For the past year, their close loss in the annual Boarding Games has haunted Interceptor Team: Zuma's Ghost. With this year's competition looming, they're looking forward to some payback--until an unexpected personnel change leaves them reeling. Their best swordsman has been transferred, and a new lieutenant has been assigned in his place.
Maxine Carmichael is trying to carve a place in the world on her own--away from the pressure and influence of her powerful family. The last thing she wants is to cause trouble at her command on Jupiter Station. With her new team in turmoil, Max must overcome her self-doubt and win their trust if she's going to succeed. Failing is not an option--and would only prove her parents right.
But Max and the team must learn to work together quickly. A routine mission to retrieve a missing ship has suddenly turned dangerous, and now their lives are on the line. Someone is targeting members of Zuma's Ghost, a mysterious opponent willing to kill to safeguard a secret that could shake society to its core . . . a secret that could lead to their deaths and kill thousands more unless Max and her new team stop them.
Rescue those in danger, find the bad guys, win the Games. It's all in a day's work at the NeoG.
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