In a new world order, old enemies are now allies, old weapons are obsolete, and the most powerful device in the world has just fallen into the wrong hands . . .
The White House and the NSA know Frank Hall can fix problems--whether they are two miles beneath the sea or buried within our own borders. A former Navy SEAL who has made a career of taking chances, Hall has been sent to Washington State on a mission that will start the minute he hits the streets.
Someone has hijacked one of America's most important military secrets. For Hall, finding out what happened to RONE-II (and to the genius who disappeared with it) means launching an all-out chase from the snowy Olympic Mountains to the storm-lashed Pacific Ocean.
In an age when international battle lines are blurred and old rules no longer apply, Hall and his team are ripping apart a deadly international conspiracy linking the United States Militia Corps to China and beyond--setting up the most terrifying endgame of all: the one America cannot win . . .
Ian Slater is a thriller writer based in Vancouver, Canada. He has authored twenty-three adventure thrillers, including Firespill, Sea Gold, Air Glow Red, Storm, Deep Chill, Forbidden Zone, MacArthur Must Die, Showdown, Battle Front, and Manhunt. He is also known for his World War III series, which includes eleven stand-alone books, among them WW III: DARPA Alpha. In addition to fiction, he has written Orwell: The Road to Airstrip One, a widely praised study of George Orwell’s social and political thought. He served as editor of the academic quarterly Pacific Affairs for twelve years and has contributed book reviews to major North American newspapers. His work also extends to film and radio, having written and produced radio dramas and short stories for the Canadian Broadcasting Corporation, as well as the screenplay for the National Film Board’s animated film Flash Point. Before turning to writing, Slater held various roles, including working for the Australian navy, serving as a cipher clerk for the country’s Department of External Affairs, and acting as a defense officer for the Australian Joint Intelligence Bureau. He later worked as a marine geology technician, undertaking research voyages in the Pacific. Holding a doctorate in political science, he has taught courses in the humanities as both an author and lecturer.
USA vs. Militia: Force 10 By Ian Slater, is a military techno thriller set within his original WW3 universe, and the forth book set in his “USA vs. Militia” spin off series.
Nearly a decade has passed since the Second American Civil War conflict. Forcing the Militia movement underground and seeking out the help of mysterious international allies. When the militia forces raid a secret US government facility and steel prototype super computer that can change the face of warfare. The US government recruits ex-Navy SEAL Frank Hall and his special forces team to chase down the stolen technology before the Militia movement and its mysterious allies can use it.
In This USA vs. Militia novel, we are taken almost completely away from General Freeman and his commandos and introduced to a new protagonist. Here we find a decent adventure story in which Slater has corrected some historical weaknesses but has evolved new ones. From the reader's standpoint, the exchange of Slater's traditional commando protagonists for a new one carries with it one major problem: the new protagonist manages to see a novel full of action and interaction without ever once experiencing character development. At the end of the book, I still didn't feel I knew anything meaningful about him except what I knew in the beginning: that he was an ex-SEAL. Freeman and the SAS/Delta commandos, whose appearances here are brief, may be less than credible, but they are well developed. Poor trade from the reader's standpoint.
A nether huge flaw of “Force 10” is that it completely departs from the original concept of the previous books explored. The first few book in this series focused on much larger scale aspects of a “modern day” Second American Civil War conflict with scenes such as large infantry battles, guerrilla warfare, and the like spanning across much of the country wide conflict. Force 10 scales it down to only focusing on the story of Frank Hall and his special forces team. This title is covering details of small squad sized engagements and spy chases versus enormous battles seen in the previous books. Force 10 focus seems reminiscent of Tom Clancy spy thrillers instead of his epic war thrillers of Slater’s previous works.
The book's plot lines while not revolutionary by any means are also not just carbon copies of cliche story structure. The book ranges from the firefights in the snowy Olympic Mountains to an escape on a Russian cruise ship in the Pacific Ocean and so on and so forth. Essentially it is a mish mosh of battles including victories and defeats all the way up to a final giant climax battle which while still focusing on the smaller squad elements does manage to allude to the big mysterious surprise involving the actual bad guys instead of the Militia movements various villains of the previous books. Another thing this book does well is the ending. Unlike many war based books this does not end with the America having total victory however the ending isn't bad either It is unconventional which is a nice twist for a book of this genre.
All in all, Force 10 is by no means a spectacular or amazing title worthy of praise. However it is a fast paced action packed techno thriller adventure that is definitely worthy of the relatively small amount of time one could complete it in. For Tom Clancy fans it may prove a bit irritating with the shift in focus but nonetheless proves itself an entertaining and thrilling military techno thriller.
Ex-SEAL Frank Hall is a fixer for the White House and NSA. When a secret weapon is hijacked, Hall travels to the Pacific Northwest in search of it. He battles the United States Militia Corps in a struggle that could change the future of the United States.