Heidelbergh Catechism:Wherein the Doctrine of Faith, Received in the Reformed Church, Is Defended Against the Principal Opponents, and the Practical John Vanderkemp
Of all the generals in the ancient world, none matches the accomplishments of Alexander the Great, Julius Caesar, and Hannibal of Carthage. This audiobook will look at the lives and leadership styles of these three commanders. Alexander conquered the fullest expanse of the known world and brought Europe and Asia under one sovereign. Julius Caesar was a master statesmen, capable of translating military victory into long-term political gains. His vanquishing of the Gauls and his political opponents laid the groundwork for several centuries of Roman imperial might. None could match the tactical genius of Hannibal, who threatened the destruction of Rome at the Battle of Cannae. Whatever their backgrounds, these rulers showed that the right military commander at the right time in history can destroy an empire, change civilization, and alter the course of world history forever. ungekürzt. Language: English. Narrator: Kevin Pierce. Audio sample: http://samples.audible.de/bk/acx0/029320de/bk_rhde_002536_sample.mp3. Digital audiobook in aax.
This compilation includes three Jack Reacher novellas and the ultimate fan guide, ´´Jack Reacher´s Rules´´. Deep Down: In thriller master Lee Child¿s short story ´´Deep Down´´, Jack Reacher must track down a spy in soldier¿s clothing - by matching wits with four formidable females. Three are clean - but the fourth may prove fatal. Summoned by Military Intelligence to Washington, D.C., Reacher is sent undercover. The assignment that awaits him: The army is meeting with its Capitol Hill paymasters for classified talks on a new, state-of-the-art sniper rifle for U.S. forces. But vital details about the weapon are leaking - straight from the Capitol and probably into the hands of unidentified foreign arms dealers. The prospect of any and every terrorist, mercenary, or dictator¿s militia getting their hands on the latest superior firepower is unthinkable. That¿s where Reacher comes in. His task: infiltrate the top-secret proceedings and smoke out the mole. His target: a quartet of high-powered Army political liaison officers - all of them fast-track women on their way to the top. According to his bosses, it¿s a zero-danger mission. No need to draw a gun...just chat over drinks. But Reacher knows that things are rarely what they seem. And he¿s learned the hard way never to underestimate an opponent. Or four. Lessons that will come in handy when he starts digging for the truth - and gets his hands a lot dirtier than he expected. Second Son: A young Jack Reacher knows how to finish a fight so it stays finished. He knows how to get the job done so it stays done. And, in one of his earliest challenges, he knows that his analytical brain is just as important as his impressive brawn. Okinawa, 1974: Even at 13, Jack Reacher knows how to outwit and overpower anyone who stands in his way. And as the new kid in town, that¿s pretty much everyone. His family has come to the Pacific with his father, who¿s preparing for... Language: English. Narrator: Dick Hill, Lee Child. Audio sample: http://samples.audible.de/bk/rand/003859de/bk_rhde_002536_sample.mp3. Digital audiobook in aax.
Make the jump to lightspeed with the X-Wing Dice Expansion Pack for the X-Wing Miniatures Game! With an additional set of six custom eight-sided dice, your battles will move faster, letting you focus on outwitting your opponents. This accessory includes three red attack dice and three green defense dice, allowing each player to have a complete set of dice.
Pit your Titans against one another in a completely crazy, furious race! You play as a rider and his titanic mount, using your power, cunning, and all sorts of magical objects to try to win the race. Ram into your opponents to weaken them, so you can cross the finish line first, and become the next legend of Neverworld!Combine your dice, your titans special ability, and the bonus cards you collect on the circuit in order to perform the best actions, and stay ahead of your opponents. Complete three laps before the others and you will be declared the grand winner of the race.
A master wererat and his transformed minions hold the city in fear. Vermin and shapeshifters, thieves and cutthroats lurk in every shadow. Can you face your fears and eradicate this sinister infestation? Den of the Wererats is a two-player Dungeoneer card game. Your character explores a city that you build with map cards, while fighting monsters, completing quests, and leveling up along the way. Each Dungeoneer set can be played as a stand-alone card game, or combined with other decks for more dungeon-delving fun. Den of the Wererats features 55 new Dungeoneer cards, including city maps, lycanthropic curses that transform your opponents, and three new heroes for your Dungeoneer game: Darkling Thief, Human Alchemist, and Dwarf Guardian.
The next partnership between Alderac Entertainment Group and Dust Games brings to gamers Arcana. Arcana, an exciting new card game set in the mythical city of Cadwallon, pits you against up to three opponents as you vie for the most power for your Guild.Will the Guild of Blades control the city? The Guild of Thieves? Its up to you as you fight for the best agents to exert your influence.As the game is played, various stacks of Stake cards are revealed. Using the cards in your hand from your Main Deck, you will play agents to the various Stake cards, and you will use other cards to augment your agents. The player whose agent wins the Stake will claim it, placing it in his Resource Deck. Any card from your main deck that has been played also goes to the resource deck. When the main deck runs out, you reshuffle your resource deck into a new main deck. The more powerful the Stake card you win, the better it will make your deck as the game progresses. However, should you win a stake for a card that does not directly help your strategies, you can put the card under your Guild card, and still score at the end though not have to reshuffle that card into your deck, maintaining focus. Every card has a point value and at the end of the game the total point value of all the cards in your possession determines the winner.Each Stake is determined by various factors, such as military power, political power, money, etc. Each Guild has different abilities, such as the Guild of Blades always winning ties on Stakes determined by military power.Along with the Stakes, each player is given a number of Objective cards at the beginning of the game. Completing these objectives, such as Control three Automaton Stakes will earn the player additional points.By customizing your deck as you play and with four different Guilds to choose from, the replay value of Arcana is nearly limitless.