Catalyst Game Labs
CLASHING ARMIES
The commline ablaze with determination. An army of war-forged metal titans on the heights.
The enemy entrenched in the valley below, weapons charged and loaded.
Then you give the order, and armies surge toward each other, banners streaming as lasers, autocannons, and missiles sear and shatter! Will your star-spanning empire win the day? Only you will decide!
It is the 32nd century. For a millennia, mankind has waged wars across thousands of worlds in human-occupied space. The Great Houses. The Clans. The Periphery. A myriad of star empires claiming ascendance, as others wane or fall. They marshal MechWarriors who owe them fealty, each one the master of a towering avatar of destruction: the BattleMech.
Now you are given command of these modern-day knights, dropped onto a battlefield: use your wits and skill to bring victory, or end up a casualty on a forgotten world.
Inside this box you'll discover epic clashes, dynamic characters, and a myriad of gaming experiences for any type of player: miniatures to RPG play, hobby painting to fiction and beyond. A Game of Armored Combat includes everything you will need to start tossing dice and moving miniatures on your gaming table.
Do you have what it takes to plant the banner of victory and become a legend? Leap into the action and find out!
THE CHILDREN OF KERENSKY RETURN!
In the year 3050, the true heirs of the lost Star League thunder forth from the depths of the far Periphery and carve deep into the quarreling Successor States. As the Clan juggernaut rolls across the core ward realms of the Inner Sphere, the House Lords scramble to shore up their defenses and devise some way to halt the invaders.
Backed by high-tech OmniMechs bristling with advanced weapons and battlesuit-clad Elementals capable of bringing down a 'Mech, the Clan crusade drives toward the heart of human-occupied space. Do you possess the the bold tactics and heroics courage to defeat warriors trained from birth to conquer? Or will you uphold Kerensky's dream, cast aside the squabbling lords of the Inner Sphere, and reignite the flame of the Star League?
FORTUNE FAVORS THE BOLD...
In 2825, ilKhan Nicholas Kerensky, the founder of the Clans, gave his exiled, warrior-led people a dream: the first Clan to return to the Inner Sphere and claim Terra, the cradle of humanity, in honorable combat would claim the title of ilClan"”ruler of all the Clans. The ilClan would reestablish the venerable Star League from the ashes of the old, and its Khan would become ilKhan, supreme ruler of all the Clans. Now, 326 years later, the Children of Kerensky have fought their way to Terra with the intent of fulfilling this dream. But will this dream become destiny or nightmare?
Unleash the Kell Hounds Striker Lance! Included is the new Nightsky, a re-posed Wolfhound, and new variants of the Griffin and jumping Crusader, along with four MechWarrior pilot cards and four Alpha Strike cards!
BattleTech is the world's greatest armored combat game, filled with epic stories and gaming experiences to satiate any player: miniatures to RPG play, hobby painting to fiction, and beyond. The BattleTech Beginner Box is the first step on that fantastic journey and includes everything you need to get started: two high-quality miniatures, quick-start rules, a mapsheet, cards to represent your MechWarrior's unique skills, dice, and more.
Do you have what it takes to plant the banner of victory and become a legend? Leap into the action and find out!
NO PRICE TOO HIGH?
On the besieged planet of Northwind, the Highlanders are fighting a tenacious invading force from the Capellan Confederation, led by a regiment from the legendary McCarron's Armored Cavalry, with support from Warrior House Imarra. The first round went to the Capellans, who seized the city of Tara and the invaluable HPG located within it. But their position is precarious with the revelation of the Grey Watch, a legendary Highlanders fighting force that revealed itself when Northwind was in danger of falling, and turned what could have been an all out Capellan victory into an uneasy stalemate. The arrival of a Draconis Combine fleet, recent allies of the Confederation, shifts the balance even further. Will the reinforced Capellan force finally bring Northwind back under the rule of the Celestial Throne, or will Countess Tara Campbell, Captain Declan Casey, and Knight of the Republic Maeve Stirling find a way to lead the embattled Highlanders to victory?MORE THAN A CENTURY IN THE MAKING?
Since the Clan Invasion of 3050 ended in failure, there are those who have not forgotten Nicholas Kerensky's ultimate goal: The conquering of Terra, and the rise of one Clan above all others to become the ilClan, and rule over both the rest of the Clans and the Inner Sphere, regardless of what the Great Houses may say about it?THE BATTLE THAT WILL RESHAPE THE INNER SPHERE BEGINS?
Now, in 3151, two Clans make the final jump into the shattered remains of the Republic of the Sphere. Their target: the cradle of humankind, and the ultimate symbol of the Inner Sphere: Terra. But Clans Jade Falcon and Wolf will face a powerful, tenacious enemy in the remaining forces of the Republic, led by their resurrected leader, Devlin Stone. The impending battle will engulf the entire planet, and when it is over, only one shall stand supreme...LIFE, DEATH, HONOR, FEALTY?
Bushido governs all these concepts. As a MechWarrior of the Draconis Combine, Minobu Tetsuhara was bound by Bushido, a code that demands loyal service?, to the devious Warlord Grieg Samsonov. But when Minobu came upon a strange blue and gold Archer, the field littered with its vanquished opponents, and its weapons now empty, Bushido also dictated that he not destroy an honorable but helpless warrior. And so he rescued Jaime Wolf. For that he became one of the Dispossessed, stripped of his BattleMech, and without honor. Minobu was then assigned as liaison to the Wolf's Dragoons, one of the Combine's most elite mercenary units, who treated him with the respect due a fellow warrior. When the mercenaries refused to renew their contract with Samsonov, Minobu was instructed to destroy them. Now Bushido dictates that Minobu oppose his honorable foe, a man with whom he has served and who deserves far better than betrayal...
THE DAWN OF A NEW AGE?
In the 25th century, humankind is locked in a seemingly endless cycle of warfare as each of the Great Houses seeks to expand their holdings at the cost of the others. But in 2438, the Terran Hegemony perfects a battle system unlike anything seen in combat before, the Mackie, the very first BattleMech. With it, the Hegemony quickly reigns supreme on the battlefield. The Mackie's arrival sets off a desperate arms race among the Great Houses, each desperate to possess the BattleMech's secrets. Some houses will use military force to steal them, others resort to stealthy espionage teams to infiltrate highly secured BattleMech facilities. Still other Houses will use diplomacy, or even corporate espionage to get their hands on the coveted plans or the men and women who can build a BattleMech.A Clan Jade Falcon invasion force is en route to eradicate the Steel Wolves, but it's true mission is the subjugation of the Republic of the Sphere. Constrained by an imposed peace for decades, the Falcons embark on their most spectacular war in generations, and their lust for blood runs hot... Siblings Malvina and Aleks Hazen are Jade Falcon's best and brightest MechWarriors. Each achieved high command at a young age, and their bond is strong, but so is their rivalry. While Aleks believes warriors should protect the weak, Malvina is obsessed with dark visions of power and glory. If the leader of the Clan is destined to rule the Inner Sphere, then Malvina's first step toward seizing that role for herself is to conquer the Republic...or utterly destroy it.
A DESPERATE FIGHT
Under assault and ill-equipped, Alkalurops has come apart since the loss of its communications grid and the inability of the Republic of the Sphere to re-establish it. But in a universe of powerful players, a leader has to grab power fast if she's going to survive...Grace O'Malley's people are valiantly making a stand against Hansen's Roughriders, a band of mercenaries destroying everything in their path. Badly outnumbered, her forces need real BattleMechs operated by trained MechWarriors. And they're not going to be easy to afford, especially since the big mine owners refuse to offer any funds for planetary defense. But Grace will not surrender her homeland, no matter what the price.
Even though the ragtag locals are putting up a surprisingly good fight, Loren Hansen remains confident he can defeat them. What he doesn't count on is an opponent determined to write her planet's history in the scorched wreckage of the battlefield...
PAWNS ARE MEANT TO BE SACRIFICED
After his victory on New Aragon, Duke Aaron Sandoval has the embattled Republic in his debt. But Sandoval's hidden agenda has more to do with his own power than any loyalty to the Republic of the Sphere, and he'll spare no expense to achieve his ultimate goal.When the Duke becomes the target of an assassination attempt, he realizes his efforts to build a coalition against the invading House Liao are failing. Many planetary governors prefer capitulation to war. What he needs is a new ship and a new approach.
To launch his campaign, Sandoval sends his nephew Erik, fresh from the front lines of the campaign against the encroaching Capellan Confederation, to Shensi. His job is to convince the governor to join his uncle's alliance instead of making peace with Liao. Although Erik is honored to be the Duke's strong right hand, he's convinced that Aaron's arrogance is getting the better of him. But what Erik doesn't yet realize is that his own uncle will sacrifice anyone to achieve his dreams of glory...even a member of his own family.
A SPARK OF REBELLION
When the Republic of the Sphere was established, it absorbed a quarter of Capellan Confederation space. Now that the crippled Republic is embattled everywhere, the Confederation Chancellor sends an operative into former Capellan territory to nurture the seeds of rebellion. Freedom fighter Evan Kurst has resisted the Republic's 'benevolent occupation' of the world of Liao for as long as he can remember. He has fought side by side with agents from the Confederation, and rallied other fighters to the cause. Until now, his efforts have been in vain. But amid the chaos of the interstellar communications blackout, Kurst sees a new chance to liberate his homeworld and return it to its rightful rulers. The Chancellor's support is assured, and embodied in the person of Mai Wa, the operative sent to ensure Kurst's success. But Mai has betrayed Kurst before, and his biggest problem remains knowing whom to trust in a world where today's ally is tomorrow's enemy.TARGET: TERRA
The world of Northwind has been ravaged in the fierce battle between the Highlanders and the Steel Wolves, and now the Clan warriors have set their sights on Terra. The fate of the birthplace of humankind now rests in the hands of three very different MechWarriors:Ezekiel Crow: Betrayer of the Highlanders?and on the run from both political and military enemies.
Anastasia Kerensky: Ruthless leader of the Steel Wolves?and if she has her way, the next Conqueror of Terra.
Tara Campbell: embattled Countess of the Northwind Highlanders, and Terra's only hope in its most desperate hour.
A desperate three-way race ensues to see who will be the first to reach Terra, and who will ultimately claim it?
LYING IN WAIT
The Highlanders defeated Anastasia Kerensky the last time she attacked Northwind, although she retreated with most of her troops intact. Now dispersed among several planets, the Highlanders will need a bigger edge if they are to end Kerensky's threat completely. A rumor places Anastasia Kerensky on Northwind. If that's true, the Steel Wolves must also be close by. Determined to locate them, Paladin Ezekiel Crow and Countess Tara Campbell order a reconnaissance, unaware that their enemy may be closer than they think.With her forces on standby, Anastasia believes there is little the embattled Republic can do to stop her from finally conquering Northwind. What she doesn't realize is that she has allies she never imagined, and enemies she never suspected.
It's a moment of truth for Crow, Campbell, and Kerensky, when lies emerge from the shadows, and the fate of a world hangs in the balance.
THE INNER SPHERE UNDER ASSAULT
Since the failure of the interplanetary communications system, the decades-long peace brokered by the Republic of the Sphere has begun to splinter. Power-hungry factions such as the Steel Wolves are invading vulnerable worlds to establish their own rule. As a gateway to Terra, the planet of Northwind has strategic value making it a fiercely-contested target for the emerging factions springing up across the Republic, and Duchess Tara Campbell will not allow her home to fall into enemy hands. Offering military assistance, the Republic sends Paladin Ezekiel Crow and his fully armed BattleMech to help defend Northwind. MechWarrior Anastasia Kerensky, of the infamous Clan Bloodline, has set her sights on Northwind, and what Anastasia wants, Anastasia usually gets. But first, she must contend with the deadly politics of the Steel Wolves before embarking on a conquest that could lead to the very heart of The Republic itself...A WORLD IN FLAMES?
Emporia has been bombed into disease-ridden ruins, and the planet's remaining forces have been scattered. Jasper and Nadine Roux are among the few surviving cadets from the Ritza MechWarrior Academy. They and their war-torn peers are all that stands in the way of Tai-sa Takeji Yoshizawa's plan to conquer their homeworld.Tai-sa Yoshizawa battles dissension within the ranks of his most trusted advisors as he struggles to complete his conquest. Desperate to solidify his hold on Emporia, the rogue Draconis Combine colonel will use every option at his command, including capturing the last surviving heir of Emporia and claiming him as his ward, then ruling the planet through him.
It is a race to see who can reach the Ritza family first. With Nadine coordinating the survivors' evacuation from space, and Jasper on the ground fighting his way across a shattered world, everything rests on what happens when Emporian and enemy forces collide in an epic battle and the winner takes all in this explosive conclusion to the Rogue Academy trilogy.
ALIVE OR DEAD
Just a few months after their universe-shaking campaign on Helm, and the distribution of the Helm Memory Core, all Grayson Carlyle and his Gray Death Legion want is to settle into their new home on Glengarry. But they barely touch down on-planet when a Lyran Commonwealth general contacts the GDL, intent on hiring them to track down and capture Draconis Combine agents behind a daring raid on Lyons. Tracking the Kurita raiders to the Draconis border system of Valdis, better known as Wheel, Grayson and his people have their work cut out for them. The system's main feature is literally a wheel-shaped deep-space station and recharge facility at the Valdis star's zenith jump point. Its structure means a direct assault with BattleMechs will be extremely risky, both because of the tight quarters and the very real danger of an errant shot or missile depressurizing and destroying the entire station. Also, Grayson will be splitting his force, with Lori Kalmar providing a decoy operation on the nearby mining planet Valdis I, otherwise known as Rock, to draw the Combine's attention away from Wheel. It's a high-risk operation on both ends, but Grayson and the GDL have their orders, and they intend to capture the Draconis operatives one way or the other, even if they have to risk destroying the entire space station to do so.IN THE FALCON'S CLAWS?
Skye struggles to rise from the ashes of the last Jade Falcon assault. Tara Campbell's Highlanders are limping back from battles fought all across the Prefecture. And Anastasia Kerensky's Steel Wolves have disappeared again. It's a matter of when, not if, the Falcons will renew their brutal assault, and Skye is unprepared.On the world of Nusakan, Landgrave Jasek Kelswa-Steiner appears to be Skye's only chance for salvation. Gathering his Stormhammers, he prepares to throw his force into the teeth of the Falcon advance. But will the cure be worse than the disease? Jasek passionately advocates a return to House Steiner, a political movement his father just as passionately opposes.
Unfortunately for the Republic, desperate times call for desperate alliances, and the Jade Falcon force is still spoiling for battle. Clan Jade Falcon will not rest until Skye is conquered...or reduced to a charred cinder.
THE SWORD OR THE PLOWSHARE...
The destruction of the interplanetary communications net has isolated planets across the Republic of the Sphere. On Mirach, a widening schism in the military between those who would remain loyal to The Republic and those who would break away threatens the peace and prosperity that have lasted for generations. Once a formidable MechWarrior, governor Sergio Ortega now believes that diplomacy will win the day. His sons, Dale and Austin, are also stalwarts of The Republic and aspiring MechWarriors. Facing growing civil unrest, they urge a military show of force before events spiral out of control. But Mirach has no BattleMechs, and their pacifistic father is slashing military spending. But when power-hungry forces within the government begin plotting to overthrow it by any means necessary, including assassination, Austin must rebel against everything he's known to fight for the safety and freedom of Mirach, even if that means facing off against his own father...A UNIVERSE GONE DARK
Months have passed since the interplanetary communications net was destroyed, isolating planets across the Republic of the Sphere and beyond. Achernar is one of the few worlds that still possesses a working Hyperpulse Generator Station, a device that enables communications across the galaxy, and a highly sought-after prize for the splintering factions of the Republic... After failing to qualify as an active MechWarrior, Raul Ortega finds solace in the Republic's military reserves on Archenar, and dreams of the day he might know the adventure and glory of real combat. The planet's Republic-loyal forces are supported by a loose alliance with the Swordsworn, a faction pledged to House Davion whose leaders have an agenda all their own. When the planet falls under siege by yet another splinter group, the Steel Wolves, who are intent on capturing the HPG station, Raul is called up to active duty. But when the Swordsworn desert Archenar in its time of need, Raul discovers there's little honor in the subtle schemes of treachery and the brutal realities of war...IN A TIME OF PEACE
For generations, the Republic of the Sphere has known a Golden Age of peace. Mighty BattleMechs, once kings of the battlefields, now aid the reconstruction of war-torn worlds. But when terrorists destroy the interstellar communications net, each planet is thrust into isolation. Suddenly old hatreds resurface, and a people who have never known war face the prospect of it firsthand.A MYSTERIOUS NEW THREAT ARISES
Sam Donelly is one of the best LumberMech jockeys on the planet, wielding his 'Mech's fifteen-foot chainsaw with the grace and precision of a surgeon. Caught in a skirmish with revolutionaries, he soon finds himself a rebel recruit. But Sam is no mere lumberjack, and if his true identity is discovered, the repercussions could be disastrous not only for Sam, but for the entire Republic.KNIVES IN THE DARK
Captain-General Jessica Marik is holding the reborn Free Worlds League together by the might of her indomitable will, and has managed to keep all of the interstellar nation's foes at bay. But even the strongest and most inspiring leaders have chinks in their armor. After a personal tragedy, Jessica vanishes from the public eye, leaving no hand on the tiller of the fractious nation as multiple hostile neighbors drag them into open warfare. Beset on all sides, the League must navigate the flames of war with no direction from the top, leaving Warden-General Nikol Marik, Jessica's youngest child, in control of the League's military forces at a time when the nation needs her mother's leadership the most. Nikol steps up to the challenge, however, as this is the moment she has been preparing for her entire life. But forces in the shadows seek to capitalize on the chaos and bring the Free Worlds League to its knees from within. The threat of coups and assassins sets the League on edge as Nikol strives to maintain the unity her mother had fought so hard to achieve, even if it means putting herself in danger. But she is not alone. At her right hand stands General Wilburn Kirkland, commander of the Ducal Guard, Jessica's personal bodyguard regiment. Together they must discover who the League's true enemies are, and hunt them to the ends of the Inner Sphere if necessary...FLIGHT INTO THE UNKNOWN
100 million dead.500 million wounded.
One billion homeless.
The worst war in human history is over and has left the Star League shattered. Jealousy and infighting from the five Great House Lords over who will be the next First Lord has the entire Inner Sphere already teetering on the brink of all-out conflict again.
Against this grim backdrop, Aleksandr Kerensky, commanding general of the Star League Defense Force, faces a terrible choice. Stay, and see the mightiest military ever known subsumed into the Great Houses, lighting a conflagration that may burn even brighter than the terrible Amaris Coup. Or do the unthinkable?
THE FINAL ENGAGEMENT...
The minions of Maximilian Liao are about to deliver a crippling blow to the forces of Prince Hanse Davion, discovering a way to use Hanse's own technology against him. Half a galaxy away, assassins stalk Hanse's wife, Melissa Steiner, and her mother, Archon Katrina Steiner, in the passageways of their own palace. Invasion is imminent.THE GAUNTLET IS THROWN
Hanse Davion and Melissa Steiner have united two Great Houses of the Inner Sphere in a marriage that upsets the balance of power among the stars. Though some hope this may bring an end to centuries of war, Maximilian Liao of the Capellan Confederation has enlisted the aid of two highly placed Davion traitors to destroy Hanse Davion and the Federated Suns from both within and without.'MECHS AT THE READY
Betrayed by his own House and stripped of his rank, exiled Mechwarrior Justin Allard is given one last chance to save his honor, by risking his life in the gladiatorial arenas of Solaris VII. But his newest Game World opponent, more skilled at 'Mech-to-'Mech combat than any other rival, raises the stakes even higher.THE FINAL ASSAULT...
The Clans. Warriors bred for battle and piloting fantastic war machines, Clansmen live for victory and pray for death before defeat. Invaders from beyond the Periphery, the Clans have beaten the forces of the Inner Sphere repeatedly. Now the Clans are driving toward their ultimate objective,Terra, cradle of humankind and hub of the ComStar communications network. Nothing the Inner Sphere has can stop them. The heir to the throne of the Draconis Combine is missing. Whole regiments of BattleMechs lie smashed like abandoned toys. Rasalhague is overrun. The Clans are sweeping toward the center of the known universe in a relentless tide. Humanity's only hope lies in the Inner Sphere's most powerful traitor. ComStar betrayed the Inner Sphere by aiding the Clans in their conquests. Now the mystic sect that controls all interstellar communication must face the Clan hordes alone. And only a mysterious, elderly warrior, and the untested warriors of ComStar, are the Inner Sphere's last defense against total defeat.nTHE ENEMY OF MY ENEMY...
Since appearing in the Inner Sphere, the frenzied Clans have overwhelmed every planet they've invaded, brutally crushing any opposing force. Their race is selectively bred for combat. Their technology is superior to anything the Inner Sphere possesses. Nothing the Great Houses have can stop them. Humanity's only hope, an alliance of mortal enemies, may be doomed. The Clan invaders have chosen their next objective, Luthien, capital of the Draconis Combine. House Kurita must now fight for survival on its homeworld. Hanse Davion is presented with a situation undreamt of...the final defeat of the Dragon itself. Should he attack his distracted foe and destroy the enemy his family has battled for over 300 years? Or should he reinforce a fellow House of the Inner Sphere against a force that Davion and the Federated Commonwealth might not otherwise defeat when their time comes? And even if the Houses should somehow agree to stand together against the Clan menace, another just as dangerous threat lurks within their very midst. ComStar, the semi-mystic sect that controls interstellar communication, schemes to hurl House Davion, House Kurita, and the Clans into a devastating war that will leave ComStar in a position to dominate the Inner Sphere...A DANGEROUS NEW ENEMY APPROACHES?
Two decades after the events that nearly brought the Successor States to the brink of all-out war, the Great Houses exist in an uneasy peace. But now, from out beyond the Periphery comes a new threat. A swift-moving military force of unknown origin. Nothing the Inner Sphere has can stop them. Their power, speed, and ferocity are unparalleled. Some of the finest warriors and ablest units have challenged them and been crushed. No force has faced them and won.They are the Clans!
A military juggernaut whose sole reason for existence is battle. A race that selectively breeds itself for combat. Humanity's only hope is an alliance of mortal enemies. The Federated Commonwealth and the Draconis Combine, interstellar empires at war for 300 years, must now stand side-by-side, or face certain destruction.
TAKING THE BATTLE TO THE ENEMY...
An awesome mission has been assigned to Task Force Serpent: to destroy Huntress, homeworld of Clan Smoke Jaguar, the Inner Sphere's greatest menace. But the invasion has suffered a serious blow: Marshal Morgan Hasek-Davion has been struck down by an unknown assassin.NOWHERE TO RUN...
The Gray Death Legion is in the employ of the Free Worlds League, and has even been given a landhold on the planet Helm. But dark forces conspire against them, and the Legion soon finds themselves declared renegade, fair game for anyone to attack. Now they are on the run on their home planet, desperately trying to reach safety before the might of House Marik falls upon them. They are about to discover the true motives of those who engineered their downfall. And what they discover will change the Inner Sphere forever...NEW MERCENARY COMPANY. NEW COMMANDER. SAME OLD PROBLEMS.
Galatea. The Mercenary's Star. Even the most down on their luck units can find work here. font-size: 11px; font-family: "Trebuchet MS", Verdana, Arial, Helvetica;">Leading the newly-formed Gray Death Legion is proving to be a hard task for Grayson Death Carlyle, so when a good job comes their way, he is only too happy to take it. The job: train the local resistance on the planet Verthandi to resist their Draconis Combine masters. font-size: 11px; font-family: "Trebuchet MS", Verdana, Arial, Helvetica;">But things do not go well almost from the moment the Legion arrives on Verthandi. And Grayson may find that repeating his successes of the past may not be so easy this time...THE EPIC FIRST NOVEL OF THE LEGENDARY SCIENCE FICTION SERIES...
Thirty meters tall, seventy tons of quick-striding death and destruction, the armored war machines called BattleMechs are the front line forces of the crumbling star empire locked in the horror of the endless Succession Wars. Their pilots are MechWarriors, 31st-Century knights riding armored machines powerful enough to take a city apart. Grayson Death Carlyle had been training to be a MechWarrior since he was 10 years old, but his graduation came sooner than expected. With his friends and family dead and his father's regiment destroyed, young Grayson finds himself stranded on a world turned hostile. Now he must learn the hardest lesson of all: it takes more than a BattleMech to make a MechWarrior... But to claim that title, all Grayson has to do is go out and capture one of those giant killing machines...if it doesn't kill him first.THE CLAN INVASION COMES TO A HEAD...
In 2786, the elite Star League Army fled the Inner Sphere, abandoning the senseless bloodshed ordered by the Successor Lords. Now, almost three hundred years later, the Clans, heirs of the Star League Army, turn their eyes back upon their former home. Nothing will stop them from raising the Star League banner over Earth once again. For two years, the Clans BattleMech war machines have overwhelmed the armies of the corrupt Successor Lords. Now, at the gates of Earth the Clans must fight one final battle, a battle that will decide the fate of humanity for all time. For Star Colonel Aidan Pryde of Clan Jade Falcon the battle is more than a question of military conquest. It is an affirmation of the superiority of the Clan way, a way of life that he has sworn to uphold despite his fear that the noble crusade has fallen prey to the lust and ambition of its commanders.A DANGEROUS DECEPTION...
Truebirth: Born in the laboratory, these genetically engineered soldiers train to be the ultimate warriors. They are the elite pilots of the Clan's fearsome BattleMech war machines.Freebirth: Born of the natural union of parents, these too are soldiers, but pale imitations of their Truebirth superiors. Despised for their imperfections, they fight where and when their Clan commands.
Aidan has failed his Trial of Position, the ranking test all Truebirth warriors of the Clan Jade Falcon must pass. He is cast out. Disgraced. His rightful Bloodname denied him. But with a Bloodname, all past failures are forgiven. With a Bloodname comes respect. With a Bloodname comes honor. Aidan will do anything to gain that name. Even masquerade as the thing he has been taught to despise. A freebirth.
RISE OF A WARRIOR...
In the 31st century, the BattleMech is the ultimate war machine. Thirty meters tall, and vaguely, menacingly man-shaped, it is an unstoppable engine of destruction. In the 31st century, the Clans are the ultimate warriors. The result of generations of controlled breeding, Clan Warriors pilot their BattleMechs like no others. In the 31st century, Aidan aspires to be a Warrior of Clan Jade Falcon. To win the right to join his Clan in battle, he must succeed in trials that will forge him into one of the best warriors in the galaxy, or break him completely. In the 31st century, Aidan discovers that the toughest battle is not in the field, but in his head - where failure will cost him the ultimate price: his humanity.TIES THAT BIND?
Danai Liao-Centrella is many things: Solaris gladiator; proud military commander; successful diplomat. All of those roles pale beneath perhaps the heaviest responsibility of anyone in the Capellan Confederation: to speak the truth to its ruler, Chancellor Daoshen Liao. He is the undeniable dictator of hundreds of worlds. Mighty armies move at his command. Billions of lives hang on his every decision.Against that, she must speak the truth.
And the truth is, the war with House Davion must end. Because there is a greater danger looming: the Republic of the Sphere, hiding behind its impenetrable fortress. When that wall comes down, the Confederation must be ready. It cannot be distracted. Danai will pay whatever price necessary to make Daoshen see that.
And that price will be heavy. It will force her to take on a role unlike any other: servant of the people. In the Confederation, the people are the heart of the state. When, not if, the wall falls, Danai and her regiment will be ready.
They'll have to be ready, because behind the wall the Republic regiments are finally ready to come out of hiding. On worlds like Elgin, Hall, and Liberty, Republic forces are prepared: well-trained, and armed with weapons the Capellans have never seen.
When BattleMechs clash, Danai will have to choose between serving the Chancellor or serving the people.
NEVER BET AGAINST THE KELL BROTHERS?
The Kell Hounds are one of the most storied mercenary units in the Inner Sphere. Now, New York Times-bestselling author and Kell Hounds creator Michael A. Stackpole goes back to the Hounds' beginnings in these three short novels, when Morgan and Patrick Kell were just two smart, ambitious brothers, with a plan to revolutionize the world of mercenaries forever.
REDEMPTION. RESISTANCE. RESOLVE.
Kill Zone: BattleCorps Anthology, Volume 7 collects the very best of the short stories published on the BattleCorps website from 2010. Charge into the war-torn future to experience nine stories filled with BattleMech combat, heroism, betrayal, honor, and duty. Veteran BattleTech authors Kevin Killiany, Blaine Lee Pardoe, and Jason Schmetzer, alongside fan favorites Craig A. Reed, Jr. and Jason Hansa are showcased in this anthology, which includes an all-new tale from Scribe Award-nominated author Travis Heermann.A GALAXY AFLAME?
The universe has gone dark. Interstellar communications has been lost across the Inner Sphere, threatening the corporate giant ComStar, and maybe civilization itself. Risking everything on a last chance for survival, Comstar has kidnapped the engineering genius Tucker Harwell, hoping he can unravel the mystery of the blackout. But Tucker isn't just working on why it happened... he's also trying to figure out who's behind it. Meanwhile, Khan Malvina Hazen solidifies her hold on a purified Clan Jade Falcon while hunting for the next enemy to crush under the talons of her brutal Mongol Doctrine. Hundreds of light-years away, Clan Wolf is carving out territory along the Lyran Commonwealth/Free Worlds League border, and Alaric Wolf is primed to make his moves in the halls of power. Plans years in the making begin to come together across hundreds of star systems, and secrets hidden for decades will finally be revealed while an empire goes up in flames?AT THE EDGE OF A PRECIPICE?
Violent expansion of the Capellan Confederation and the Draconis Combine has cost recently crowned First Prince Julian Davion more than just countless strategic Federated Suns worlds. The war's toll claimed a mentor and close friend, and righteous vengeance burns bright. To rally his people and preserve the future of the Great House, Julian funnels the fires of justice into an ambitious yet risky campaign to retake a vital system: New Syrtis, the lost capital of the Capellan March. Success would dislodge an ancient enemy from their strategic foothold in Suns space, but failure may cost Julian the nation he inherited.However, the Capellan people have fought dearly for their prize, and will do anything in their power to hold onto it. Will Julian's gamble save the very soul of the Federated Suns, or is the invasion of New Syrtis doomed before it even begins?
CADETS UNDER FIRE?
Jasper and Nadine Roux are cadets at the Ritza MechWarrior Academy, the only thing stopping a megalomaniacal Draconis Combine general with aspirations of claiming a piece of space as his own, starting with their home planet. Emporia is at war, and cadets are now frontline soldiers as Tai-sa Takeji Yoshizawa shifts tactics in a brutal effort to subjugate their entire world. It's up to the siblings and their friends to stop the madman bent on conquest, but while Jasper believes Nadine is too reckless, Nadine believes Jasper is still living in the past. As both struggle to do what they think is right, the Ritza Academy comes under assault once more. It takes a shocking sacrifice to make them both see the true face of the enemy. Reunited by the same purpose, Jasper agrees to Nadine's audacious plan to make Emporia too much trouble for the leader of the Seventh Ghost Regiment to conquer. Unfortunately for them, Tai-sa Yoshizawa has his own secrets, and nothing left to lose. And even if Nadine's plan works to perfection, the cunning general has one last trick up his sleeve that could bring about the end of everything Nadine and Jasper hold dear?GHOSTS IN THE DARK?
Jasper and Nadine Roux are cadets at the Ritza MechWarrior Academy; a dream come true for the orphaned siblings from the war-torn planet of Hoff. For the last six years, Emporia has been their home. Sponsored to the academy by the powerful Vogel House, both cadets are expected to excel in all tasks. Their dream becomes a nightmare when the Draconis Combine lands on their doorstep. It's up to the siblings to stop a renegade Seventh Ghost Regiment warlord when he lays claim to a piece of the Inner Sphere, starting with the Federated Suns' planet of Emporia. The border world looks like easy prey, but this warrior of the Dragon is about to learn how wrong he is. After the few MechWarriors on the planet are taken hostage, the Sponsored and Blooded cadets of the Ritza Academy fight like they have nothing left to lose. It's a fight that will cost them more than they know...</2>ON THE HUNT AGAIN?
It is the Dark Age, 3139, and the famed mercenary regiments of Wolf's Dragoons have returned to the employ of House Kurita after a century of bitter enmity. Somehow, mercenaries and Kuritan's must find a way to work together in a combined invasion of the Dragon's oldest enemy, House Davion. Thrust into the middle of this new conflict, Colonel Henry Kincaid is surprised by the commonalities of duty, honor, and expediency, the Wolves and Combine forces share. But as the Wolves' lightning tactics and unstoppable drive brings world after Davion world under the Dragon's banner, old hatreds arise anew, and with them come insidious plots engineered to cause the mercenaries' downfall. Throughout the campaign, Colonel Kincaid struggles to rectify what he thought he had always known about the Kuritan's with the truth he discovers while actually working with them. But when his forces are trapped on a Davion world with no way to escape and the regiments of House Davion closing in, can he pull another bit of genius from his hat, or will the battalions of Wolf's Dragoons be destroyed?
SEMPER FIDELIS
In the year 3060, the reborn Star League has destroyed Clan Smoke Jaguar, conquered their home world Huntress, and scattered the few remaining Jaguar warriors to the winds. Now the League seeks to end the Clan invasion for good by using former Smoke Jaguars against their own people. Meanwhile, two bitter enemies seek to salvage a future for the last Jaguars in existence: Trent, who betrayed his wayward Clan to help them regain their honor, and Paul Moon, a disgraced warrior torn between his pledged loyalty to the Star League and a duty to the Smoke Jaguar civilization he was born to protect. But power-hungry predators lurk in Clan space, waiting for the right time to strike the vulnerable Star League forces. And to the victor will go the spoils: the priceless artifacts of a destroyed Clan and the sacred genetics of the final generation of Smoke Jaguar warriors. Trent and Paul Moon must fight tooth and nail against would-be conquerors to save the soul of the surviving Jaguar people before they are consigned to the annals of history. But will their divergent plans tear the survivors apart, or lead them toward freedom?HONOR. DESPERATION. VALOR. JIHAD.
Inhuman cybernetic soldiers invade a peaceful world, bringing terror and misery in the name of a new flag. A young soldier, part of the most maligned military machine in history, struggles to find meaning in his service. And the prince of a star-spanning empire discovers that not even he can protect the people he loves. Ten stories of combat, honor, betrayal, and death fill the pages of Front Lines: BattleCorps Anthology Volume 6. Readers will recognize familiar names in BattleTech lore among the authors: Steven Mohan, Jr., and Blaine Lee Pardoe, who welcome newer writers such as Jason Hansa, Christopher Purnell, and Craig A. Reed, Jr. These writers have shaped the direction of the BattleTech universe. In 2009, with these stories, they told the stories that demonstrated the indomitable will that has carried BattleTech readers across more than 25 years of publication.A COST IS ALWAYS PAID
Nikolai Reed is a trader on a Lyran JumpShip plying the space lanes. Chloe Mason is a hot-shot tech with the Hsien Hotheads mercenaries. Leaving the Northwind Highlanders, MechWarrior Ryana Nikol fills a billet with the Eridani Light Horse. Disparate lives, but a unified dream that will bring them all together on a fateful course that will span decades, cover hundreds of light years, and involve love, friendship, and loss across a dozen worlds. Each will pay a price along the way, as a cost always comes due.The Mercenary Life anthology is a compilation of stories written by Randall N. Bills. Including tales from several different characters as they cross paths, and the dream to found a new mercenary command is born. Their unique lives showcase the struggles and trials of the men and women who take up the mercenary mantle from a variety of angles, all bound around that central vision. The first eight stories of this anthology were originally posted for free alongside the release of MechWarrior 5: Mercenaries, acting as the origin stories for the mercenary command within that computer game. This is the first time they have been compiled into a single volume to allow for a Print on Demand physical copy. Additionally, an all-new ninth story has been added, The Sun Will Rise, along with postscripts for every story that gives the reader insight into how stories are crafted within a shared universe between tabletop, computer games, and fiction that spans more than thirty years and tens of millions of words.
FIGHT FOR THE FUTURE
Shrapnel: The Official BattleTech Magazine surges onward, waging wars that will decide the fate of the BattleMech-dominated future of the 31st century and beyond! Follow a quest for quick cash that yields unusual Star League relics. Commiserate with an aging MechWarrior convinced he is cursed with the devil's luck which is about to run out. Listen to the tale of how mercenary commander Ace Darwin obtained his iconic 'Mech, but how much of his story is true? Within these pages, you will visit Terra after the dawn of the ilClan era, venture into the postwar period of the Aurigan Coalition, and travel to the far-flung worlds of the Scorpion Empire in the Deep Periphery. Then you will dive into the intrigue and vice of Solaris VII in the beginning of a new, four-part serial novel.CONTINUING THE FIGHT...
Shrapnel: The Official BattleTech Magazinecharges toward victory on the war-ravaged, BattleMech-dominated battlefields of 31st century! In these tales, a Republic of the Sphere operative undertakes a personal quest to track down a missing family member, a small, untested mercenary command faces off against vicious pirate raiders, an aging soldier strives to protect an idyllic village on a forgotten world, and Colonel Wayne Waco seeks to exact his revenge against the legendary commander of Wolf's Dragoons.SURROUNDED BY THE ENEMY?
In the 32nd century, the Republic of the Sphere is beset on all sides, its enemies seeking the most important weapon in the Inner Sphere: interstellar communication. As the forces of the Capellan Confederation advance toward the heart of the crumbling Republic, they are laser-focused on the one goal that will give them the upper hand and destroy the Republic once and for all: the planet of Northwind. Homeworld of the famed Northwind Highlanders mercenaries, Northwind is not only the site of a century-old betrayal, it also boasts the only working hyperpulse generator along the line of the Confederation's advance. Sang-shao Lindsey Baxter and the Fourth McCarron's Armored Cavalry have been tasked with taking Northwind at all costs, and the besieged Republic is unable to lend further support to the defending XII Hastati Sentinels. Northwind will be easy pickings, and other sharks smell blood in the water. The Highlanders' honor remains strong, but will it be enough to survive the coming storm?IN THE 31ST CENTURY, LIFE IS CHEAP...
A Draconis Combine warrior struggles with immoral orders in the First Succession War. A House Davion MechWarrior participates in a risky heist as part of Operation Guerrero. A history buff battles the Word of Blake during the Liberation of Terra. What do these MechWarriors have in common? Each one pilots the same BattleMech, a survivor that has been repaired and rebuilt countless times throughout its long and bloody 300-year lifespan.BATTLEMECHS ARE NOT.
The 70-ton GHR-5H Grasshopper can outmaneuver and outlast some of the most fearsome enemy 'Mechs, making it an invaluable asset to battlefield commanders. Even an incapacitated Grasshopper will be rebuilt to fight another day, with a new pilot at its controls, because MechWarriors can be replaced, but 'Mechs cannot. In BattleTech: Legacy, thirteen all-new stories chronicle the fortunes and tragedies of a single 'Mech across several tumultuous points in its wide-ranging combat history. Veteran BattleTech authors Kevin Killiany and Craig A. Reed, Jr. bookend this exciting collection, while other familiar names and new blood explore important moments in this 'Mech's history of constant, unmitigated warfare that leaves no corner of the Inner Sphere untouched.ALL OR NOTHING...
On 1 May 3052, twenty-five Galaxies from seven Clans clashed with twelve armies of ComStar's Com Guards on the pastoral planet of Tukayyid. For twenty-one days, one of the largest campaigns in BattleMech warfare unfolded to decide the fate of the Inner Sphere. The Battle of Tukayyid is one of BattleTech's most pivotal conflicts. Now, explore this crucial campaign through eight different points of view, from the enigmatic ComStar, whose relatively untested forces are the Inner Sphere's last defense against the seemingly unstoppable Clans, to each Clan, as their leaders and MechWarriors attempt to achieve victory on their own terms. The fate of the Inner Sphere hangs in the balance, and it all comes down to one planet.A RACE TO VICTORY?
Terra. Birthplace of humankind. Cradle of the Inner Sphere. For centuries, it has been the Clans' ultimate prize. As prophesied by their founder, Nicholas Kerensky, the Clan that conquers Terra shall ascend above all others to become the ilClan, ruler over the rest of the Clans. And its leader shall become the ilKhan, and will lead the Inner Sphere into a new era.And now, nearly a century after the Clan Invasion, two Clans race to be the first to reach Terra. On one side is Alaric Ward, Khan of Clan Wolf, a brilliant warrior and complex mix of the best of the Clans and the Inner Sphere. He comes to save the Inner Sphere from itself, intending to construct a new empire among the stars. His main adversary is Khan Malvina Hazen, the brutal, ruthless leader of Clan Jade Falcon. Forged in a tradition where only the strong survive, she leads her touman not to save the Inner Sphere, but to raze it to ashes and rebuild it according to her own twisted vision.
All that stands between them and a decisive victory that will reshape the Inner Sphere forever is the impenetrable barrier shielding Terra from invasion, not to mention the forces of the once-mighty Republic, which has no plans to surrender without a vicious fight, the only question is, who will reach Terra first?
A TEST OF LOYALTY?
Clan Jade Falcon's war efforts draw closer to Terra, but to conquer this ultimate prize, the Falcons' vicious Khan, Malvina Hazen, must be able to trust all of her warriors to carry out her commands without hesitation, no matter how much death or collateral damage they will cause. For Malvina, victory is the only thing that matters, and those who stand in her way suffer swift and brutal elimination. Star Captain Archer Pryde is an unconventional Falcon MechWarrior who chafes at carrying out his Khan's terror tactics, but he delivers results in combat, so Malvina has turned a blind eye to his beliefs so far. But when civilians on a conquered world revolt against their Clan masters, innocents are caught in the Falcons' crosshairs. Archer and his fellow MechWarriors must prove their mettle to Star Colonel Nikita Malthus, the Khan's vindictive advisor, by carrying out their scorched-earth orders to the letter. But are these orders a betrayal of what it means to be a true and honorable Jade Falcon? With both his loyalty and honor in question, Archer must run the gauntlet between duty and principles, or risk his own destruction.PEACE MAY SELL, BUT WHAT IF NO ONE'S BUYING?
On 21 May 3052, the seemingly unstoppable military juggernaut of the invading Clans was defeated in a pitched campaign on the quiet world of Tukayyid. This astonishing victory bought the weary armies of the Inner Sphere a fifteen-year stay before the invasion can resume. But despite the truce, the fire driving the Clans' centuries-long quest to conquer Terra, the birthplace of humankind, and rebuild Inner Sphere civilization in their warmongering image has not been extinguished. Conflict still rages above the truce line, and the Clans are biding their time until the tide of war can surge up and flood the Inner Sphere once more. Slack Tide collects nine stories that chronicle the life-and-death struggles still being waged in the wake of Tukayyid's so-called peace. Fan-favorite authors such as Jason Hansa, Philip A. Lee, and Craig A. Reed, Jr. spin tales of undercover operatives seeking to gain the secrets of Clan BattleMech technology, Inner Sphere MechWarriors attempting dangerous escapes from Clan-controlled planets, and mercenaries fighting to protect the only things that truly matter to them, themselves and their loved ones. The Clans' invasion may have been temporarily halted, but the true battles for the future of the Inner Sphere have only just begun.COMBAT IS THEIR BUSINESS?
And business is good in the 31st century as the Third Succession War rages on battlefields ruled by the almighty BattleMech: ten-meter-tall humanoid machines of pure destruction. Continuous warfare between the five Great Houses of the Inner Sphere has led to a steep technological decline, forcing the nobility of these vast interstellar empires to rely on mercenaries to augment their standing armies and gain crucial advantages against their enemies. However, that House nobleman may be paying your unit's bills one day, but sending you straight into a trap tomorrow. BattleMechs may be the kings of the battlefield, but money, power, and machinations are just as important in victory as an autocannon barrage. This anthology of hard-hitting BattleTech action includes six short stories that demonstrate how Machiavellian nobles, greedy pirates, and desperate mercenary units can change the course of Inner Sphere history. Take up the cause and charge your way through war-torn tales by veteran authors such as Chris Hussey, Philip A. Lee, and Craig A. Reed, Jr.HEROES OF ALL STRIPES
Shrapnel: The Official BattleTech Magazine celebrates bravery in all its forms on the triumphant, BattleMech-dominated battlefields of 31st century and beyond! Witness the birth of a new mercenary command in the late Third Succession War, follow a combat medic tackling a precarious injury, learn the true meaning of loyalty during the FedCom Civil War, and track down pirates on a forgotten world in the Periphery.THE DAY THE STAR LEAGUE DIED
Shrapnel: The Official BattleTech Magazine brings you more BattleMech action from the war-torn 31st century and beyond! Celebrate Star League Day with tales of a long-abandoned 'Mech rediscovered and pressed into service, a quest for vengeance in enemy territory, the resurgence of old ghosts, and the threat of bitter betrayal in the face of long odds.JUMP BACK INTO THE COCKPIT
Picking up the battle standard for BattleTech fiction, Shrapnel: The Official BattleTech Magazine continues the tradition of hard-hitting stories set in the war-torn interstellar future of the 31st century and beyond. Fire up your 'Mech's fusion reactor, secure your neurohelmet, and wade into battle with stories from the merciless front lines of the Clan Invasion and other eras, conspiracy theory articles, game scenarios, and more from veteran BattleTech authors, fan favorites, and some new recruits.SYMBOLS OF POWER
After the Word of Blake exacts an incalculable toll on Clan Wolf, Elemental warrior Garmen Kerensky is tasked by Wolf Khan Vlad Ward to undertake an audacious, top-secret mission in the Clan Homeworlds. While other covert teams help the Wolves evacuate Clan Space, Garmen's command will steal the most prized relic of Clan history: the body of the Great Father, Commanding General Aleksandr Kerensky, Garmen's ancestor. But the father of the Clans' founder is entombed aboard the McKenna's Pride, a Star League-era WarShip in permanent geosynchronous orbit above the Clans capital city, a staunchly guarded vessel that will take ingenuity, a warrior's spirit, and more than a little luck to reach. Stealing his ancestor's remains is a tall order under normal circumstances, but the Homeworld Clans are on the verge of open warfare with each other, and this mission threatens to blow Clan society apart entirely. As the elite warrior guards of the Ebon Keshik hunt Garmen, he and his hardened team must navigate the intrigue of the shadowy Dark Caste to have any hope of reaching the Pride alive. But no plan ever survives enemy contact, and Garmen must overcome the forces arrayed against him or risk forever losing the Great Father's body to the chaos and destruction of the Clans' internal warfare.FAR FROM HOME?
Exarch Devlin Stone, hero of the Word of Blake Jihad and architect of the Republic of the Sphere, has returned to Terra only to find his beloved nation under siege and in danger of breaking apart. As threats bear down on the Republic from all sides, Stone and his inner circle must move fast to bolster Terra's defenses from all who seek to conquer the birthplace of humanity. However, not all of his allies have heeded Stone's call to arms. Former Exarch Damien Redburn, who left Terra to defend the Republic's borders from the rapacious Clan Wolf, was cut off when the walls of Fortress Republic rose. Without support or reinforcements, Redburn, the Fidelis, and Countess Tara Campbell's Highlanders have held the line against the Wolves for years, but the never-ending campaign has pushed all of them to their breaking points. Is Stone's return genuine, or a carefully crafted hoax? Can Redburn be brought back into the fold, or has he gone rogue for good? In the end, Stone, Redburn, and their allies must each decide their path before tensions can erupt in a clash that could shake the very foundation of the Republic.BROTHERS IN ARMS?
At long last, the Clans' campaign for the Inner Sphere is coming to a head. Khan Alaric Wolf is preparing for his biggest moves yet, and is willing to enlist just about anyone who can help him achieve his ultimate goal: the conquest of Terra. To that end, he sends one of his own on a special assignment. Marotta Kerensky is a Clan Wolf warrior unlike any other, the perfect candidate for a mission unlike any other: convince the legendary Wolf's Dragoons to rejoin the Clan they originally came from. But when Marotta reaches the mercenary unit, he finds them quite different from the storied force of a century ago. Times have changed since then, and the Dragoons have as well, or have they? Driven to accomplish his mission at any cost, Marotta allies with a Dragoons officer on a risky gambit that may help him deliver what his Khan wants, or tear Wolf's Dragoons apart forever.STRENGTH VS. HONOR
For more than a decade, the Republic of the Sphere's army hid in silence behind the mysterious, impregnable Wall of Fortress Republic. But now the Wall has come down, and Paladin Max Ergen, commander of Operation Eruptio, has his sights set on an invaluable prize. His target: Dieron, a Draconis Combine military district capital, a former Republic world harboring secrets from past wars. His troops have spent years training in isolation behind the Wall, and they are hungry for battle, ready to remind the Inner Sphere that the wounded Republic is still a force to be reckoned with. But Dieron is also the fortress of Warlord Kambei Okamoto, one of the Combine's top military officials, and he and his Dieron Regulars are committed to holding the line and defending their home against Republic aggression, no matter the cost. And when these two forces clash, the battle for Dieron will be a titanic one indeed?You may make your way by slinging spells, swinging swords, firing bullets, or hacking the Matrix. You have to be a step faster and a hair smarter than everyone else if you want to keep working, and you need to keep your wits about you if you want to stay alive. There are plenty of obstacles out there: corp security officers, ultra-violent gangers, vicious critters, and people who carry two hundred bullets and an equal number of grudges. To stay alive, you trust yourself, you trust your team, and you remember a few simple pieces of advice: Watch your back. Shoot straight. Conserve ammo. And never, ever cut a deal with a dragon.
This Kickstarter Edition of the game includes:
- Shadowrun Sprawl Ops Legendary Box
- 5-6 Player Expansion Pack
- Cooperative Conversion Kit (Kickstarter exclusive)
- All KS Stretch Goals (except exclusive Collector Shadowrun Coin and PDF novel download)
- Unique runner tokens
- 3x additional red dice
- Toronto map add on (Kickstarter exclusive)
- Berlin map add on(Kickstarter exclusive)
- Neo-Tokyo add on (Kickstarter exclusive)
Delivery in Australia only. Limited stock.
BattleTech is the world’s greatest armored-combat game. And in Alpha Strike, you take command of large-scale engagements with tabletop-miniatures gameplay designed for the modern wargamer. Inside includes everything you need to start tossing dice and charging toward the enemy on your gaming table.
CONTENTS
- 13 high-quality, fully assembled (unpainted) miniatures
- 40-page rulebook
- 24-page fiction novella
- 16-page Universe Primer
- 13 Alpha Strike cards
- 13 MechWarrior cards
- 25 Battlefield Support cards
- 1 heavy-stock reference sheet
- 2 Punchboards of trees and game counters
- 9 small fold-up cardstock buildings
- 6 large fold-up cardstock buildings
- 2 six-sided dice
CLASHING ARMIES
The commline ablaze with determination. An army of war-forged metal titans on the heights.
The enemy entrenched in the valley below, weapons charged and loaded.
Then you give the order, and armies surge toward each other, banners streaming as lasers, autocannons, and missiles sear and shatter! Will your star-spanning empire win the day? Only you will decide!
It is the 32nd century. For a millennia, mankind has waged wars across thousands of worlds in human-occupied space. The Great Houses. The Clans. The Periphery. A myriad of star empires claiming ascendance, as others wane or fall. They marshal MechWarriors who owe them fealty, each one the master of a towering avatar of destruction: the BattleMech.
Now you are given command of these modern-day knights, dropped onto a battlefield: use your wits and skill to bring victory, or end up a casualty on a forgotten world.
Wrath of Dragons is a resource deconstruction board game for two to six players. Players assume the role of a dragon that, over the course of many centuries, flies into different regions of the Old World to lay waste to settlements, scorch fields, snatch livestock, take gold, and capture nobles. After six centuries have passed, the devastation, destruction, and fear that the dragons have caused is scored, and the dragon that earns the most Victory Points is the winner!
Contents:
96x Cards
6x Lair Screens
6x Dragon Cards
5x Punch-out Tiles
6x Wooden Dragons
198x Wooden Playing Pieces
1x Gameboard
1x Rulebook
If you love dragons then you will love Wrath of Dragons.
- 8 high-quality, fully assembled (unpainted) miniatures: Awesome, BattleMaster, Catapult, Commando, Locust, Shadow Hawk, Thunderbolt, and Wolverine.
- 48-page Rulebook
- 16-page Record Sheet Booklet
- 48 page fiction novella by William H. Keith, Jr., a prequel to the Gray Death Legion saga featuring Carlyle?s Commandos and Durant Carlyle; only available in the A Game of Armored Combat box.
- 16-page Universe Primer
- 8 Pilot Cards
- 8 46 Cards
- 2 heavy-stock reference sheets
- Two all-new 18? x 22? full-color paper maps (hexed, double-sided)
- Punchboard of additional BattleMechs and terrain
- 2 dice
Miniatures come unpainted.
Inside this box you'll discover epic clashes, dynamic characters, and a myriad of gaming experiences for any type of player: miniatures to RPG play, hobby painting to fiction and beyond. A Game of Armored Combat includes everything you will need to start tossing dice and moving miniatures on your gaming table.
Do you have what it takes to plant the banner of victory and become a legend? Leap into the action and find out!
With this box, you'll unlock powerful new factions and 'Mechs to expand your BattleTech experience and take part in a cataclysmic conflict which will rock the Inner Sphere. The BattleTech: Clan Invasion box set includes five iconic OmniMechs-the Timber Wolf, Executioner, Nova, Adder, and Mongrel.
The BattleTech: Clan Invasion box is a supplement to the BattleTech: A Game of Armored Combat box, which is required to use this set.
CONTENTS
- 5 high-quality, fully assembled (unpainted) OmniMechs
- 2 fully assembled (unpainted) bases of Elementals
- 2 all new 18" x 22" full-color paper maps (double-sided)
- Punchboard of additional OmniMechs and terrain
- 32-page Rulebook
- 24-page Record Sheet booklet
- 24-page Clan Invasion Primer
- 20-page fiction novella
- 10 double-sided MechWarrior Cards
- 5 double-sided Alpha Strike Cards
- heavy-stock reference sheet
- 2 six-sided dice.
THE CHILDREN OF KERENSKY RETURN!
In the year 3050, the true heirs of the lost Star League thunder forth from the depths of the far Periphery and carve deep into the quarreling Successor States. As the Clan juggernaut rolls across the core ward realms of the Inner Sphere, the House Lords scramble to shore up their defenses and devise some way to halt the invaders.
Backed by high-tech OmniMechs bristling with advanced weapons and battlesuit-clad Elementals capable of bringing down a 'Mech, the Clan crusade drives toward the heart of human-occupied space. Do you possess the the bold tactics and heroics courage to defeat warriors trained from birth to conquer? Or will you uphold Kerensky's dream, cast aside the squabbling lords of the Inner Sphere, and reignite the flame of the Star League?
FORTUNE FAVORS THE BOLD...
In 2825, ilKhan Nicholas Kerensky, the founder of the Clans, gave his exiled, warrior-led people a dream: the first Clan to return to the Inner Sphere and claim Terra, the cradle of humanity, in honorable combat would claim the title of ilClan"”ruler of all the Clans. The ilClan would reestablish the venerable Star League from the ashes of the old, and its Khan would become ilKhan, supreme ruler of all the Clans. Now, 326 years later, the Children of Kerensky have fought their way to Terra with the intent of fulfilling this dream. But will this dream become destiny or nightmare?
4 Plastic Miniatures:
‣ Nightsky
‣ Wolfhound
‣ Griffin
‣ Crusader
4 MechWarrior Cards
4 Alpha Strike Cards
Miniatures are supplied unpainted and pre-assembled.
Unleash the Kell Hounds Striker Lance! Included is the new Nightsky, a re-posed Wolfhound, and new variants of the Griffin and jumping Crusader, along with four MechWarrior pilot cards and four Alpha Strike cards!
Contents: Two-Sided Paper Map Sheets
- Foothills #1
- Foothills #2
- Forward Base
- Lakes
- Open Terrain #2
- Open Terrain #3
- River CommCenter
- Rolling Hills #1
- Rolling Hills #2
- Rolling Hills #3
- Streams
- Woodland
- 2 high-quality, fully assembled (unpainted) miniatures: Griffin and Vindicator
- 12-page Rulebook
- 8 wet-erase Record Sheets
- 24 page fiction novella
- 4-page Universe Primer
- 4 Pilot Cards
- One 18" x 22" full color paper map (double-sided)
- Punchboard of additional BattleMechs and terrain
-2 D6 dice
BattleTech is the world's greatest armored combat game, filled with epic stories and gaming experiences to satiate any player: miniatures to RPG play, hobby painting to fiction, and beyond. The BattleTech Beginner Box is the first step on that fantastic journey and includes everything you need to get started: two high-quality miniatures, quick-start rules, a mapsheet, cards to represent your MechWarrior's unique skills, dice, and more.
Do you have what it takes to plant the banner of victory and become a legend? Leap into the action and find out!
NO PRICE TOO HIGH?
On the besieged planet of Northwind, the Highlanders are fighting a tenacious invading force from the Capellan Confederation, led by a regiment from the legendary McCarron's Armored Cavalry, with support from Warrior House Imarra. The first round went to the Capellans, who seized the city of Tara and the invaluable HPG located within it. But their position is precarious with the revelation of the Grey Watch, a legendary Highlanders fighting force that revealed itself when Northwind was in danger of falling, and turned what could have been an all out Capellan victory into an uneasy stalemate. The arrival of a Draconis Combine fleet, recent allies of the Confederation, shifts the balance even further. Will the reinforced Capellan force finally bring Northwind back under the rule of the Celestial Throne, or will Countess Tara Campbell, Captain Declan Casey, and Knight of the Republic Maeve Stirling find a way to lead the embattled Highlanders to victory?NO PRICE TOO HIGH?
On the besieged planet of Northwind, the Highlanders are fighting a tenacious invading force from the Capellan Confederation, led by a regiment from the legendary McCarron's Armored Cavalry, with support from Warrior House Imarra. The first round went to the Capellans, who seized the city of Tara and the invaluable HPG located within it. But their position is precarious with the revelation of the Grey Watch, a legendary Highlanders fighting force that revealed itself when Northwind was in danger of falling, and turned what could have been an all out Capellan victory into an uneasy stalemate. The arrival of a Draconis Combine fleet, recent allies of the Confederation, shifts the balance even further. Will the reinforced Capellan force finally bring Northwind back under the rule of the Celestial Throne, or will Countess Tara Campbell, Captain Declan Casey, and Knight of the Republic Maeve Stirling find a way to lead the embattled Highlanders to victory?MORE THAN A CENTURY IN THE MAKING?
Since the Clan Invasion of 3050 ended in failure, there are those who have not forgotten Nicholas Kerensky's ultimate goal: The conquering of Terra, and the rise of one Clan above all others to become the ilClan, and rule over both the rest of the Clans and the Inner Sphere, regardless of what the Great Houses may say about it?THE BATTLE THAT WILL RESHAPE THE INNER SPHERE BEGINS?
Now, in 3151, two Clans make the final jump into the shattered remains of the Republic of the Sphere. Their target: the cradle of humankind, and the ultimate symbol of the Inner Sphere: Terra. But Clans Jade Falcon and Wolf will face a powerful, tenacious enemy in the remaining forces of the Republic, led by their resurrected leader, Devlin Stone. The impending battle will engulf the entire planet, and when it is over, only one shall stand supreme...MORE THAN A CENTURY IN THE MAKING?
Since the Clan Invasion of 3050 ended in failure, there are those who have not forgotten Nicholas Kerensky's ultimate goal: The conquering of Terra, and the rise of one Clan above all others to become the ilClan, and rule over both the rest of the Clans and the Inner Sphere, regardless of what the Great Houses may say about it?THE BATTLE THAT WILL RESHAPE THE INNER SPHERE BEGINS?
Now, in 3151, two Clans make the final jump into the shattered remains of the Republic of the Sphere. Their target: the cradle of humankind, and the ultimate symbol of the Inner Sphere: Terra. But Clans Jade Falcon and Wolf will face a powerful, tenacious enemy in the remaining forces of the Republic, led by their resurrected leader, Devlin Stone. The impending battle will engulf the entire planet, and when it is over, only one shall stand supreme...LIFE, DEATH, HONOR, FEALTY?
Bushido governs all these concepts. As a MechWarrior of the Draconis Combine, Minobu Tetsuhara was bound by Bushido, a code that demands loyal service?, to the devious Warlord Grieg Samsonov. But when Minobu came upon a strange blue and gold Archer, the field littered with its vanquished opponents, and its weapons now empty, Bushido also dictated that he not destroy an honorable but helpless warrior. And so he rescued Jaime Wolf. For that he became one of the Dispossessed, stripped of his BattleMech, and without honor. Minobu was then assigned as liaison to the Wolf's Dragoons, one of the Combine's most elite mercenary units, who treated him with the respect due a fellow warrior. When the mercenaries refused to renew their contract with Samsonov, Minobu was instructed to destroy them. Now Bushido dictates that Minobu oppose his honorable foe, a man with whom he has served and who deserves far better than betrayal...LIFE, DEATH, HONOR, FEALTY?
Bushido governs all these concepts. As a MechWarrior of the Draconis Combine, Minobu Tetsuhara was bound by Bushido, a code that demands loyal service?, to the devious Warlord Grieg Samsonov. But when Minobu came upon a strange blue and gold Archer, the field littered with its vanquished opponents, and its weapons now empty, Bushido also dictated that he not destroy an honorable but helpless warrior. And so he rescued Jaime Wolf. For that he became one of the Dispossessed, stripped of his BattleMech, and without honor. Minobu was then assigned as liaison to the Wolf's Dragoons, one of the Combine's most elite mercenary units, who treated him with the respect due a fellow warrior. When the mercenaries refused to renew their contract with Samsonov, Minobu was instructed to destroy them. Now Bushido dictates that Minobu oppose his honorable foe, a man with whom he has served and who deserves far better than betrayal...
THE DAWN OF A NEW AGE?
In the 25th century, humankind is locked in a seemingly endless cycle of warfare as each of the Great Houses seeks to expand their holdings at the cost of the others. But in 2438, the Terran Hegemony perfects a battle system unlike anything seen in combat before, the Mackie, the very first BattleMech. With it, the Hegemony quickly reigns supreme on the battlefield. The Mackie's arrival sets off a desperate arms race among the Great Houses, each desperate to possess the BattleMech's secrets. Some houses will use military force to steal them, others resort to stealthy espionage teams to infiltrate highly secured BattleMech facilities. Still other Houses will use diplomacy, or even corporate espionage to get their hands on the coveted plans or the men and women who can build a BattleMech.Now, collected for the first time, stories by celebrated BattleTech authors Ilsa J. Bick, Herbert A. Beas II, Christoffer Trossen, Randall N. Bills, Chris Hartford and Jason M. Hardy, Jason Schmetzer, and Blaine Lee Pardoe, who wrote a brand-new novella about the creation of the Coyotl, the first OmniMech, tell how BattleMechs were invented in one complete volume. Welcome to The Proliferation Cycle.
THE DAWN OF A NEW AGE?
In the 25th century, humankind is locked in a seemingly endless cycle of warfare as each of the Great Houses seeks to expand their holdings at the cost of the others. But in 2438, the Terran Hegemony perfects a battle system unlike anything seen in combat before, the Mackie, the very first BattleMech. With it, the Hegemony quickly reigns supreme on the battlefield. The Mackie's arrival sets off a desperate arms race among the Great Houses, each desperate to possess the BattleMech's secrets. Some houses will use military force to steal them, others resort to stealthy espionage teams to infiltrate highly secured BattleMech facilities. Still other Houses will use diplomacy, or even corporate espionage to get their hands on the coveted plans or the men and women who can build a BattleMech.A Clan Jade Falcon invasion force is en route to eradicate the Steel Wolves, but it's true mission is the subjugation of the Republic of the Sphere. Constrained by an imposed peace for decades, the Falcons embark on their most spectacular war in generations, and their lust for blood runs hot... Siblings Malvina and Aleks Hazen are Jade Falcon's best and brightest MechWarriors. Each achieved high command at a young age, and their bond is strong, but so is their rivalry. While Aleks believes warriors should protect the weak, Malvina is obsessed with dark visions of power and glory. If the leader of the Clan is destined to rule the Inner Sphere, then Malvina's first step toward seizing that role for herself is to conquer the Republic...or utterly destroy it.
A Clan Jade Falcon invasion force is en route to eradicate the Steel Wolves, but it's true mission is the subjugation of the Republic of the Sphere. Constrained by an imposed peace for decades, the Falcons embark on their most spectacular war in generations, and their lust for blood runs hot... Siblings Malvina and Aleks Hazen are Jade Falcon's best and brightest MechWarriors. Each achieved high command at a young age, and their bond is strong, but so is their rivalry. While Aleks believes warriors should protect the weak, Malvina is obsessed with dark visions of power and glory. If the leader of the Clan is destined to rule the Inner Sphere, then Malvina's first step toward seizing that role for herself is to conquer the Republic...or utterly destroy it.
A DESPERATE FIGHT
Under assault and ill-equipped, Alkalurops has come apart since the loss of its communications grid and the inability of the Republic of the Sphere to re-establish it. But in a universe of powerful players, a leader has to grab power fast if she's going to survive...Grace O'Malley's people are valiantly making a stand against Hansen's Roughriders, a band of mercenaries destroying everything in their path. Badly outnumbered, her forces need real BattleMechs operated by trained MechWarriors. And they're not going to be easy to afford, especially since the big mine owners refuse to offer any funds for planetary defense. But Grace will not surrender her homeland, no matter what the price.
Even though the ragtag locals are putting up a surprisingly good fight, Loren Hansen remains confident he can defeat them. What he doesn't count on is an opponent determined to write her planet's history in the scorched wreckage of the battlefield...
A DESPERATE FIGHT
Under assault and ill-equipped, Alkalurops has come apart since the loss of its communications grid and the inability of the Republic of the Sphere to re-establish it. But in a universe of powerful players, a leader has to grab power fast if she's going to survive...Grace O'Malley's people are valiantly making a stand against Hansen's Roughriders, a band of mercenaries destroying everything in their path. Badly outnumbered, her forces need real BattleMechs operated by trained MechWarriors. And they're not going to be easy to afford, especially since the big mine owners refuse to offer any funds for planetary defense. But Grace will not surrender her homeland, no matter what the price.
Even though the ragtag locals are putting up a surprisingly good fight, Loren Hansen remains confident he can defeat them. What he doesn't count on is an opponent determined to write her planet's history in the scorched wreckage of the battlefield...
PAWNS ARE MEANT TO BE SACRIFICED
After his victory on New Aragon, Duke Aaron Sandoval has the embattled Republic in his debt. But Sandoval's hidden agenda has more to do with his own power than any loyalty to the Republic of the Sphere, and he'll spare no expense to achieve his ultimate goal.When the Duke becomes the target of an assassination attempt, he realizes his efforts to build a coalition against the invading House Liao are failing. Many planetary governors prefer capitulation to war. What he needs is a new ship and a new approach.
To launch his campaign, Sandoval sends his nephew Erik, fresh from the front lines of the campaign against the encroaching Capellan Confederation, to Shensi. His job is to convince the governor to join his uncle's alliance instead of making peace with Liao. Although Erik is honored to be the Duke's strong right hand, he's convinced that Aaron's arrogance is getting the better of him. But what Erik doesn't yet realize is that his own uncle will sacrifice anyone to achieve his dreams of glory...even a member of his own family.
PAWNS ARE MEANT TO BE SACRIFICED
After his victory on New Aragon, Duke Aaron Sandoval has the embattled Republic in his debt. But Sandoval's hidden agenda has more to do with his own power than any loyalty to the Republic of the Sphere, and he'll spare no expense to achieve his ultimate goal.When the Duke becomes the target of an assassination attempt, he realizes his efforts to build a coalition against the invading House Liao are failing. Many planetary governors prefer capitulation to war. What he needs is a new ship and a new approach.
To launch his campaign, Sandoval sends his nephew Erik, fresh from the front lines of the campaign against the encroaching Capellan Confederation, to Shensi. His job is to convince the governor to join his uncle's alliance instead of making peace with Liao. Although Erik is honored to be the Duke's strong right hand, he's convinced that Aaron's arrogance is getting the better of him. But what Erik doesn't yet realize is that his own uncle will sacrifice anyone to achieve his dreams of glory...even a member of his own family.
A SPARK OF REBELLION
When the Republic of the Sphere was established, it absorbed a quarter of Capellan Confederation space. Now that the crippled Republic is embattled everywhere, the Confederation Chancellor sends an operative into former Capellan territory to nurture the seeds of rebellion. Freedom fighter Evan Kurst has resisted the Republic's 'benevolent occupation' of the world of Liao for as long as he can remember. He has fought side by side with agents from the Confederation, and rallied other fighters to the cause. Until now, his efforts have been in vain. But amid the chaos of the interstellar communications blackout, Kurst sees a new chance to liberate his homeworld and return it to its rightful rulers. The Chancellor's support is assured, and embodied in the person of Mai Wa, the operative sent to ensure Kurst's success. But Mai has betrayed Kurst before, and his biggest problem remains knowing whom to trust in a world where today's ally is tomorrow's enemy.A SPARK OF REBELLION
When the Republic of the Sphere was established, it absorbed a quarter of Capellan Confederation space. Now that the crippled Republic is embattled everywhere, the Confederation Chancellor sends an operative into former Capellan territory to nurture the seeds of rebellion. Freedom fighter Evan Kurst has resisted the Republic's 'benevolent occupation' of the world of Liao for as long as he can remember. He has fought side by side with agents from the Confederation, and rallied other fighters to the cause. Until now, his efforts have been in vain. But amid the chaos of the interstellar communications blackout, Kurst sees a new chance to liberate his homeworld and return it to its rightful rulers. The Chancellor's support is assured, and embodied in the person of Mai Wa, the operative sent to ensure Kurst's success. But Mai has betrayed Kurst before, and his biggest problem remains knowing whom to trust in a world where today's ally is tomorrow's enemy.TARGET: TERRA
The world of Northwind has been ravaged in the fierce battle between the Highlanders and the Steel Wolves, and now the Clan warriors have set their sights on Terra. The fate of the birthplace of humankind now rests in the hands of three very different MechWarriors:Ezekiel Crow: Betrayer of the Highlanders?and on the run from both political and military enemies.
Anastasia Kerensky: Ruthless leader of the Steel Wolves?and if she has her way, the next Conqueror of Terra.
Tara Campbell: embattled Countess of the Northwind Highlanders, and Terra's only hope in its most desperate hour.
A desperate three-way race ensues to see who will be the first to reach Terra, and who will ultimately claim it?
TARGET: TERRA
The world of Northwind has been ravaged in the fierce battle between the Highlanders and the Steel Wolves, and now the Clan warriors have set their sights on Terra. The fate of the birthplace of humankind now rests in the hands of three very different MechWarriors:Ezekiel Crow: Betrayer of the Highlanders?and on the run from both political and military enemies.
Anastasia Kerensky: Ruthless leader of the Steel Wolves?and if she has her way, the next Conqueror of Terra.
Tara Campbell: embattled Countess of the Northwind Highlanders, and Terra's only hope in its most desperate hour.
A desperate three-way race ensues to see who will be the first to reach Terra, and who will ultimately claim it?
LYING IN WAIT
The Highlanders defeated Anastasia Kerensky the last time she attacked Northwind, although she retreated with most of her troops intact. Now dispersed among several planets, the Highlanders will need a bigger edge if they are to end Kerensky's threat completely. A rumor places Anastasia Kerensky on Northwind. If that's true, the Steel Wolves must also be close by. Determined to locate them, Paladin Ezekiel Crow and Countess Tara Campbell order a reconnaissance, unaware that their enemy may be closer than they think.With her forces on standby, Anastasia believes there is little the embattled Republic can do to stop her from finally conquering Northwind. What she doesn't realize is that she has allies she never imagined, and enemies she never suspected.
It's a moment of truth for Crow, Campbell, and Kerensky, when lies emerge from the shadows, and the fate of a world hangs in the balance.
LYING IN WAIT
The Highlanders defeated Anastasia Kerensky the last time she attacked Northwind, although she retreated with most of her troops intact. Now dispersed among several planets, the Highlanders will need a bigger edge if they are to end Kerensky's threat completely. A rumor places Anastasia Kerensky on Northwind. If that's true, the Steel Wolves must also be close by. Determined to locate them, Paladin Ezekiel Crow and Countess Tara Campbell order a reconnaissance, unaware that their enemy may be closer than they think.With her forces on standby, Anastasia believes there is little the embattled Republic can do to stop her from finally conquering Northwind. What she doesn't realize is that she has allies she never imagined, and enemies she never suspected.
It's a moment of truth for Crow, Campbell, and Kerensky, when lies emerge from the shadows, and the fate of a world hangs in the balance.
THE INNER SPHERE UNDER ASSAULT
Since the failure of the interplanetary communications system, the decades-long peace brokered by the Republic of the Sphere has begun to splinter. Power-hungry factions such as the Steel Wolves are invading vulnerable worlds to establish their own rule. As a gateway to Terra, the planet of Northwind has strategic value making it a fiercely-contested target for the emerging factions springing up across the Republic, and Duchess Tara Campbell will not allow her home to fall into enemy hands. Offering military assistance, the Republic sends Paladin Ezekiel Crow and his fully armed BattleMech to help defend Northwind. MechWarrior Anastasia Kerensky, of the infamous Clan Bloodline, has set her sights on Northwind, and what Anastasia wants, Anastasia usually gets. But first, she must contend with the deadly politics of the Steel Wolves before embarking on a conquest that could lead to the very heart of The Republic itself...THE INNER SPHERE UNDER ASSAULT
Since the failure of the interplanetary communications system, the decades-long peace brokered by the Republic of the Sphere has begun to splinter. Power-hungry factions such as the Steel Wolves are invading vulnerable worlds to establish their own rule. As a gateway to Terra, the planet of Northwind has strategic value making it a fiercely-contested target for the emerging factions springing up across the Republic, and Duchess Tara Campbell will not allow her home to fall into enemy hands. Offering military assistance, the Republic sends Paladin Ezekiel Crow and his fully armed BattleMech to help defend Northwind. MechWarrior Anastasia Kerensky, of the infamous Clan Bloodline, has set her sights on Northwind, and what Anastasia wants, Anastasia usually gets. But first, she must contend with the deadly politics of the Steel Wolves before embarking on a conquest that could lead to the very heart of The Republic itself...A WORLD IN FLAMES?
Emporia has been bombed into disease-ridden ruins, and the planet's remaining forces have been scattered. Jasper and Nadine Roux are among the few surviving cadets from the Ritza MechWarrior Academy. They and their war-torn peers are all that stands in the way of Tai-sa Takeji Yoshizawa's plan to conquer their homeworld.Tai-sa Yoshizawa battles dissension within the ranks of his most trusted advisors as he struggles to complete his conquest. Desperate to solidify his hold on Emporia, the rogue Draconis Combine colonel will use every option at his command, including capturing the last surviving heir of Emporia and claiming him as his ward, then ruling the planet through him.
It is a race to see who can reach the Ritza family first. With Nadine coordinating the survivors' evacuation from space, and Jasper on the ground fighting his way across a shattered world, everything rests on what happens when Emporian and enemy forces collide in an epic battle and the winner takes all in this explosive conclusion to the Rogue Academy trilogy.
A WORLD IN FLAMES?
Emporia has been bombed into disease-ridden ruins, and the planet's remaining forces have been scattered. Jasper and Nadine Roux are among the few surviving cadets from the Ritza MechWarrior Academy. They and their war-torn peers are all that stands in the way of Tai-sa Takeji Yoshizawa's plan to conquer their homeworld.Tai-sa Yoshizawa battles dissension within the ranks of his most trusted advisors as he struggles to complete his conquest. Desperate to solidify his hold on Emporia, the rogue Draconis Combine colonel will use every option at his command, including capturing the last surviving heir of Emporia and claiming him as his ward, then ruling the planet through him.
It is a race to see who can reach the Ritza family first. With Nadine coordinating the survivors' evacuation from space, and Jasper on the ground fighting his way across a shattered world, everything rests on what happens when Emporian and enemy forces collide in an epic battle and the winner takes all in this explosive conclusion to the Rogue Academy trilogy.
ALIVE OR DEAD
Just a few months after their universe-shaking campaign on Helm, and the distribution of the Helm Memory Core, all Grayson Carlyle and his Gray Death Legion want is to settle into their new home on Glengarry. But they barely touch down on-planet when a Lyran Commonwealth general contacts the GDL, intent on hiring them to track down and capture Draconis Combine agents behind a daring raid on Lyons. Tracking the Kurita raiders to the Draconis border system of Valdis, better known as Wheel, Grayson and his people have their work cut out for them. The system's main feature is literally a wheel-shaped deep-space station and recharge facility at the Valdis star's zenith jump point. Its structure means a direct assault with BattleMechs will be extremely risky, both because of the tight quarters and the very real danger of an errant shot or missile depressurizing and destroying the entire station. Also, Grayson will be splitting his force, with Lori Kalmar providing a decoy operation on the nearby mining planet Valdis I, otherwise known as Rock, to draw the Combine's attention away from Wheel. It's a high-risk operation on both ends, but Grayson and the GDL have their orders, and they intend to capture the Draconis operatives one way or the other, even if they have to risk destroying the entire space station to do so.ALIVE OR DEAD
Just a few months after their universe-shaking campaign on Helm, and the distribution of the Helm Memory Core, all Grayson Carlyle and his Gray Death Legion want is to settle into their new home on Glengarry. But they barely touch down on-planet when a Lyran Commonwealth general contacts the GDL, intent on hiring them to track down and capture Draconis Combine agents behind a daring raid on Lyons. Tracking the Kurita raiders to the Draconis border system of Valdis, better known as Wheel, Grayson and his people have their work cut out for them. The system's main feature is literally a wheel-shaped deep-space station and recharge facility at the Valdis star's zenith jump point. Its structure means a direct assault with BattleMechs will be extremely risky, both because of the tight quarters and the very real danger of an errant shot or missile depressurizing and destroying the entire station. Also, Grayson will be splitting his force, with Lori Kalmar providing a decoy operation on the nearby mining planet Valdis I, otherwise known as Rock, to draw the Combine's attention away from Wheel. It's a high-risk operation on both ends, but Grayson and the GDL have their orders, and they intend to capture the Draconis operatives one way or the other, even if they have to risk destroying the entire space station to do so.IN THE FALCON'S CLAWS?
Skye struggles to rise from the ashes of the last Jade Falcon assault. Tara Campbell's Highlanders are limping back from battles fought all across the Prefecture. And Anastasia Kerensky's Steel Wolves have disappeared again. It's a matter of when, not if, the Falcons will renew their brutal assault, and Skye is unprepared.On the world of Nusakan, Landgrave Jasek Kelswa-Steiner appears to be Skye's only chance for salvation. Gathering his Stormhammers, he prepares to throw his force into the teeth of the Falcon advance. But will the cure be worse than the disease? Jasek passionately advocates a return to House Steiner, a political movement his father just as passionately opposes.
Unfortunately for the Republic, desperate times call for desperate alliances, and the Jade Falcon force is still spoiling for battle. Clan Jade Falcon will not rest until Skye is conquered...or reduced to a charred cinder.
IN THE FALCON'S CLAWS?
Skye struggles to rise from the ashes of the last Jade Falcon assault. Tara Campbell's Highlanders are limping back from battles fought all across the Prefecture. And Anastasia Kerensky's Steel Wolves have disappeared again. It's a matter of when, not if, the Falcons will renew their brutal assault, and Skye is unprepared.On the world of Nusakan, Landgrave Jasek Kelswa-Steiner appears to be Skye's only chance for salvation. Gathering his Stormhammers, he prepares to throw his force into the teeth of the Falcon advance. But will the cure be worse than the disease? Jasek passionately advocates a return to House Steiner, a political movement his father just as passionately opposes.
Unfortunately for the Republic, desperate times call for desperate alliances, and the Jade Falcon force is still spoiling for battle. Clan Jade Falcon will not rest until Skye is conquered...or reduced to a charred cinder.
THE SWORD OR THE PLOWSHARE...
The destruction of the interplanetary communications net has isolated planets across the Republic of the Sphere. On Mirach, a widening schism in the military between those who would remain loyal to The Republic and those who would break away threatens the peace and prosperity that have lasted for generations. Once a formidable MechWarrior, governor Sergio Ortega now believes that diplomacy will win the day. His sons, Dale and Austin, are also stalwarts of The Republic and aspiring MechWarriors. Facing growing civil unrest, they urge a military show of force before events spiral out of control. But Mirach has no BattleMechs, and their pacifistic father is slashing military spending. But when power-hungry forces within the government begin plotting to overthrow it by any means necessary, including assassination, Austin must rebel against everything he's known to fight for the safety and freedom of Mirach, even if that means facing off against his own father...THE SWORD OR THE PLOWSHARE...
The destruction of the interplanetary communications net has isolated planets across the Republic of the Sphere. On Mirach, a widening schism in the military between those who would remain loyal to The Republic and those who would break away threatens the peace and prosperity that have lasted for generations. Once a formidable MechWarrior, governor Sergio Ortega now believes that diplomacy will win the day. His sons, Dale and Austin, are also stalwarts of The Republic and aspiring MechWarriors. Facing growing civil unrest, they urge a military show of force before events spiral out of control. But Mirach has no BattleMechs, and their pacifistic father is slashing military spending. But when power-hungry forces within the government begin plotting to overthrow it by any means necessary, including assassination, Austin must rebel against everything he's known to fight for the safety and freedom of Mirach, even if that means facing off against his own father...A UNIVERSE GONE DARK
Months have passed since the interplanetary communications net was destroyed, isolating planets across the Republic of the Sphere and beyond. Achernar is one of the few worlds that still possesses a working Hyperpulse Generator Station, a device that enables communications across the galaxy, and a highly sought-after prize for the splintering factions of the Republic... After failing to qualify as an active MechWarrior, Raul Ortega finds solace in the Republic's military reserves on Archenar, and dreams of the day he might know the adventure and glory of real combat. The planet's Republic-loyal forces are supported by a loose alliance with the Swordsworn, a faction pledged to House Davion whose leaders have an agenda all their own. When the planet falls under siege by yet another splinter group, the Steel Wolves, who are intent on capturing the HPG station, Raul is called up to active duty. But when the Swordsworn desert Archenar in its time of need, Raul discovers there's little honor in the subtle schemes of treachery and the brutal realities of war...A UNIVERSE GONE DARK
Months have passed since the interplanetary communications net was destroyed, isolating planets across the Republic of the Sphere and beyond. Achernar is one of the few worlds that still possesses a working Hyperpulse Generator Station, a device that enables communications across the galaxy, and a highly sought-after prize for the splintering factions of the Republic... After failing to qualify as an active MechWarrior, Raul Ortega finds solace in the Republic's military reserves on Archenar, and dreams of the day he might know the adventure and glory of real combat. The planet's Republic-loyal forces are supported by a loose alliance with the Swordsworn, a faction pledged to House Davion whose leaders have an agenda all their own. When the planet falls under siege by yet another splinter group, the Steel Wolves, who are intent on capturing the HPG station, Raul is called up to active duty. But when the Swordsworn desert Archenar in its time of need, Raul discovers there's little honor in the subtle schemes of treachery and the brutal realities of war...IN A TIME OF PEACE
For generations, the Republic of the Sphere has known a Golden Age of peace. Mighty BattleMechs, once kings of the battlefields, now aid the reconstruction of war-torn worlds. But when terrorists destroy the interstellar communications net, each planet is thrust into isolation. Suddenly old hatreds resurface, and a people who have never known war face the prospect of it firsthand.A MYSTERIOUS NEW THREAT ARISES
Sam Donelly is one of the best LumberMech jockeys on the planet, wielding his 'Mech's fifteen-foot chainsaw with the grace and precision of a surgeon. Caught in a skirmish with revolutionaries, he soon finds himself a rebel recruit. But Sam is no mere lumberjack, and if his true identity is discovered, the repercussions could be disastrous not only for Sam, but for the entire Republic.IN A TIME OF PEACE
For generations, the Republic of the Sphere has known a Golden Age of peace. Mighty BattleMechs, once kings of the battlefields, now aid the reconstruction of war-torn worlds. But when terrorists destroy the interstellar communications net, each planet is thrust into isolation. Suddenly old hatreds resurface, and a people who have never known war face the prospect of it firsthand.A MYSTERIOUS NEW THREAT ARISES
Sam Donelly is one of the best LumberMech jockeys on the planet, wielding his 'Mech's fifteen-foot chainsaw with the grace and precision of a surgeon. Caught in a skirmish with revolutionaries, he soon finds himself a rebel recruit. But Sam is no mere lumberjack, and if his true identity is discovered, the repercussions could be disastrous not only for Sam, but for the entire Republic.KNIVES IN THE DARK
Captain-General Jessica Marik is holding the reborn Free Worlds League together by the might of her indomitable will, and has managed to keep all of the interstellar nation's foes at bay. But even the strongest and most inspiring leaders have chinks in their armor. After a personal tragedy, Jessica vanishes from the public eye, leaving no hand on the tiller of the fractious nation as multiple hostile neighbors drag them into open warfare. Beset on all sides, the League must navigate the flames of war with no direction from the top, leaving Warden-General Nikol Marik, Jessica's youngest child, in control of the League's military forces at a time when the nation needs her mother's leadership the most. Nikol steps up to the challenge, however, as this is the moment she has been preparing for her entire life. But forces in the shadows seek to capitalize on the chaos and bring the Free Worlds League to its knees from within. The threat of coups and assassins sets the League on edge as Nikol strives to maintain the unity her mother had fought so hard to achieve, even if it means putting herself in danger. But she is not alone. At her right hand stands General Wilburn Kirkland, commander of the Ducal Guard, Jessica's personal bodyguard regiment. Together they must discover who the League's true enemies are, and hunt them to the ends of the Inner Sphere if necessary...KNIVES IN THE DARK
Captain-General Jessica Marik is holding the reborn Free Worlds League together by the might of her indomitable will, and has managed to keep all of the interstellar nation's foes at bay. But even the strongest and most inspiring leaders have chinks in their armor. After a personal tragedy, Jessica vanishes from the public eye, leaving no hand on the tiller of the fractious nation as multiple hostile neighbors drag them into open warfare. Beset on all sides, the League must navigate the flames of war with no direction from the top, leaving Warden-General Nikol Marik, Jessica's youngest child, in control of the League's military forces at a time when the nation needs her mother's leadership the most. Nikol steps up to the challenge, however, as this is the moment she has been preparing for her entire life. But forces in the shadows seek to capitalize on the chaos and bring the Free Worlds League to its knees from within. The threat of coups and assassins sets the League on edge as Nikol strives to maintain the unity her mother had fought so hard to achieve, even if it means putting herself in danger. But she is not alone. At her right hand stands General Wilburn Kirkland, commander of the Ducal Guard, Jessica's personal bodyguard regiment. Together they must discover who the League's true enemies are, and hunt them to the ends of the Inner Sphere if necessary...FLIGHT INTO THE UNKNOWN
100 million dead.500 million wounded.
One billion homeless.
The worst war in human history is over and has left the Star League shattered. Jealousy and infighting from the five Great House Lords over who will be the next First Lord has the entire Inner Sphere already teetering on the brink of all-out conflict again.
Against this grim backdrop, Aleksandr Kerensky, commanding general of the Star League Defense Force, faces a terrible choice. Stay, and see the mightiest military ever known subsumed into the Great Houses, lighting a conflagration that may burn even brighter than the terrible Amaris Coup. Or do the unthinkable?
To save the Inner Sphere, Aleksander, along with his sons, Nicholas and Andery, must leave it behind. He marshals the largest fleet ever assembled to carry millions of people on thousands of JumpShips to head into the unknown. Exodus!
But though the Great General strives to make a fresh start for his people far from the Inner Sphere, old habits and allegiances are difficult to leave behind. Soon the Kerensky's and their followers face threats both external and internal as they search the endless black for a new world upon which they can forge a Star League-in-Exile, or die trying.
FLIGHT INTO THE UNKNOWN
100 million dead.500 million wounded.
One billion homeless.
The worst war in human history is over and has left the Star League shattered. Jealousy and infighting from the five Great House Lords over who will be the next First Lord has the entire Inner Sphere already teetering on the brink of all-out conflict again.
Against this grim backdrop, Aleksandr Kerensky, commanding general of the Star League Defense Force, faces a terrible choice. Stay, and see the mightiest military ever known subsumed into the Great Houses, lighting a conflagration that may burn even brighter than the terrible Amaris Coup. Or do the unthinkable?
THE FINAL ENGAGEMENT...
The minions of Maximilian Liao are about to deliver a crippling blow to the forces of Prince Hanse Davion, discovering a way to use Hanse's own technology against him. Half a galaxy away, assassins stalk Hanse's wife, Melissa Steiner, and her mother, Archon Katrina Steiner, in the passageways of their own palace. Invasion is imminent. The only 'Mech force capable of stopping that invasion, the Kell Hounds mercenary unit, is trapped in a game of search and destroy with the most fearsome Kurita unit ever created. Even if they come back in time...how many would make it? In a world where ten-meter-tall war machines are the soul of battle, assassins are state policy, and a spy's loyalty is always for sale, the only thing certain is death. Who can you trust? And in the bitter end, how will you be betrayed?THE FINAL ENGAGEMENT...
The minions of Maximilian Liao are about to deliver a crippling blow to the forces of Prince Hanse Davion, discovering a way to use Hanse's own technology against him. Half a galaxy away, assassins stalk Hanse's wife, Melissa Steiner, and her mother, Archon Katrina Steiner, in the passageways of their own palace. Invasion is imminent.THE GAUNTLET IS THROWN
Hanse Davion and Melissa Steiner have united two Great Houses of the Inner Sphere in a marriage that upsets the balance of power among the stars. Though some hope this may bring an end to centuries of war, Maximilian Liao of the Capellan Confederation has enlisted the aid of two highly placed Davion traitors to destroy Hanse Davion and the Federated Suns from both within and without. But in the distant star chambers of the Capellan March and Draconis Combine, the warlords of Maximilian Liao are honoring a different and more deadly vow: to wage an unholy war that threatens to rip apart the vulnerable worlds of the Federated Suns. As Davion 'Mech commander Andrew Redburn and his mercenaries streak into battle, an explosive clash of metal and men signals the return of a formidable foe. Interstellar legend Yorinaga Kurita has returned to stake his claim as the most bloodthirsty warrior of all. For both men, it is do-or-die combat that could ensure the triumph of a glorious new alliance, or result in total annihilation.THE GAUNTLET IS THROWN
Hanse Davion and Melissa Steiner have united two Great Houses of the Inner Sphere in a marriage that upsets the balance of power among the stars. Though some hope this may bring an end to centuries of war, Maximilian Liao of the Capellan Confederation has enlisted the aid of two highly placed Davion traitors to destroy Hanse Davion and the Federated Suns from both within and without.'MECHS AT THE READY
Betrayed by his own House and stripped of his rank, exiled Mechwarrior Justin Allard is given one last chance to save his honor, by risking his life in the gladiatorial arenas of Solaris VII. But his newest Game World opponent, more skilled at 'Mech-to-'Mech combat than any other rival, raises the stakes even higher. It's Philip Capet, former mechwarrior in the Davion military, until he was kicked out by none other than Justin Allard before his own unfortunate fall from grace. Both Justin and Philip face fierce battles, but in the Inner Sphere, where nobles have schemed for centuries to win the ultimate power, those who interfere with the Successor Lords are sometimes called heroes. And sometimes called victims.'MECHS AT THE READY
Betrayed by his own House and stripped of his rank, exiled Mechwarrior Justin Allard is given one last chance to save his honor, by risking his life in the gladiatorial arenas of Solaris VII. But his newest Game World opponent, more skilled at 'Mech-to-'Mech combat than any other rival, raises the stakes even higher.THE FINAL ASSAULT...
The Clans. Warriors bred for battle and piloting fantastic war machines, Clansmen live for victory and pray for death before defeat. Invaders from beyond the Periphery, the Clans have beaten the forces of the Inner Sphere repeatedly. Now the Clans are driving toward their ultimate objective,Terra, cradle of humankind and hub of the ComStar communications network. Nothing the Inner Sphere has can stop them. The heir to the throne of the Draconis Combine is missing. Whole regiments of BattleMechs lie smashed like abandoned toys. Rasalhague is overrun. The Clans are sweeping toward the center of the known universe in a relentless tide. Humanity's only hope lies in the Inner Sphere's most powerful traitor. ComStar betrayed the Inner Sphere by aiding the Clans in their conquests. Now the mystic sect that controls all interstellar communication must face the Clan hordes alone. And only a mysterious, elderly warrior, and the untested warriors of ComStar, are the Inner Sphere's last defense against total defeat.THE FINAL ASSAULT...
The Clans. Warriors bred for battle and piloting fantastic war machines, Clansmen live for victory and pray for death before defeat. Invaders from beyond the Periphery, the Clans have beaten the forces of the Inner Sphere repeatedly. Now the Clans are driving toward their ultimate objective,Terra, cradle of humankind and hub of the ComStar communications network. Nothing the Inner Sphere has can stop them. The heir to the throne of the Draconis Combine is missing. Whole regiments of BattleMechs lie smashed like abandoned toys. Rasalhague is overrun. The Clans are sweeping toward the center of the known universe in a relentless tide. Humanity's only hope lies in the Inner Sphere's most powerful traitor. ComStar betrayed the Inner Sphere by aiding the Clans in their conquests. Now the mystic sect that controls all interstellar communication must face the Clan hordes alone. And only a mysterious, elderly warrior, and the untested warriors of ComStar, are the Inner Sphere's last defense against total defeat.nTHE ENEMY OF MY ENEMY...
Since appearing in the Inner Sphere, the frenzied Clans have overwhelmed every planet they've invaded, brutally crushing any opposing force. Their race is selectively bred for combat. Their technology is superior to anything the Inner Sphere possesses. Nothing the Great Houses have can stop them. Humanity's only hope, an alliance of mortal enemies, may be doomed. The Clan invaders have chosen their next objective, Luthien, capital of the Draconis Combine. House Kurita must now fight for survival on its homeworld. Hanse Davion is presented with a situation undreamt of...the final defeat of the Dragon itself. Should he attack his distracted foe and destroy the enemy his family has battled for over 300 years? Or should he reinforce a fellow House of the Inner Sphere against a force that Davion and the Federated Commonwealth might not otherwise defeat when their time comes? And even if the Houses should somehow agree to stand together against the Clan menace, another just as dangerous threat lurks within their very midst. ComStar, the semi-mystic sect that controls interstellar communication, schemes to hurl House Davion, House Kurita, and the Clans into a devastating war that will leave ComStar in a position to dominate the Inner Sphere...THE ENEMY OF MY ENEMY...
Since appearing in the Inner Sphere, the frenzied Clans have overwhelmed every planet they've invaded, brutally crushing any opposing force. Their race is selectively bred for combat. Their technology is superior to anything the Inner Sphere possesses. Nothing the Great Houses have can stop them. Humanity's only hope, an alliance of mortal enemies, may be doomed. The Clan invaders have chosen their next objective, Luthien, capital of the Draconis Combine. House Kurita must now fight for survival on its homeworld. Hanse Davion is presented with a situation undreamt of...the final defeat of the Dragon itself. Should he attack his distracted foe and destroy the enemy his family has battled for over 300 years? Or should he reinforce a fellow House of the Inner Sphere against a force that Davion and the Federated Commonwealth might not otherwise defeat when their time comes? And even if the Houses should somehow agree to stand together against the Clan menace, another just as dangerous threat lurks within their very midst. ComStar, the semi-mystic sect that controls interstellar communication, schemes to hurl House Davion, House Kurita, and the Clans into a devastating war that will leave ComStar in a position to dominate the Inner Sphere...A DANGEROUS NEW ENEMY APPROACHES?
Two decades after the events that nearly brought the Successor States to the brink of all-out war, the Great Houses exist in an uneasy peace. But now, from out beyond the Periphery comes a new threat. A swift-moving military force of unknown origin. Nothing the Inner Sphere has can stop them. Their power, speed, and ferocity are unparalleled. Some of the finest warriors and ablest units have challenged them and been crushed. No force has faced them and won.They are the Clans!
A military juggernaut whose sole reason for existence is battle. A race that selectively breeds itself for combat. Humanity's only hope is an alliance of mortal enemies. The Federated Commonwealth and the Draconis Combine, interstellar empires at war for 300 years, must now stand side-by-side, or face certain destruction.
A DANGEROUS NEW ENEMY APPROACHES?
Two decades after the events that nearly brought the Successor States to the brink of all-out war, the Great Houses exist in an uneasy peace. But now, from out beyond the Periphery comes a new threat. A swift-moving military force of unknown origin. Nothing the Inner Sphere has can stop them. Their power, speed, and ferocity are unparalleled. Some of the finest warriors and ablest units have challenged them and been crushed. No force has faced them and won.They are the Clans!
A military juggernaut whose sole reason for existence is battle. A race that selectively breeds itself for combat. Humanity's only hope is an alliance of mortal enemies. The Federated Commonwealth and the Draconis Combine, interstellar empires at war for 300 years, must now stand side-by-side, or face certain destruction.
TAKING THE BATTLE TO THE ENEMY...
An awesome mission has been assigned to Task Force Serpent: to destroy Huntress, homeworld of Clan Smoke Jaguar, the Inner Sphere's greatest menace. But the invasion has suffered a serious blow: Marshal Morgan Hasek-Davion has been struck down by an unknown assassin. With the fate of the entire Inner Sphere in jeopardy, only one other daredevil warrior is brave enough to bring the enemy to its knees... She is General Ariana Winston of the famed Eridani Light Horse mercenary brigade, and now commander of Task Force Serpent. The battle ahead is dangerous and uncertain, but Winston and her courageous comrades have the upper hand with hard-earned battle skills honed to fighting-edge perfection, and a secret weapon that could destroy Huntress for all time...TAKING THE BATTLE TO THE ENEMY...
An awesome mission has been assigned to Task Force Serpent: to destroy Huntress, homeworld of Clan Smoke Jaguar, the Inner Sphere's greatest menace. But the invasion has suffered a serious blow: Marshal Morgan Hasek-Davion has been struck down by an unknown assassin.NOWHERE TO RUN...
The Gray Death Legion is in the employ of the Free Worlds League, and has even been given a landhold on the planet Helm. But dark forces conspire against them, and the Legion soon finds themselves declared renegade, fair game for anyone to attack. Now they are on the run on their home planet, desperately trying to reach safety before the might of House Marik falls upon them. They are about to discover the true motives of those who engineered their downfall. And what they discover will change the Inner Sphere forever...NOWHERE TO RUN...
The Gray Death Legion is in the employ of the Free Worlds League, and has even been given a landhold on the planet Helm. But dark forces conspire against them, and the Legion soon finds themselves declared renegade, fair game for anyone to attack. Now they are on the run on their home planet, desperately trying to reach safety before the might of House Marik falls upon them. They are about to discover the true motives of those who engineered their downfall. And what they discover will change the Inner Sphere forever...NEW MERCENARY COMPANY. NEW COMMANDER. SAME OLD PROBLEMS.
Galatea. The Mercenary's Star. Even the most down on their luck units can find work here. Leading the newly-formed Gray Death Legion is proving to be a hard task for Grayson Death Carlyle, so when a good job comes their way, he is only too happy to take it. The job: train the local resistance on the planet Verthandi to resist their Draconis Combine masters. But things do not go well almost from the moment the Legion arrives on Verthandi. And Grayson may find that repeating his successes of the past may not be so easy this time...NEW MERCENARY COMPANY. NEW COMMANDER. SAME OLD PROBLEMS.
Galatea. The Mercenary's Star. Even the most down on their luck units can find work here. font-size: 11px; font-family: "Trebuchet MS", Verdana, Arial, Helvetica;">Leading the newly-formed Gray Death Legion is proving to be a hard task for Grayson Death Carlyle, so when a good job comes their way, he is only too happy to take it. The job: train the local resistance on the planet Verthandi to resist their Draconis Combine masters. font-size: 11px; font-family: "Trebuchet MS", Verdana, Arial, Helvetica;">But things do not go well almost from the moment the Legion arrives on Verthandi. And Grayson may find that repeating his successes of the past may not be so easy this time...THE EPIC FIRST NOVEL OF THE LEGENDARY SCIENCE FICTION SERIES...
Thirty meters tall, seventy tons of quick-striding death and destruction, the armored war machines called BattleMechs are the front line forces of the crumbling star empire locked in the horror of the endless Succession Wars. Their pilots are MechWarriors, 31st-Century knights riding armored machines powerful enough to take a city apart. Grayson Death Carlyle had been training to be a MechWarrior since he was 10 years old, but his graduation came sooner than expected. With his friends and family dead and his father's regiment destroyed, young Grayson finds himself stranded on a world turned hostile. Now he must learn the hardest lesson of all: it takes more than a BattleMech to make a MechWarrior... But to claim that title, all Grayson has to do is go out and capture one of those giant killing machines...if it doesn't kill him first.THE EPIC FIRST NOVEL OF THE LEGENDARY SCIENCE FICTION SERIES...
Thirty meters tall, seventy tons of quick-striding death and destruction, the armored war machines called BattleMechs are the front line forces of the crumbling star empire locked in the horror of the endless Succession Wars. Their pilots are MechWarriors, 31st-Century knights riding armored machines powerful enough to take a city apart. Grayson Death Carlyle had been training to be a MechWarrior since he was 10 years old, but his graduation came sooner than expected. With his friends and family dead and his father's regiment destroyed, young Grayson finds himself stranded on a world turned hostile. Now he must learn the hardest lesson of all: it takes more than a BattleMech to make a MechWarrior... But to claim that title, all Grayson has to do is go out and capture one of those giant killing machines...if it doesn't kill him first.THE CLAN INVASION COMES TO A HEAD...
In 2786, the elite Star League Army fled the Inner Sphere, abandoning the senseless bloodshed ordered by the Successor Lords. Now, almost three hundred years later, the Clans, heirs of the Star League Army, turn their eyes back upon their former home. Nothing will stop them from raising the Star League banner over Earth once again. For two years, the Clans BattleMech war machines have overwhelmed the armies of the corrupt Successor Lords. Now, at the gates of Earth the Clans must fight one final battle, a battle that will decide the fate of humanity for all time. For Star Colonel Aidan Pryde of Clan Jade Falcon the battle is more than a question of military conquest. It is an affirmation of the superiority of the Clan way, a way of life that he has sworn to uphold despite his fear that the noble crusade has fallen prey to the lust and ambition of its commanders.THE CLAN INVASION COMES TO A HEAD...
In 2786, the elite Star League Army fled the Inner Sphere, abandoning the senseless bloodshed ordered by the Successor Lords. Now, almost three hundred years later, the Clans, heirs of the Star League Army, turn their eyes back upon their former home. Nothing will stop them from raising the Star League banner over Earth once again. For two years, the Clans BattleMech war machines have overwhelmed the armies of the corrupt Successor Lords. Now, at the gates of Earth the Clans must fight one final battle, a battle that will decide the fate of humanity for all time. For Star Colonel Aidan Pryde of Clan Jade Falcon the battle is more than a question of military conquest. It is an affirmation of the superiority of the Clan way, a way of life that he has sworn to uphold despite his fear that the noble crusade has fallen prey to the lust and ambition of its commanders.A DANGEROUS DECEPTION...
Truebirth: Born in the laboratory, these genetically engineered soldiers train to be the ultimate warriors. They are the elite pilots of the Clan's fearsome BattleMech war machines.Freebirth: Born of the natural union of parents, these too are soldiers, but pale imitations of their Truebirth superiors. Despised for their imperfections, they fight where and when their Clan commands.
Aidan has failed his Trial of Position, the ranking test all Truebirth warriors of the Clan Jade Falcon must pass. He is cast out. Disgraced. His rightful Bloodname denied him. But with a Bloodname, all past failures are forgiven. With a Bloodname comes respect. With a Bloodname comes honor. Aidan will do anything to gain that name. Even masquerade as the thing he has been taught to despise. A freebirth.
A DANGEROUS DECEPTION...
Truebirth: Born in the laboratory, these genetically engineered soldiers train to be the ultimate warriors. They are the elite pilots of the Clan's fearsome BattleMech war machines.Freebirth: Born of the natural union of parents, these too are soldiers, but pale imitations of their Truebirth superiors. Despised for their imperfections, they fight where and when their Clan commands.
Aidan has failed his Trial of Position, the ranking test all Truebirth warriors of the Clan Jade Falcon must pass. He is cast out. Disgraced. His rightful Bloodname denied him. But with a Bloodname, all past failures are forgiven. With a Bloodname comes respect. With a Bloodname comes honor. Aidan will do anything to gain that name. Even masquerade as the thing he has been taught to despise. A freebirth.
RISE OF A WARRIOR...
In the 31st century, the BattleMech is the ultimate war machine. Thirty meters tall, and vaguely, menacingly man-shaped, it is an unstoppable engine of destruction. In the 31st century, the Clans are the ultimate warriors. The result of generations of controlled breeding, Clan Warriors pilot their BattleMechs like no others. In the 31st century, Aidan aspires to be a Warrior of Clan Jade Falcon. To win the right to join his Clan in battle, he must succeed in trials that will forge him into one of the best warriors in the galaxy, or break him completely. In the 31st century, Aidan discovers that the toughest battle is not in the field, but in his head - where failure will cost him the ultimate price: his humanity.RISE OF A WARRIOR...
In the 31st century, the BattleMech is the ultimate war machine. Thirty meters tall, and vaguely, menacingly man-shaped, it is an unstoppable engine of destruction. In the 31st century, the Clans are the ultimate warriors. The result of generations of controlled breeding, Clan Warriors pilot their BattleMechs like no others. In the 31st century, Aidan aspires to be a Warrior of Clan Jade Falcon. To win the right to join his Clan in battle, he must succeed in trials that will forge him into one of the best warriors in the galaxy, or break him completely. In the 31st century, Aidan discovers that the toughest battle is not in the field, but in his head - where failure will cost him the ultimate price: his humanity.TIES THAT BIND?
Danai Liao-Centrella is many things: Solaris gladiator; proud military commander; successful diplomat. All of those roles pale beneath perhaps the heaviest responsibility of anyone in the Capellan Confederation: to speak the truth to its ruler, Chancellor Daoshen Liao. He is the undeniable dictator of hundreds of worlds. Mighty armies move at his command. Billions of lives hang on his every decision.Against that, she must speak the truth.
And the truth is, the war with House Davion must end. Because there is a greater danger looming: the Republic of the Sphere, hiding behind its impenetrable fortress. When that wall comes down, the Confederation must be ready. It cannot be distracted. Danai will pay whatever price necessary to make Daoshen see that.
And that price will be heavy. It will force her to take on a role unlike any other: servant of the people. In the Confederation, the people are the heart of the state. When, not if, the wall falls, Danai and her regiment will be ready.
They'll have to be ready, because behind the wall the Republic regiments are finally ready to come out of hiding. On worlds like Elgin, Hall, and Liberty, Republic forces are prepared: well-trained, and armed with weapons the Capellans have never seen.
When BattleMechs clash, Danai will have to choose between serving the Chancellor or serving the people.
TIES THAT BIND?
Danai Liao-Centrella is many things: Solaris gladiator; proud military commander; successful diplomat. All of those roles pale beneath perhaps the heaviest responsibility of anyone in the Capellan Confederation: to speak the truth to its ruler, Chancellor Daoshen Liao. He is the undeniable dictator of hundreds of worlds. Mighty armies move at his command. Billions of lives hang on his every decision.Against that, she must speak the truth.
And the truth is, the war with House Davion must end. Because there is a greater danger looming: the Republic of the Sphere, hiding behind its impenetrable fortress. When that wall comes down, the Confederation must be ready. It cannot be distracted. Danai will pay whatever price necessary to make Daoshen see that.
And that price will be heavy. It will force her to take on a role unlike any other: servant of the people. In the Confederation, the people are the heart of the state. When, not if, the wall falls, Danai and her regiment will be ready.
They'll have to be ready, because behind the wall the Republic regiments are finally ready to come out of hiding. On worlds like Elgin, Hall, and Liberty, Republic forces are prepared: well-trained, and armed with weapons the Capellans have never seen.
When BattleMechs clash, Danai will have to choose between serving the Chancellor or serving the people.
NEVER BET AGAINST THE KELL BROTHERS?
The Kell Hounds are one of the most storied mercenary units in the Inner Sphere. Now, New York Times-bestselling author and Kell Hounds creator Michael A. Stackpole goes back to the Hounds' beginnings in these three short novels, when Morgan and Patrick Kell were just two smart, ambitious brothers, with a plan to revolutionize the world of mercenaries forever.
Not The Way The Smart Money Bets: Morgan and Patrick Kell land on the mercenary planet Galatea to start their new unit, the Kell Hounds. But a few obstacles in their way, including the biggest one, a ruthless crime lord named Haskell Blizzard. But the Kell brothers have faced long odds before, and come out on top every single time. When the chips are down, the smart money is always on the brothers Kell.
A Tiny Bit of Rebellion: Galatea's capital city, Galaport, is threatened by a new enemy: Bishop Arlington Poore, a religious zealot who wants to bring the entire planet under his repressive theocracy, and is willing to starve millions to do it. The Kell Hounds now have their first job: put down this uprising, and fast. But when a madman has converted thousands of civilians to his side, how will Morgan and Patrick end his misguided crusade without shedding innocent blood?
A Clever Bit of Fiction: When the Archon hires the Kell Hounds to provide security for war games with Prince Ian Davion's forces in a show of combined strength between the Lyran Commonwealth and the Federated Suns, Morgan Kell thinks it's a chance to relax while getting to know the mercurial leader of the Federated Suns. But when a powerful group of raiders lands on Zavijava, he finds himself facing two threats, stopping the invaders from wrecking the planet while protecting Prince Davion. Trouble is, before the fighting is over, Morgan may have to make a dangerous choice, with the possible fate of three Great Houses hanging in the balance?
NEVER BET AGAINST THE KELL BROTHERS?
The Kell Hounds are one of the most storied mercenary units in the Inner Sphere. Now, New York Times-bestselling author and Kell Hounds creator Michael A. Stackpole goes back to the Hounds' beginnings in these three short novels, when Morgan and Patrick Kell were just two smart, ambitious brothers, with a plan to revolutionize the world of mercenaries forever.
REDEMPTION. RESISTANCE. RESOLVE.
A young Davion MechWarrior seeks to repay a debt incurred by the misfortunes of the Fourth Succession War. A tightly-knit farming community bands together to repel vicious pirates or risk losing their livelihoods, and their lives. A Kurita MechWarrior given a final chance to serve the Dragon stands alone against renegade mercenaries. And the survivors of a crash-landed Steiner command must hold the line against ravenous Word of Blake forces to protect the Allied Coalition's quest to wrest Terra from the Blakists' unyielding grip. Kill Zone: BattleCorps Anthology, Volume 7 collects the very best of the short stories published on the BattleCorps website from 2010. Charge into the war-torn future to experience nine stories filled with BattleMech combat, heroism, betrayal, honor, and duty. Veteran BattleTech authors Kevin Killiany, Blaine Lee Pardoe, and Jason Schmetzer, alongside fan favorites Craig A. Reed, Jr. and Jason Hansa are showcased in this anthology, which includes an all-new tale from Scribe Award-nominated author Travis Heermann.REDEMPTION. RESISTANCE. RESOLVE.
Kill Zone: BattleCorps Anthology, Volume 7 collects the very best of the short stories published on the BattleCorps website from 2010. Charge into the war-torn future to experience nine stories filled with BattleMech combat, heroism, betrayal, honor, and duty. Veteran BattleTech authors Kevin Killiany, Blaine Lee Pardoe, and Jason Schmetzer, alongside fan favorites Craig A. Reed, Jr. and Jason Hansa are showcased in this anthology, which includes an all-new tale from Scribe Award-nominated author Travis Heermann.A GALAXY AFLAME?
The universe has gone dark. Interstellar communications has been lost across the Inner Sphere, threatening the corporate giant ComStar, and maybe civilization itself. Risking everything on a last chance for survival, Comstar has kidnapped the engineering genius Tucker Harwell, hoping he can unravel the mystery of the blackout. But Tucker isn't just working on why it happened... he's also trying to figure out who's behind it. Meanwhile, Khan Malvina Hazen solidifies her hold on a purified Clan Jade Falcon while hunting for the next enemy to crush under the talons of her brutal Mongol Doctrine. Hundreds of light-years away, Clan Wolf is carving out territory along the Lyran Commonwealth/Free Worlds League border, and Alaric Wolf is primed to make his moves in the halls of power. Plans years in the making begin to come together across hundreds of star systems, and secrets hidden for decades will finally be revealed while an empire goes up in flames?A GALAXY AFLAME?
The universe has gone dark. Interstellar communications has been lost across the Inner Sphere, threatening the corporate giant ComStar, and maybe civilization itself. Risking everything on a last chance for survival, Comstar has kidnapped the engineering genius Tucker Harwell, hoping he can unravel the mystery of the blackout. But Tucker isn't just working on why it happened... he's also trying to figure out who's behind it. Meanwhile, Khan Malvina Hazen solidifies her hold on a purified Clan Jade Falcon while hunting for the next enemy to crush under the talons of her brutal Mongol Doctrine. Hundreds of light-years away, Clan Wolf is carving out territory along the Lyran Commonwealth/Free Worlds League border, and Alaric Wolf is primed to make his moves in the halls of power. Plans years in the making begin to come together across hundreds of star systems, and secrets hidden for decades will finally be revealed while an empire goes up in flames?AT THE EDGE OF A PRECIPICE?
Violent expansion of the Capellan Confederation and the Draconis Combine has cost recently crowned First Prince Julian Davion more than just countless strategic Federated Suns worlds. The war's toll claimed a mentor and close friend, and righteous vengeance burns bright. To rally his people and preserve the future of the Great House, Julian funnels the fires of justice into an ambitious yet risky campaign to retake a vital system: New Syrtis, the lost capital of the Capellan March. Success would dislodge an ancient enemy from their strategic foothold in Suns space, but failure may cost Julian the nation he inherited.However, the Capellan people have fought dearly for their prize, and will do anything in their power to hold onto it. Will Julian's gamble save the very soul of the Federated Suns, or is the invasion of New Syrtis doomed before it even begins?
AT THE EDGE OF A PRECIPICE?
Violent expansion of the Capellan Confederation and the Draconis Combine has cost recently crowned First Prince Julian Davion more than just countless strategic Federated Suns worlds. The war's toll claimed a mentor and close friend, and righteous vengeance burns bright. To rally his people and preserve the future of the Great House, Julian funnels the fires of justice into an ambitious yet risky campaign to retake a vital system: New Syrtis, the lost capital of the Capellan March. Success would dislodge an ancient enemy from their strategic foothold in Suns space, but failure may cost Julian the nation he inherited.However, the Capellan people have fought dearly for their prize, and will do anything in their power to hold onto it. Will Julian's gamble save the very soul of the Federated Suns, or is the invasion of New Syrtis doomed before it even begins?
CADETS UNDER FIRE?
Jasper and Nadine Roux are cadets at the Ritza MechWarrior Academy, the only thing stopping a megalomaniacal Draconis Combine general with aspirations of claiming a piece of space as his own, starting with their home planet. Emporia is at war, and cadets are now frontline soldiers as Tai-sa Takeji Yoshizawa shifts tactics in a brutal effort to subjugate their entire world. It's up to the siblings and their friends to stop the madman bent on conquest, but while Jasper believes Nadine is too reckless, Nadine believes Jasper is still living in the past. As both struggle to do what they think is right, the Ritza Academy comes under assault once more. It takes a shocking sacrifice to make them both see the true face of the enemy. Reunited by the same purpose, Jasper agrees to Nadine's audacious plan to make Emporia too much trouble for the leader of the Seventh Ghost Regiment to conquer. Unfortunately for them, Tai-sa Yoshizawa has his own secrets, and nothing left to lose. And even if Nadine's plan works to perfection, the cunning general has one last trick up his sleeve that could bring about the end of everything Nadine and Jasper hold dear?CADETS UNDER FIRE?
Jasper and Nadine Roux are cadets at the Ritza MechWarrior Academy, the only thing stopping a megalomaniacal Draconis Combine general with aspirations of claiming a piece of space as his own, starting with their home planet. Emporia is at war, and cadets are now frontline soldiers as Tai-sa Takeji Yoshizawa shifts tactics in a brutal effort to subjugate their entire world. It's up to the siblings and their friends to stop the madman bent on conquest, but while Jasper believes Nadine is too reckless, Nadine believes Jasper is still living in the past. As both struggle to do what they think is right, the Ritza Academy comes under assault once more. It takes a shocking sacrifice to make them both see the true face of the enemy. Reunited by the same purpose, Jasper agrees to Nadine's audacious plan to make Emporia too much trouble for the leader of the Seventh Ghost Regiment to conquer. Unfortunately for them, Tai-sa Yoshizawa has his own secrets, and nothing left to lose. And even if Nadine's plan works to perfection, the cunning general has one last trick up his sleeve that could bring about the end of everything Nadine and Jasper hold dear?GHOSTS IN THE DARK?
Jasper and Nadine Roux are cadets at the Ritza MechWarrior Academy; a dream come true for the orphaned siblings from the war-torn planet of Hoff. For the last six years, Emporia has been their home. Sponsored to the academy by the powerful Vogel House, both cadets are expected to excel in all tasks. Their dream becomes a nightmare when the Draconis Combine lands on their doorstep. It's up to the siblings to stop a renegade Seventh Ghost Regiment warlord when he lays claim to a piece of the Inner Sphere, starting with the Federated Suns' planet of Emporia. The border world looks like easy prey, but this warrior of the Dragon is about to learn how wrong he is. After the few MechWarriors on the planet are taken hostage, the Sponsored and Blooded cadets of the Ritza Academy fight like they have nothing left to lose. It's a fight that will cost them more than they know...GHOSTS IN THE DARK?
Jasper and Nadine Roux are cadets at the Ritza MechWarrior Academy; a dream come true for the orphaned siblings from the war-torn planet of Hoff. For the last six years, Emporia has been their home. Sponsored to the academy by the powerful Vogel House, both cadets are expected to excel in all tasks. Their dream becomes a nightmare when the Draconis Combine lands on their doorstep. It's up to the siblings to stop a renegade Seventh Ghost Regiment warlord when he lays claim to a piece of the Inner Sphere, starting with the Federated Suns' planet of Emporia. The border world looks like easy prey, but this warrior of the Dragon is about to learn how wrong he is. After the few MechWarriors on the planet are taken hostage, the Sponsored and Blooded cadets of the Ritza Academy fight like they have nothing left to lose. It's a fight that will cost them more than they know...</2>ON THE HUNT AGAIN?
It is the Dark Age, 3139, and the famed mercenary regiments of Wolf's Dragoons have returned to the employ of House Kurita after a century of bitter enmity. Somehow, mercenaries and Kuritan's must find a way to work together in a combined invasion of the Dragon's oldest enemy, House Davion. Thrust into the middle of this new conflict, Colonel Henry Kincaid is surprised by the commonalities of duty, honor, and expediency, the Wolves and Combine forces share. But as the Wolves' lightning tactics and unstoppable drive brings world after Davion world under the Dragon's banner, old hatreds arise anew, and with them come insidious plots engineered to cause the mercenaries' downfall. Throughout the campaign, Colonel Kincaid struggles to rectify what he thought he had always known about the Kuritan's with the truth he discovers while actually working with them. But when his forces are trapped on a Davion world with no way to escape and the regiments of House Davion closing in, can he pull another bit of genius from his hat, or will the battalions of Wolf's Dragoons be destroyed?
ON THE HUNT AGAIN?
It is the Dark Age, 3139, and the famed mercenary regiments of Wolf's Dragoons have returned to the employ of House Kurita after a century of bitter enmity. Somehow, mercenaries and Kuritan's must find a way to work together in a combined invasion of the Dragon's oldest enemy, House Davion. Thrust into the middle of this new conflict, Colonel Henry Kincaid is surprised by the commonalities of duty, honor, and expediency, the Wolves and Combine forces share. But as the Wolves' lightning tactics and unstoppable drive brings world after Davion world under the Dragon's banner, old hatreds arise anew, and with them come insidious plots engineered to cause the mercenaries' downfall. Throughout the campaign, Colonel Kincaid struggles to rectify what he thought he had always known about the Kuritan's with the truth he discovers while actually working with them. But when his forces are trapped on a Davion world with no way to escape and the regiments of House Davion closing in, can he pull another bit of genius from his hat, or will the battalions of Wolf's Dragoons be destroyed?
SEMPER FIDELIS
In the year 3060, the reborn Star League has destroyed Clan Smoke Jaguar, conquered their home world Huntress, and scattered the few remaining Jaguar warriors to the winds. Now the League seeks to end the Clan invasion for good by using former Smoke Jaguars against their own people. Meanwhile, two bitter enemies seek to salvage a future for the last Jaguars in existence: Trent, who betrayed his wayward Clan to help them regain their honor, and Paul Moon, a disgraced warrior torn between his pledged loyalty to the Star League and a duty to the Smoke Jaguar civilization he was born to protect. But power-hungry predators lurk in Clan space, waiting for the right time to strike the vulnerable Star League forces. And to the victor will go the spoils: the priceless artifacts of a destroyed Clan and the sacred genetics of the final generation of Smoke Jaguar warriors. Trent and Paul Moon must fight tooth and nail against would-be conquerors to save the soul of the surviving Jaguar people before they are consigned to the annals of history. But will their divergent plans tear the survivors apart, or lead them toward freedom?SEMPER FIDELIS
In the year 3060, the reborn Star League has destroyed Clan Smoke Jaguar, conquered their home world Huntress, and scattered the few remaining Jaguar warriors to the winds. Now the League seeks to end the Clan invasion for good by using former Smoke Jaguars against their own people. Meanwhile, two bitter enemies seek to salvage a future for the last Jaguars in existence: Trent, who betrayed his wayward Clan to help them regain their honor, and Paul Moon, a disgraced warrior torn between his pledged loyalty to the Star League and a duty to the Smoke Jaguar civilization he was born to protect. But power-hungry predators lurk in Clan space, waiting for the right time to strike the vulnerable Star League forces. And to the victor will go the spoils: the priceless artifacts of a destroyed Clan and the sacred genetics of the final generation of Smoke Jaguar warriors. Trent and Paul Moon must fight tooth and nail against would-be conquerors to save the soul of the surviving Jaguar people before they are consigned to the annals of history. But will their divergent plans tear the survivors apart, or lead them toward freedom?THE TRUE FATE OF A CLAN...
Long before the Clans invaded the Inner Sphere in 3049, their ancestors escaped the brutal Succession Wars by braving uncharted space and forming a new society, only to plunge back into the ravages of war once more. The year is 2822. The Pentagon Civil War is long over, and Operation Klondike saw ilKhan Nicholas Kerensky's twenty Clans victorious over the petty warlords who had conquered the Pentagon worlds. But with no true enemies left to fight, the nascent Clans have lost their laser-sharp focus, and began straying from the ilKhan's vision. Khan Sarah McEvedy, leader of the progressive Clan Wolverine, sees the dangerous path the ilKhan is steering his Clans onto, but she cannot follow them without compromising her beliefs or her honor. Unsure whom to trust among the scheming Clans, she must navigate the political waters of the Grand Council with caution and resolve, or suffer deadly consequences. As her enemies seek to engineer her Clan into the ultimate scapegoat, Khan McEvedy must do everything she can to ensure her Clan survives, or they will all be hunted down and destroyed. Written by BattleTech veteran Blaine Lee Pardoe, Betrayal of Ideals tells the complete story of Clan Wolverine's true history.THE TRUE FATE OF A CLAN...
Every member of modern Clan society knows of the Not-Named Clan, that was erased from history for perpetrating acts of heresy against the Way of the Clans. But what truly happened to Clan Wolverine?HONOR. DESPERATION. VALOR. JIHAD.
Inhuman cybernetic soldiers invade a peaceful world, bringing terror and misery in the name of a new flag. A young soldier, part of the most maligned military machine in history, struggles to find meaning in his service. And the prince of a star-spanning empire discovers that not even he can protect the people he loves. Ten stories of combat, honor, betrayal, and death fill the pages of Front Lines: BattleCorps Anthology Volume 6. Readers will recognize familiar names in BattleTech lore among the authors: Steven Mohan, Jr., and Blaine Lee Pardoe, who welcome newer writers such as Jason Hansa, Christopher Purnell, and Craig A. Reed, Jr. These writers have shaped the direction of the BattleTech universe. In 2009, with these stories, they told the stories that demonstrated the indomitable will that has carried BattleTech readers across more than 25 years of publication.HONOR. DESPERATION. VALOR. JIHAD.
Inhuman cybernetic soldiers invade a peaceful world, bringing terror and misery in the name of a new flag. A young soldier, part of the most maligned military machine in history, struggles to find meaning in his service. And the prince of a star-spanning empire discovers that not even he can protect the people he loves. Ten stories of combat, honor, betrayal, and death fill the pages of Front Lines: BattleCorps Anthology Volume 6. Readers will recognize familiar names in BattleTech lore among the authors: Steven Mohan, Jr., and Blaine Lee Pardoe, who welcome newer writers such as Jason Hansa, Christopher Purnell, and Craig A. Reed, Jr. These writers have shaped the direction of the BattleTech universe. In 2009, with these stories, they told the stories that demonstrated the indomitable will that has carried BattleTech readers across more than 25 years of publication.A COST IS ALWAYS PAID
Nikolai Reed is a trader on a Lyran JumpShip plying the space lanes. Chloe Mason is a hot-shot tech with the Hsien Hotheads mercenaries. Leaving the Northwind Highlanders, MechWarrior Ryana Nikol fills a billet with the Eridani Light Horse. Disparate lives, but a unified dream that will bring them all together on a fateful course that will span decades, cover hundreds of light years, and involve love, friendship, and loss across a dozen worlds. Each will pay a price along the way, as a cost always comes due.The Mercenary Life anthology is a compilation of stories written by Randall N. Bills. Including tales from several different characters as they cross paths, and the dream to found a new mercenary command is born. Their unique lives showcase the struggles and trials of the men and women who take up the mercenary mantle from a variety of angles, all bound around that central vision. The first eight stories of this anthology were originally posted for free alongside the release of MechWarrior 5: Mercenaries, acting as the origin stories for the mercenary command within that computer game. This is the first time they have been compiled into a single volume to allow for a Print on Demand physical copy. Additionally, an all-new ninth story has been added, The Sun Will Rise, along with postscripts for every story that gives the reader insight into how stories are crafted within a shared universe between tabletop, computer games, and fiction that spans more than thirty years and tens of millions of words.
A COST IS ALWAYS PAID
Nikolai Reed is a trader on a Lyran JumpShip plying the space lanes. Chloe Mason is a hot-shot tech with the Hsien Hotheads mercenaries. Leaving the Northwind Highlanders, MechWarrior Ryana Nikol fills a billet with the Eridani Light Horse. Disparate lives, but a unified dream that will bring them all together on a fateful course that will span decades, cover hundreds of light years, and involve love, friendship, and loss across a dozen worlds. Each will pay a price along the way, as a cost always comes due.The Mercenary Life anthology is a compilation of stories written by Randall N. Bills. Including tales from several different characters as they cross paths, and the dream to found a new mercenary command is born. Their unique lives showcase the struggles and trials of the men and women who take up the mercenary mantle from a variety of angles, all bound around that central vision. The first eight stories of this anthology were originally posted for free alongside the release of MechWarrior 5: Mercenaries, acting as the origin stories for the mercenary command within that computer game. This is the first time they have been compiled into a single volume to allow for a Print on Demand physical copy. Additionally, an all-new ninth story has been added, The Sun Will Rise, along with postscripts for every story that gives the reader insight into how stories are crafted within a shared universe between tabletop, computer games, and fiction that spans more than thirty years and tens of millions of words.
FIGHT FOR THE FUTURE
Shrapnel: The Official BattleTech Magazine surges onward, waging wars that will decide the fate of the BattleMech-dominated future of the 31st century and beyond! Follow a quest for quick cash that yields unusual Star League relics. Commiserate with an aging MechWarrior convinced he is cursed with the devil's luck which is about to run out. Listen to the tale of how mercenary commander Ace Darwin obtained his iconic 'Mech, but how much of his story is true? Within these pages, you will visit Terra after the dawn of the ilClan era, venture into the postwar period of the Aurigan Coalition, and travel to the far-flung worlds of the Scorpion Empire in the Deep Periphery. Then you will dive into the intrigue and vice of Solaris VII in the beginning of a new, four-part serial novel. Choose your plan of attack with technical readouts, after-action reports, a deep dive into plasma technology, a treatise on covert-ops poisons, and a look at Free Worlds League politics, along with playable scenarios and more, all loaded into your autocannon by both BattleTech veterans and new voices from the Inner Sphere:Blaine Lee Pardoe
Craig A. Reed, Jr.
E. Clark Avery
Jason Schmetzer
James Bixby
M. W. Hayden
Mark Hill
Daniel Isberner
Alexander J. Roth
Ken Horner
James Kirtley
Wunji Lau
Eric Salzman
Joel Steverson
Stephen Toropov
FIGHT FOR THE FUTURE
Shrapnel: The Official BattleTech Magazine surges onward, waging wars that will decide the fate of the BattleMech-dominated future of the 31st century and beyond! Follow a quest for quick cash that yields unusual Star League relics. Commiserate with an aging MechWarrior convinced he is cursed with the devil's luck which is about to run out. Listen to the tale of how mercenary commander Ace Darwin obtained his iconic 'Mech, but how much of his story is true? Within these pages, you will visit Terra after the dawn of the ilClan era, venture into the postwar period of the Aurigan Coalition, and travel to the far-flung worlds of the Scorpion Empire in the Deep Periphery. Then you will dive into the intrigue and vice of Solaris VII in the beginning of a new, four-part serial novel.CONTINUING THE FIGHT...
Shrapnel: The Official BattleTech Magazinecharges toward victory on the war-ravaged, BattleMech-dominated battlefields of 31st century! In these tales, a Republic of the Sphere operative undertakes a personal quest to track down a missing family member, a small, untested mercenary command faces off against vicious pirate raiders, an aging soldier strives to protect an idyllic village on a forgotten world, and Colonel Wayne Waco seeks to exact his revenge against the legendary commander of Wolf's Dragoons. Configure your target-interlock circuits and hold the line with technical readouts, conspiracy theories, in-depth equipment and tactics articles, a planetary digest, and a glimpse into the future of the new ilClan era, all from BattleTech veterans and new authors:Michael A. Stackpole
Tom Leveen
Lance Scarinci
Bryan Young
Matt Alexander
Craig A. Reed, Jr.
Paul Sjardijn
Aaron Cahall
Michael J. Ciaravella
Johannes Heidler
Chris Hussey
Daniel Isberner
Mike Miller
Eric Salzman
Joel Steverson
CONTINUING THE FIGHT...
Shrapnel: The Official BattleTech Magazinecharges toward victory on the war-ravaged, BattleMech-dominated battlefields of 31st century! In these tales, a Republic of the Sphere operative undertakes a personal quest to track down a missing family member, a small, untested mercenary command faces off against vicious pirate raiders, an aging soldier strives to protect an idyllic village on a forgotten world, and Colonel Wayne Waco seeks to exact his revenge against the legendary commander of Wolf's Dragoons.SURROUNDED BY THE ENEMY?
In the 32nd century, the Republic of the Sphere is beset on all sides, its enemies seeking the most important weapon in the Inner Sphere: interstellar communication. As the forces of the Capellan Confederation advance toward the heart of the crumbling Republic, they are laser-focused on the one goal that will give them the upper hand and destroy the Republic once and for all: the planet of Northwind. Homeworld of the famed Northwind Highlanders mercenaries, Northwind is not only the site of a century-old betrayal, it also boasts the only working hyperpulse generator along the line of the Confederation's advance. Sang-shao Lindsey Baxter and the Fourth McCarron's Armored Cavalry have been tasked with taking Northwind at all costs, and the besieged Republic is unable to lend further support to the defending XII Hastati Sentinels. Northwind will be easy pickings, and other sharks smell blood in the water. The Highlanders' honor remains strong, but will it be enough to survive the coming storm?SURROUNDED BY THE ENEMY?
In the 32nd century, the Republic of the Sphere is beset on all sides, its enemies seeking the most important weapon in the Inner Sphere: interstellar communication. As the forces of the Capellan Confederation advance toward the heart of the crumbling Republic, they are laser-focused on the one goal that will give them the upper hand and destroy the Republic once and for all: the planet of Northwind. Homeworld of the famed Northwind Highlanders mercenaries, Northwind is not only the site of a century-old betrayal, it also boasts the only working hyperpulse generator along the line of the Confederation's advance. Sang-shao Lindsey Baxter and the Fourth McCarron's Armored Cavalry have been tasked with taking Northwind at all costs, and the besieged Republic is unable to lend further support to the defending XII Hastati Sentinels. Northwind will be easy pickings, and other sharks smell blood in the water. The Highlanders' honor remains strong, but will it be enough to survive the coming storm?IN THE 31ST CENTURY, LIFE IS CHEAP...
A Draconis Combine warrior struggles with immoral orders in the First Succession War. A House Davion MechWarrior participates in a risky heist as part of Operation Guerrero. A history buff battles the Word of Blake during the Liberation of Terra. What do these MechWarriors have in common? Each one pilots the same BattleMech, a survivor that has been repaired and rebuilt countless times throughout its long and bloody 300-year lifespan.BATTLEMECHS ARE NOT.
The 70-ton GHR-5H Grasshopper can outmaneuver and outlast some of the most fearsome enemy 'Mechs, making it an invaluable asset to battlefield commanders. Even an incapacitated Grasshopper will be rebuilt to fight another day, with a new pilot at its controls, because MechWarriors can be replaced, but 'Mechs cannot. In BattleTech: Legacy, thirteen all-new stories chronicle the fortunes and tragedies of a single 'Mech across several tumultuous points in its wide-ranging combat history. Veteran BattleTech authors Kevin Killiany and Craig A. Reed, Jr. bookend this exciting collection, while other familiar names and new blood explore important moments in this 'Mech's history of constant, unmitigated warfare that leaves no corner of the Inner Sphere untouched.IN THE 31ST CENTURY, LIFE IS CHEAP...
A Draconis Combine warrior struggles with immoral orders in the First Succession War. A House Davion MechWarrior participates in a risky heist as part of Operation Guerrero. A history buff battles the Word of Blake during the Liberation of Terra. What do these MechWarriors have in common? Each one pilots the same BattleMech, a survivor that has been repaired and rebuilt countless times throughout its long and bloody 300-year lifespan.BATTLEMECHS ARE NOT.
The 70-ton GHR-5H Grasshopper can outmaneuver and outlast some of the most fearsome enemy 'Mechs, making it an invaluable asset to battlefield commanders. Even an incapacitated Grasshopper will be rebuilt to fight another day, with a new pilot at its controls, because MechWarriors can be replaced, but 'Mechs cannot. In BattleTech: Legacy, thirteen all-new stories chronicle the fortunes and tragedies of a single 'Mech across several tumultuous points in its wide-ranging combat history. Veteran BattleTech authors Kevin Killiany and Craig A. Reed, Jr. bookend this exciting collection, while other familiar names and new blood explore important moments in this 'Mech's history of constant, unmitigated warfare that leaves no corner of the Inner Sphere untouched.ALL OR NOTHING...
On 1 May 3052, twenty-five Galaxies from seven Clans clashed with twelve armies of ComStar's Com Guards on the pastoral planet of Tukayyid. For twenty-one days, one of the largest campaigns in BattleMech warfare unfolded to decide the fate of the Inner Sphere. The Battle of Tukayyid is one of BattleTech's most pivotal conflicts. Now, explore this crucial campaign through eight different points of view, from the enigmatic ComStar, whose relatively untested forces are the Inner Sphere's last defense against the seemingly unstoppable Clans, to each Clan, as their leaders and MechWarriors attempt to achieve victory on their own terms. The fate of the Inner Sphere hangs in the balance, and it all comes down to one planet.Featuring stories by:
Jason Schmetzer
Michael J. Ciaravella
Randall N. Bills
Blaine Lee Pardoe
Steven Mohan, Jr.
Bryan Young
Chris Hussey
Joel Steverson
ALL OR NOTHING...
On 1 May 3052, twenty-five Galaxies from seven Clans clashed with twelve armies of ComStar's Com Guards on the pastoral planet of Tukayyid. For twenty-one days, one of the largest campaigns in BattleMech warfare unfolded to decide the fate of the Inner Sphere. The Battle of Tukayyid is one of BattleTech's most pivotal conflicts. Now, explore this crucial campaign through eight different points of view, from the enigmatic ComStar, whose relatively untested forces are the Inner Sphere's last defense against the seemingly unstoppable Clans, to each Clan, as their leaders and MechWarriors attempt to achieve victory on their own terms. The fate of the Inner Sphere hangs in the balance, and it all comes down to one planet.A RACE TO VICTORY?
Terra. Birthplace of humankind. Cradle of the Inner Sphere. For centuries, it has been the Clans' ultimate prize. As prophesied by their founder, Nicholas Kerensky, the Clan that conquers Terra shall ascend above all others to become the ilClan, ruler over the rest of the Clans. And its leader shall become the ilKhan, and will lead the Inner Sphere into a new era.And now, nearly a century after the Clan Invasion, two Clans race to be the first to reach Terra. On one side is Alaric Ward, Khan of Clan Wolf, a brilliant warrior and complex mix of the best of the Clans and the Inner Sphere. He comes to save the Inner Sphere from itself, intending to construct a new empire among the stars. His main adversary is Khan Malvina Hazen, the brutal, ruthless leader of Clan Jade Falcon. Forged in a tradition where only the strong survive, she leads her touman not to save the Inner Sphere, but to raze it to ashes and rebuild it according to her own twisted vision.
All that stands between them and a decisive victory that will reshape the Inner Sphere forever is the impenetrable barrier shielding Terra from invasion, not to mention the forces of the once-mighty Republic, which has no plans to surrender without a vicious fight, the only question is, who will reach Terra first?
A RACE TO VICTORY?
Terra. Birthplace of humankind. Cradle of the Inner Sphere. For centuries, it has been the Clans' ultimate prize. As prophesied by their founder, Nicholas Kerensky, the Clan that conquers Terra shall ascend above all others to become the ilClan, ruler over the rest of the Clans. And its leader shall become the ilKhan, and will lead the Inner Sphere into a new era.And now, nearly a century after the Clan Invasion, two Clans race to be the first to reach Terra. On one side is Alaric Ward, Khan of Clan Wolf, a brilliant warrior and complex mix of the best of the Clans and the Inner Sphere. He comes to save the Inner Sphere from itself, intending to construct a new empire among the stars. His main adversary is Khan Malvina Hazen, the brutal, ruthless leader of Clan Jade Falcon. Forged in a tradition where only the strong survive, she leads her touman not to save the Inner Sphere, but to raze it to ashes and rebuild it according to her own twisted vision.
All that stands between them and a decisive victory that will reshape the Inner Sphere forever is the impenetrable barrier shielding Terra from invasion, not to mention the forces of the once-mighty Republic, which has no plans to surrender without a vicious fight, the only question is, who will reach Terra first?
A TEST OF LOYALTY?
Clan Jade Falcon's war efforts draw closer to Terra, but to conquer this ultimate prize, the Falcons' vicious Khan, Malvina Hazen, must be able to trust all of her warriors to carry out her commands without hesitation, no matter how much death or collateral damage they will cause. For Malvina, victory is the only thing that matters, and those who stand in her way suffer swift and brutal elimination. Star Captain Archer Pryde is an unconventional Falcon MechWarrior who chafes at carrying out his Khan's terror tactics, but he delivers results in combat, so Malvina has turned a blind eye to his beliefs so far. But when civilians on a conquered world revolt against their Clan masters, innocents are caught in the Falcons' crosshairs. Archer and his fellow MechWarriors must prove their mettle to Star Colonel Nikita Malthus, the Khan's vindictive advisor, by carrying out their scorched-earth orders to the letter. But are these orders a betrayal of what it means to be a true and honorable Jade Falcon? With both his loyalty and honor in question, Archer must run the gauntlet between duty and principles, or risk his own destruction.A TEST OF LOYALTY?
Clan Jade Falcon's war efforts draw closer to Terra, but to conquer this ultimate prize, the Falcons' vicious Khan, Malvina Hazen, must be able to trust all of her warriors to carry out her commands without hesitation, no matter how much death or collateral damage they will cause. For Malvina, victory is the only thing that matters, and those who stand in her way suffer swift and brutal elimination. Star Captain Archer Pryde is an unconventional Falcon MechWarrior who chafes at carrying out his Khan's terror tactics, but he delivers results in combat, so Malvina has turned a blind eye to his beliefs so far. But when civilians on a conquered world revolt against their Clan masters, innocents are caught in the Falcons' crosshairs. Archer and his fellow MechWarriors must prove their mettle to Star Colonel Nikita Malthus, the Khan's vindictive advisor, by carrying out their scorched-earth orders to the letter. But are these orders a betrayal of what it means to be a true and honorable Jade Falcon? With both his loyalty and honor in question, Archer must run the gauntlet between duty and principles, or risk his own destruction.PEACE MAY SELL, BUT WHAT IF NO ONE'S BUYING?
On 21 May 3052, the seemingly unstoppable military juggernaut of the invading Clans was defeated in a pitched campaign on the quiet world of Tukayyid. This astonishing victory bought the weary armies of the Inner Sphere a fifteen-year stay before the invasion can resume. But despite the truce, the fire driving the Clans' centuries-long quest to conquer Terra, the birthplace of humankind, and rebuild Inner Sphere civilization in their warmongering image has not been extinguished. Conflict still rages above the truce line, and the Clans are biding their time until the tide of war can surge up and flood the Inner Sphere once more. Slack Tide collects nine stories that chronicle the life-and-death struggles still being waged in the wake of Tukayyid's so-called peace. Fan-favorite authors such as Jason Hansa, Philip A. Lee, and Craig A. Reed, Jr. spin tales of undercover operatives seeking to gain the secrets of Clan BattleMech technology, Inner Sphere MechWarriors attempting dangerous escapes from Clan-controlled planets, and mercenaries fighting to protect the only things that truly matter to them, themselves and their loved ones. The Clans' invasion may have been temporarily halted, but the true battles for the future of the Inner Sphere have only just begun.PEACE MAY SELL, BUT WHAT IF NO ONE'S BUYING?
On 21 May 3052, the seemingly unstoppable military juggernaut of the invading Clans was defeated in a pitched campaign on the quiet world of Tukayyid. This astonishing victory bought the weary armies of the Inner Sphere a fifteen-year stay before the invasion can resume. But despite the truce, the fire driving the Clans' centuries-long quest to conquer Terra, the birthplace of humankind, and rebuild Inner Sphere civilization in their warmongering image has not been extinguished. Conflict still rages above the truce line, and the Clans are biding their time until the tide of war can surge up and flood the Inner Sphere once more. Slack Tide collects nine stories that chronicle the life-and-death struggles still being waged in the wake of Tukayyid's so-called peace. Fan-favorite authors such as Jason Hansa, Philip A. Lee, and Craig A. Reed, Jr. spin tales of undercover operatives seeking to gain the secrets of Clan BattleMech technology, Inner Sphere MechWarriors attempting dangerous escapes from Clan-controlled planets, and mercenaries fighting to protect the only things that truly matter to them, themselves and their loved ones. The Clans' invasion may have been temporarily halted, but the true battles for the future of the Inner Sphere have only just begun.COMBAT IS THEIR BUSINESS?
And business is good in the 31st century as the Third Succession War rages on battlefields ruled by the almighty BattleMech: ten-meter-tall humanoid machines of pure destruction. Continuous warfare between the five Great Houses of the Inner Sphere has led to a steep technological decline, forcing the nobility of these vast interstellar empires to rely on mercenaries to augment their standing armies and gain crucial advantages against their enemies. However, that House nobleman may be paying your unit's bills one day, but sending you straight into a trap tomorrow. BattleMechs may be the kings of the battlefield, but money, power, and machinations are just as important in victory as an autocannon barrage. This anthology of hard-hitting BattleTech action includes six short stories that demonstrate how Machiavellian nobles, greedy pirates, and desperate mercenary units can change the course of Inner Sphere history. Take up the cause and charge your way through war-torn tales by veteran authors such as Chris Hussey, Philip A. Lee, and Craig A. Reed, Jr.COMBAT IS THEIR BUSINESS?
And business is good in the 31st century as the Third Succession War rages on battlefields ruled by the almighty BattleMech: ten-meter-tall humanoid machines of pure destruction. Continuous warfare between the five Great Houses of the Inner Sphere has led to a steep technological decline, forcing the nobility of these vast interstellar empires to rely on mercenaries to augment their standing armies and gain crucial advantages against their enemies. However, that House nobleman may be paying your unit's bills one day, but sending you straight into a trap tomorrow. BattleMechs may be the kings of the battlefield, but money, power, and machinations are just as important in victory as an autocannon barrage. This anthology of hard-hitting BattleTech action includes six short stories that demonstrate how Machiavellian nobles, greedy pirates, and desperate mercenary units can change the course of Inner Sphere history. Take up the cause and charge your way through war-torn tales by veteran authors such as Chris Hussey, Philip A. Lee, and Craig A. Reed, Jr.HEROES OF ALL STRIPES
Shrapnel: The Official BattleTech Magazine celebrates bravery in all its forms on the triumphant, BattleMech-dominated battlefields of 31st century and beyond! Witness the birth of a new mercenary command in the late Third Succession War, follow a combat medic tackling a precarious injury, learn the true meaning of loyalty during the FedCom Civil War, and track down pirates on a forgotten world in the Periphery. Then don your neurohelmet and push back against the enemy with technical readouts, ghost ship sightings, in-depth technology articles, unit digests, playable scenarios, and more, all from BattleTech veterans and a squad of new authors:Jason Schmetzer
Harper Brand
Faith McClosky
Giles Gammage
Charles Gideon
David Razi
Marc Follin
James Lee
Aaron Cahall
Michael J. Ciaravella
Matthew Cross
Ken Horner
Craig A. Reed, Jr.
Eric Salzman
Joel Steverson
Stephen Toropov
HEROES OF ALL STRIPES
Shrapnel: The Official BattleTech Magazine celebrates bravery in all its forms on the triumphant, BattleMech-dominated battlefields of 31st century and beyond! Witness the birth of a new mercenary command in the late Third Succession War, follow a combat medic tackling a precarious injury, learn the true meaning of loyalty during the FedCom Civil War, and track down pirates on a forgotten world in the Periphery.THE DAY THE STAR LEAGUE DIED
Shrapnel: The Official BattleTech Magazine brings you more BattleMech action from the war-torn 31st century and beyond! Celebrate Star League Day with tales of a long-abandoned 'Mech rediscovered and pressed into service, a quest for vengeance in enemy territory, the resurgence of old ghosts, and the threat of bitter betrayal in the face of long odds. Charge headlong into technical readouts, assassin conspiracies, in-depth equipment articles, playable holiday-themed scenarios, and more, all from BattleTech veterans, fan favorites, and new authors:Michael A. Stackpole
Loren L. Coleman
Blaine Lee Pardoe
Bryan Young
Bryn Bills
Charles Dalmas
Chris Hussey
Daniel Isberner
Alex Kaempen
Craig A. Reed, Jr.
Eric Salzman
Lance Scarinci
David Smith
Tom Stanley
THE DAY THE STAR LEAGUE DIED
Shrapnel: The Official BattleTech Magazine brings you more BattleMech action from the war-torn 31st century and beyond! Celebrate Star League Day with tales of a long-abandoned 'Mech rediscovered and pressed into service, a quest for vengeance in enemy territory, the resurgence of old ghosts, and the threat of bitter betrayal in the face of long odds.THE WAR RAGES ON
Shrapnel: The Official BattleTech Magazine returns with more explosive BattleMech action from the 31st century! Experience tales of hard-won survival from the gaming world of Solaris VII, the wilds of the Deep Periphery, and the annals of Clan history. Dive deep into in-depth technology articles, technical readouts, conspiracy theories, war-game and role-playing adventures, and more, all from veteran BattleTech authors, fan favorites, and our latest enlistees:Michael A. Stackpole
Jason Schmetzer
Michael J. Ciaravella
Travis Heermann
Alan Brundage
James Simakas
John-David Karnitz
Aaron Cahall
Matthew Cross
Daniel Isberner
Alex Kaempen
Tom Stanley
Chris Wheeler
THE WAR RAGES ON
Shrapnel: The Official BattleTech Magazine returns with more explosive BattleMech action from the 31st century! Experience tales of hard-won survival from the gaming world of Solaris VII, the wilds of the Deep Periphery, and the annals of Clan history.JUMP BACK INTO THE COCKPIT
Picking up the battle standard for BattleTech fiction, Shrapnel: The Official BattleTech Magazine continues the tradition of hard-hitting stories set in the war-torn interstellar future of the 31st century and beyond. Fire up your 'Mech's fusion reactor, secure your neurohelmet, and wade into battle with stories from the merciless front lines of the Clan Invasion and other eras, conspiracy theory articles, game scenarios, and more from veteran BattleTech authors, fan favorites, and some new recruits.Featuring:
Michael A. Stackpole
Blaine Lee Pardoe
Kevin Killiany
Craig A. Reed, Jr.
Chris Hussey
Jason Hansa
Lance Scarinci
Michael J. Ciaravella
Patrick Wynne
Aaron Cahall
JUMP BACK INTO THE COCKPIT
Picking up the battle standard for BattleTech fiction, Shrapnel: The Official BattleTech Magazine continues the tradition of hard-hitting stories set in the war-torn interstellar future of the 31st century and beyond. Fire up your 'Mech's fusion reactor, secure your neurohelmet, and wade into battle with stories from the merciless front lines of the Clan Invasion and other eras, conspiracy theory articles, game scenarios, and more from veteran BattleTech authors, fan favorites, and some new recruits.SYMBOLS OF POWER
After the Word of Blake exacts an incalculable toll on Clan Wolf, Elemental warrior Garmen Kerensky is tasked by Wolf Khan Vlad Ward to undertake an audacious, top-secret mission in the Clan Homeworlds. While other covert teams help the Wolves evacuate Clan Space, Garmen's command will steal the most prized relic of Clan history: the body of the Great Father, Commanding General Aleksandr Kerensky, Garmen's ancestor. But the father of the Clans' founder is entombed aboard the McKenna's Pride, a Star League-era WarShip in permanent geosynchronous orbit above the Clans capital city, a staunchly guarded vessel that will take ingenuity, a warrior's spirit, and more than a little luck to reach. Stealing his ancestor's remains is a tall order under normal circumstances, but the Homeworld Clans are on the verge of open warfare with each other, and this mission threatens to blow Clan society apart entirely. As the elite warrior guards of the Ebon Keshik hunt Garmen, he and his hardened team must navigate the intrigue of the shadowy Dark Caste to have any hope of reaching the Pride alive. But no plan ever survives enemy contact, and Garmen must overcome the forces arrayed against him or risk forever losing the Great Father's body to the chaos and destruction of the Clans' internal warfare.SYMBOLS OF POWER
After the Word of Blake exacts an incalculable toll on Clan Wolf, Elemental warrior Garmen Kerensky is tasked by Wolf Khan Vlad Ward to undertake an audacious, top-secret mission in the Clan Homeworlds. While other covert teams help the Wolves evacuate Clan Space, Garmen's command will steal the most prized relic of Clan history: the body of the Great Father, Commanding General Aleksandr Kerensky, Garmen's ancestor. But the father of the Clans' founder is entombed aboard the McKenna's Pride, a Star League-era WarShip in permanent geosynchronous orbit above the Clans capital city, a staunchly guarded vessel that will take ingenuity, a warrior's spirit, and more than a little luck to reach. Stealing his ancestor's remains is a tall order under normal circumstances, but the Homeworld Clans are on the verge of open warfare with each other, and this mission threatens to blow Clan society apart entirely. As the elite warrior guards of the Ebon Keshik hunt Garmen, he and his hardened team must navigate the intrigue of the shadowy Dark Caste to have any hope of reaching the Pride alive. But no plan ever survives enemy contact, and Garmen must overcome the forces arrayed against him or risk forever losing the Great Father's body to the chaos and destruction of the Clans' internal warfare.FAR FROM HOME?
Exarch Devlin Stone, hero of the Word of Blake Jihad and architect of the Republic of the Sphere, has returned to Terra only to find his beloved nation under siege and in danger of breaking apart. As threats bear down on the Republic from all sides, Stone and his inner circle must move fast to bolster Terra's defenses from all who seek to conquer the birthplace of humanity. However, not all of his allies have heeded Stone's call to arms. Former Exarch Damien Redburn, who left Terra to defend the Republic's borders from the rapacious Clan Wolf, was cut off when the walls of Fortress Republic rose. Without support or reinforcements, Redburn, the Fidelis, and Countess Tara Campbell's Highlanders have held the line against the Wolves for years, but the never-ending campaign has pushed all of them to their breaking points. Is Stone's return genuine, or a carefully crafted hoax? Can Redburn be brought back into the fold, or has he gone rogue for good? In the end, Stone, Redburn, and their allies must each decide their path before tensions can erupt in a clash that could shake the very foundation of the Republic.FAR FROM HOME?
Exarch Devlin Stone, hero of the Word of Blake Jihad and architect of the Republic of the Sphere, has returned to Terra only to find his beloved nation under siege and in danger of breaking apart. As threats bear down on the Republic from all sides, Stone and his inner circle must move fast to bolster Terra's defenses from all who seek to conquer the birthplace of humanity. However, not all of his allies have heeded Stone's call to arms. Former Exarch Damien Redburn, who left Terra to defend the Republic's borders from the rapacious Clan Wolf, was cut off when the walls of Fortress Republic rose. Without support or reinforcements, Redburn, the Fidelis, and Countess Tara Campbell's Highlanders have held the line against the Wolves for years, but the never-ending campaign has pushed all of them to their breaking points. Is Stone's return genuine, or a carefully crafted hoax? Can Redburn be brought back into the fold, or has he gone rogue for good? In the end, Stone, Redburn, and their allies must each decide their path before tensions can erupt in a clash that could shake the very foundation of the Republic.BROTHERS IN ARMS?
At long last, the Clans' campaign for the Inner Sphere is coming to a head. Khan Alaric Wolf is preparing for his biggest moves yet, and is willing to enlist just about anyone who can help him achieve his ultimate goal: the conquest of Terra. To that end, he sends one of his own on a special assignment. Marotta Kerensky is a Clan Wolf warrior unlike any other, the perfect candidate for a mission unlike any other: convince the legendary Wolf's Dragoons to rejoin the Clan they originally came from. But when Marotta reaches the mercenary unit, he finds them quite different from the storied force of a century ago. Times have changed since then, and the Dragoons have as well, or have they? Driven to accomplish his mission at any cost, Marotta allies with a Dragoons officer on a risky gambit that may help him deliver what his Khan wants, or tear Wolf's Dragoons apart forever.BROTHERS IN ARMS?
At long last, the Clans' campaign for the Inner Sphere is coming to a head. Khan Alaric Wolf is preparing for his biggest moves yet, and is willing to enlist just about anyone who can help him achieve his ultimate goal: the conquest of Terra. To that end, he sends one of his own on a special assignment. Marotta Kerensky is a Clan Wolf warrior unlike any other, the perfect candidate for a mission unlike any other: convince the legendary Wolf's Dragoons to rejoin the Clan they originally came from. But when Marotta reaches the mercenary unit, he finds them quite different from the storied force of a century ago. Times have changed since then, and the Dragoons have as well, or have they? Driven to accomplish his mission at any cost, Marotta allies with a Dragoons officer on a risky gambit that may help him deliver what his Khan wants, or tear Wolf's Dragoons apart forever.STRENGTH VS. HONOR
For more than a decade, the Republic of the Sphere's army hid in silence behind the mysterious, impregnable Wall of Fortress Republic. But now the Wall has come down, and Paladin Max Ergen, commander of Operation Eruptio, has his sights set on an invaluable prize. His target: Dieron, a Draconis Combine military district capital, a former Republic world harboring secrets from past wars. His troops have spent years training in isolation behind the Wall, and they are hungry for battle, ready to remind the Inner Sphere that the wounded Republic is still a force to be reckoned with. But Dieron is also the fortress of Warlord Kambei Okamoto, one of the Combine's top military officials, and he and his Dieron Regulars are committed to holding the line and defending their home against Republic aggression, no matter the cost. And when these two forces clash, the battle for Dieron will be a titanic one indeed?STRENGTH VS. HONOR
For more than a decade, the Republic of the Sphere's army hid in silence behind the mysterious, impregnable Wall of Fortress Republic. But now the Wall has come down, and Paladin Max Ergen, commander of Operation Eruptio, has his sights set on an invaluable prize. His target: Dieron, a Draconis Combine military district capital, a former Republic world harboring secrets from past wars. His troops have spent years training in isolation behind the Wall, and they are hungry for battle, ready to remind the Inner Sphere that the wounded Republic is still a force to be reckoned with. But Dieron is also the fortress of Warlord Kambei Okamoto, one of the Combine's top military officials, and he and his Dieron Regulars are committed to holding the line and defending their home against Republic aggression, no matter the cost. And when these two forces clash, the battle for Dieron will be a titanic one indeed?- 1