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In Shadowrun: Sprawl Ops, players lead a team of shadowrunners gunning for the big score! Along the way they'll have the chance to hire more seasoned runners, outfit their team with cutting-edge technology, from the latest weapons to cyberware enhancements, and take on increasingly dangerous contracts on the mean streets of the Seattle Metroplex. Each payout increases your chances for a more lethal combination of gear, training, and skill. All leading to that final score as you take on one of the world's megacorporations. But you've got to hit it before another team steals your ticket to the big time, hold off too long to grab that ring, and you'll lose it all!
$200
$300

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.

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$130
One display containing 9 x Clan Invasion Blind Salvage Boxes. Inside each box is 1 random, high-quality, fully assembled, unpainted miniature, immediately ready for tabletop action!

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$125
Marshal your forces and prepare to conquer the Inner Sphere! Interstellar Operations zooms up to the final level, allowing players to assume the roles of House Lords and dominate the galaxy.
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$100
It is the dawn of the 31st century. You are a mech-warrior: master of a multi-ton towering avatar of destruction that is the culmination of more than 3000 years of battlefield technology development. A precious heirloom passed from parent to child across centuries, an unassailable mark of your station. Whether a soldier of fortune or a true blue patriot, you drop into hot zones across a thousand worlds to expand the star spanning empire of one of the noble great houses. Battletech is the world's greatest armored combat game.

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!
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$90
Commander's Edition collects into one handy volume the revised fast-play rules for BattleTech. Take command of large-scale engagements with tabletop-miniatures gameplay designed for the modern wargamer. Use the force-creation rules to marshal your armies, charge them into battle, and either reap the rewards of conquest or taste the bitter pill of defeat.
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$80

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?

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$80

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?

$80
The Comstar Command Level II includes the King Crab, Black Knight, Highlander, Sentinel, Mercury, and Exterminator, along with MechWarrior pilot cards and Alpha Strike cards.
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$60
The Comstar Battle Level II includes the Flashman, Crockett, Guillotine, Lancelot, Crab, and Mongoose along with MechWarrior pilot cards and Alpha Strike cards.
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$60
BattleTech Combat Manual: House Kurita is the second in the new series of BattleTech expansions, begun with BattleTech Combat Manual: Mercenaries.
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$60
For over forty centuries, mercenaries have plied their trade and been instrumental in toppling empires or holding the tides of war at bay. And as mankind expanded to the stars, soldiers of fortune rose to new heights of power. Business is booming, yet along with those riches comes a dangerous life and the scorn of many who see only filthy lucre-warriors. It's a dangerous life, but as long as you keep your 'Mech intact and your bottom line balanced, the universe is yours!
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$60
It is the year 3145. Only thirteen years have passed since Gray Monday, the day that most of humanity's interstellar communications grid suddenly and mysteriously collapsed. Plunged into darkness and fearing the worst, the leaders and armies of the Inner Sphere scrambled to act, some fearing the approach of invaders, others seeking to exploit the chaos. Now, armies are on the march, war has erupted on every front, and the Republic of the Sphere, once a sign of mankind's hope for a brighter future, has retreated behind its fortress walls to prepare for the inevitable.
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$60
Who is the Director of the Internal Security Force? Planetary ruler of Regulus? Current Marshal of the Armies? Merchant Factor of Clan Diamond Shark? As one of the most powerful interstellar corporations in the Inner Sphere, with satellite plants in every House, such questions are imperative for StarCorps Industries. In the tumultuous time of the Jihad, as power brokers fall and new personalities rise to prominence, the answers to such questions can mean the difference between a fat in-the-black account and operations in the red. And no corporation, much less one as powerful and far reaching as StarCorps Industries, treats failure well.
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$60
In 2777, after ten years of savage fighting in the Periphery, General Alaksandr Kerensky and the Star League Defense Force launched the final phase in the war against Stefan Amaris, the Usurper of the Star League. For two more years, the greatest army ever forged by humankind would wage a planet-by-planet war for the heart of the League itself, ultimately landing on mankind's homeworld of Terra. As the single greatest campaign ever fought in human history, Operation LIBERATION would change the fate of generations to come.
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$60
For almost a millennium, the symbol of the Dragon has struck fear into the rest of the Inner Sphere. The fearless dedication of its warriors, the devotion of its people, and the awesome ambitions of its Coordinator: House Kurita has been more reviled than any other power. Yet a new leader has arisen in the last decades, bringing about a host of reforms and reigning in the realm's most rapacious desires. Such rebirth comes at a price, as various shadowy influencers fix their eyes on reigniting the Dragon's glorious past. Only time will tell which path the Dragon will follow...
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$60
Handbook: Major Periphery States collates the essential history, politics and culture of the Major Periphery States into a single volume. More than a mere sourcebook, Handbook: Major Periphery States provides rules for both Total Warfare and A Time of War: The BattleTech RPG game play, including new support vehicles, creatures and more!
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$60
The year is 3025. War rages across the vast interstellar empires of the Inner Sphere as the militaries of the Successor States vie for dominance across more than a thousand light years of inhabited worlds. And the king among these battlefields: towering BattleMechs and the MechWarriors who pilot them. But behind each battle lie a thousand unseen strings: Machiavellian court intrigues, shadowy wars of intelligence and counterintelligence, secret organizations, corporate greed, and more. Will you align yourself with the honor-bound samurai culture of House Kurita, become a crusader for freedom in the service of House Davion, or test your mettle as a House Steiner champion in the arena duels of Solaris VII? Or perhaps you will rain down fire from the skies in a House Marik aerospace fighter, or operate in the shadows as a House Liao intelligence agent. Will you pursue a life of service behind the veil of the secretive ComStar, join an elite mercenary outfit like Wolf's Dragoons, or even choose to lead your own lawless band of pirates? The path you lead through the 31st century, and the legacy you leave behind, is all up to you.
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$60
King of the battlefield. On February 5, 2439, the Mackie obliterated all opposition during its first combat trial, ushering in a new era of warfare. The BattleMech - King of the Battlefield - was born. BattleMechs reached their pinnacle during the golden age of the Star League. The fall of the Star League and the Succession Wars that raged for centuries afterward took their toll and by the Fourth Succession War, the technology employed on the battlefields was a mere shadow of what it once was. However, the discovery of the Helm Memory Core unlocked the technological potential to develop new BattleMechs and experimental technologies for the first time in centuries.
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$60
War has spread across the Inner Sphere, shattering and shifting alliances both old and new. As the Clans once more close in on humanity?s homeworld of Terra, the walls of Fortress have come down, revealing the return of Devlin Stone. Desperate for any edge, the Great Houses, Clans, and Periphery states of the Inner Sphere have unleashed a flood of new war machines, rushing them into battle on every front.
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$60
In December 3076, Devlin Stone marshaled the nations of the Inner Sphere and began Operation SCOUR. The two-year final push to Terra was the bloodiest fighting seen in centuries. In the end, Terra had been freed with the Word of Blake scattered to the darkest corners of the universe. Stepping into that vacuum, Stone forged a new "Terran Hegemony" in The Republic of the Sphere. With the end of the Jihad, the survivors are rebuilding their shattered armies, introducing new machines to replace those whose factories ceased to exist in the fires of the Jihad.
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$60
In November 3067 the Second Star League disbanded. The Word of Blake?a splinter group of ComStar?had been on the verge of joining in fulfillment of ancient prophecies. Denied their dream, the Blakists sought to preserve the Star League against the follies of the Houses, but its fanaticism manifested this noble goal as the Jihad: a horrific war that has pitted every faction against each other and even themselves. Against such an anvil, new cutting edge machines of war are marched into the fire. The discovery of an ancient Hegemony Memory Core graphically showcases the desperation of the conflict, as primitive ?Mechs not seen on a battlefield since the dawn of ?Mech production over a half millennia ago once again appear.
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$60
Forge your forces and prepare to fight any battle across the Inner Sphere! Campaign Operations completes the core rulebook series begun in Total Warfare. While previous rulebooks detailed game play at various levels, from a single MechWarrior, to a BattleMech company, to entire armies, this final volume focuses on the forces a player will build and run through any level of play.
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$60
In 3146, the Republic of the Sphere hangs by a tenuous thread. The last fragments of Devlin Stone's dream to shepherd humankind toward a more prosperous future hide behind the impenetrable defenses of Fortress Republic. As the interstellar communications blackout rages, the ambitious Great Houses vie for military dominance, and the bloodthirsty Clans strive to find a weakness in the Fortress?s armor on their path to conquering Terra and claiming the coveted title of ilClan. When the Wall comes down, will the Inner Sphere plunge even further into the abyss of interstellar war, or will this herald the dawning of a new age?
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$55
From their very first days, the Kell Hounds - and their infamous founding brothers, Morgan and Patrick - took the Inner Sphere by storm. The steadfast Hounds changed the very course of history, swiftly building an elite reputation.

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!
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$55
The Clan Striker Star includes the Vapor Eagle, Hellhound, Horned Owl, Incubus, and Piranha, along with MechWarrior pilot cards and Alpha Strike cards.
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$50
The Clan Support Star includes the Night Gyr, Linebacker, Battle Cobra, Arctic Cheetah, and Black Lanner, along with MechWarrior pilot cards and Alpha Strike cards.
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$50
The Clan Heavy Heavy Star includes the Stone Rhino, Warhammer IIC, Supernova, Hunchback IIC, and Marauder IIC, along with MechWarrior pilot cards and Alpha Strike cards.
$50
The Clan Heavy Battle Star includes the Turkina, Kingfisher, Huntsman, Ebon Jaguar, and Crossbow, along with MechWarrior pilot cards and Alpha Strike cards.
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$50
The Clan Fire Star includes the Warhawk, Nova Cat, Cougar, Fire Moth, and Kit Fox, along with MechWarrior pilot cards and Alpha Strike cards.
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$50
The Clan Elemental Star includes five hex-based Elemental miniatures. Perfect for Battle Tech and Alpha Strike action!
$50
The Clan Heavy Striker Star includes the Gargoyle, Hellbringer, Mad Dog, Ice Ferret, and Viper along with five MechWarrior pilot cards and five Alpha Strike cards.
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$50
The Clan Command Star includes the Dire Wolf, Summoner, Stormcrow, Mist Lynx, and Shadow Cat, along with five MechWarrior pilot cards and five Alpha Strike cards.
$50
Field Manual: SLDF describes the single greatest military force the Inner Sphere has ever seen: the Star League Defense Force. Including a brief history and overview of the SLDF, its formation, organization, and training, this book provides the most detailed look ever at the army that protected the Inner Sphere before the treachery of Stefan Amaris and the Succession Wars that soon followed. Special rules are also included, enabling players to create Star League forces for use in campaigns set in one of BattleTech's most storied eras.
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$50
In 2570, the six Great Houses of the Inner Sphere united to create the Star League, promising to bring an end to the generations of warfare that engulfed the worlds mankind now called home. Shortly thereafter, to seal their alliance, they turned against the various independent realms of the Periphery. Over the next twenty years, the so-called Reunification War would rage, claiming more lives than the savagery of the Age of War before it, all to realize House Cameron?s dream of a united humanity?at any cost.
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$50
In the wake of the Star League's collapse, Aleksandr Kerensky led the bulk of the SLDF into deep space to escape the inevitable Succession Wars. But war soon came to the "Star League in Exile" anyway, prompting General Kerensky's son Nicholas to form a new society, based on the principles of honor and strength. Fifteen years later, the newborn Clans were unleashed against those who abandoned Kerensky's vision.
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$50
The Jihad is over. A new Republic has been born. In the wake of one of humanity's greatest conflicts, the Inner Sphere, Periphery and Clans must adapt to new political and industrial realities?a new balance of power. But changes on the map are only the beginning. The Word of Blake?s war has scattered a new wave of technological progress across nearly every realm, giving rise to a new generation of combat units. Only the sheer devastation of the relentless fighting has slowed the arms race that is sure to come? but for how long?
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$50
In the savage FedCom Civil War that rocked the Lyran Alliance and the Federated Commonwealth for the past five years, new machines of war have been rapidly tested and put in the field to help turn the tide of battle in each faction?s favor. The Clans and other Houses have also been busy, as the internal and external conflicts drive the rapid deployment of new military hardware.
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$50
In 3055, a new breed of Inner Sphere BattleMech started rolling off assembling lines??Mechs specifically designed to counter the Clan invasion?at the same time that secondline Clan ?Mechs began to appear. By 3067 those design have become a staple of the modern battlefield, giving rise to notable MechWarriors and new variants, while the demands of the ever-popular Solaris VII Games have resulted in a plethora of new dueling ?Mechs designed using prototype technology.
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$50
Over two hundred and fifty years ago, General Aleksandr Kerensky departed human-occupied space, taking three-quarters of the Star League Defense Force with him. They returned in 3050 as the Clans: a society dedicated to the highest warrior ideals and bent on conquering the Inner Sphere. With their OmniMechs and superior technology, they proved almost unstoppable until their defeat at Tukayyid and subsequent 15 year truce. The year is now 3071, and the Jihad rages. Inner Sphere 'Mechs, hastily upgraded with field modifications to counter the Clans, continue to prove their worth. Notable pilots rise to become heroes as new, time tested variants?sporting weapons right out of R&D labs?make their presence known. And over it all, Clan OmniMechs continue to prove they are still the cutting edge of technology.
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$50
In 2781 the Star League was officially abandoned, ending a two-hundred-year-long Golden Age. The Successor Lords launched a series of massive conflicts in 2785 that would rage for centuries and become known as the Succession Wars. Such endless warfare took its toll, and by the Fourth Succession War of 3028 the technology employed on the battlefields was a mere shadow of the height of the Star League. However, the discovery of the Helm Memory Core started to unlock such sought-after secrets, with new BattleMechs and experimental technologies emerging for the first time in centuries..
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$50
Take on the mantle of a most powerful dragon and pass into legend! A resource deconstruction board game for two to six players.
$50
$100
The Clan Ad Hoc Star includes the Kodiak, Hellion, Packhunter, Fire Falcon, and Howler, along with MechWarrior pilot cards and Alpha Strike cards.
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$50
Created using the same brilliant aesthetics of the new box sets and Grasslands and Battle of Tukayyid mapsets, these maps include a variety of terrain elements that deliver interesting battlefields for players of every skill level. Each map is 17" x 22", paper, and may be placed side-on or edge-on with other maps for expanded battlefields.
Out of Stock
$45
Created using the same brilliant aesthetics of the new box sets and Grasslands and Battle of Tukayyid mapsets, these maps include a variety of terrain elements that deliver interesting battlefields for players of every skill level. Each map is 17" x 22", paper, and may be placed side-on or edge-on with other maps for expanded battlefields.
Out of Stock
$45
Descendants of the Star League Defense Force, they returned to the Inner Sphere in 3050 with violence and honor. Stalled by the combined might of the Inner Sphere, the Clans have been waiting for the chance to strike for Terra once more. But fractures within Nicholas Kerensky?s Great Society have widened. A new enemy threatens to destroy the Clans once and for all: themselves. The resulting Wars of Reaving touches every Clan: some will be destroyed, all will be forever altered.
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$45
Jihad Conspiracies: Interstellar Players 2 describes several of the most powerful and influential people, organizations, and entities at work behind the scenes of the Word of Blake Jihad. Some of these conspiracies are firmly grounded in BattleTech lore, but shown here in ways never before seen; others have only recently emerged from their own shadows. Gamemasters and players can decide which of these power brokers are real and which are paranoid fantasies spawned by the chaos and fear of the Blakist Holy War!
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$45
Era Report: 3145 describes the state of the Inner Sphere at critical age in BattleTech history: the years of the Dark Age era. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of every major Inner Sphere faction active in the wake of the catastrophic failure of the interstellar HPG grid. Notable personalities, military forces, and an overview of the technological capabilities of the Dark Age era are also provided, along with special advanced-level rules for campaigns set during this time, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.
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$45
Before the treachery of Stefan Amaris, Kerensky's Exodus, and the Succession Wars, the realms of the Inner Sphere were united under the banner of the Star League. As the pinnacle of culture and technology, the six Great Houses and four territorial states of the League reaped the benefits of universal peace and justice, the fruits of their combined efforts enriching the lives of billions across the heavens. Or so the legends claim. In reality, the Inner Sphere of the 2750s was far from serene and light-years away from just. Though admired for its monolithic power, the pinnacle of mankind's greatest experiment, the Star League, stood at a fateful crossroads, with feuding House Lords and rebellious territories only waiting for every chance to strike against each other.
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$45
For three hundred years, the nations of the Inner Sphere waged war in the name of the fallen Star League, sending armies of MechWarriors into battle for glory and power. The arrival of the Clans, martial descendants of the lost Star League Defense Force, in 3049 upset all the previous balances of power and set the stage for cataclysmic warfare to rival the worst of the Succession Wars. The end of the initial Clan invasion and the new renaissance of military technologies leads the leaders of the Successor States to seek advantage against each other. The ever-present specter of the Clans urges desperation to end old feuds to make space for new ones. And the Truce of Tukayyid holds the Clans in check, but does nothing to ease the cultural pressures on both sides of the border.
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$45
For three hundred years, the nations of the Inner Sphere waged war in the name of the fallen Star League, sending armies of MechWarriors into battle for glory and power. Yet even as BattleMechs clashed over the forgotten ruins of humanity?s Golden Age, the descendants of the long-lost Star League Defense Force gathered their might among distant stars. Then, in 3048, amid reports of a technological renaissance in the Sphere, the leaders of Kerensky?s children decided the time for invasion had come. The Clan Invasion would transform the face of warfare and the fate of nations across the Inner Sphere, marking an all new era for all of humankind.
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$45
Created using art in the brilliant aesthetics of the new box sets and MapPack: Grasslands, these eight paired maps detail the seven battlefields on which the entire Clan Invasion was brought to a halt, including a bonus map, the Deployment Zone. Each map is 17" x 22", paper, and double-sided.
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$45
Expanding directly on the all-new maps found in the BattleTech Beginner Box and BattleTech: A Game of Armored Combat box set, Map Set: Grasslands includes six double-sided maps providing twelve brand-new battlefields for players old and new!
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$45
The Inner Sphere Urban Lance includes the Victor, Enforcer, Raven, and Hunchback along with MechWarrior pilot cards and Alpha Strike cards.
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$40
The Inner Sphere Support Lance includes the Cyclops, Dragon, Thug, and Spider, along with MechWarrior pilot cards and Alpha Strike cards.
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$40
The Inner Sphere Striker Lance includes the Black Jack, Wolfhound, Jenner, and Panther along with MechWarrior pilot cards and Alpha Strike cards.
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$40
The Inner Sphere Heavy Lance includes the Banshee, Grasshopper, Hatchetman, and Centurion along with MechWarrior pilot cards and Alpha Strike cards.
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$40
The Inner Sphere Heavy Battle Lance includes the Nightstar, Caesar, Bushwacker, and Axeman along with MechWarrior pilot cards and Alpha Strike cards.
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$40
The Inner Sphere Fire Lance includes the Longbow, Zeus, Trebuchet, and Stalker along with MechWarrior pilot cards and Alpha Strike cards.
$40
The Inner Sphere Direct Fire Lance includes the Atlas, Marauder, Orion, and Crusader along with MechWarrior pilot cards and Alpha Strike cards.
$40
The Inner Sphere Battle Lance includes the much-loved Warhammer, Rifeman, Phoenix Hawk, and Wasp along with four MechWarrior pilot cards and four Alpha Strike cards.
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$40
The Inner Sphere Command Lance includes the iconic Marauder, Archer, Valkyrie, and Stinger along with four MechWarrior pilot cards and four Alpha Strike cards.
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$40
This volume also includes detailed reports on nearly forty planetary campaigns, providing context and details previously clouded by interstellar media, local reports, and personal journals. With an updated and streamlined core ruleset for the Chaos Campaign and new Jihad era Random Availability Tables for the Word of Blake, Mercenaries, and Militias, this book has everything players and gamemasters need to recreate the pivotal campaigns of the Jihad and lead their forces to victory.
Out of Stock
$40
Nearly fifteen years have passed since the end of the Word of Blake Jihad and the rise of the Republic of the Sphere. Yet even as the Inner Sphere adjusts to a new sense of normalcy, questions remain about whether the Blakist threat is gone for good or merely hibernating. Once a disorganized collective of hobbyists and academics backed by the idle wealthy, Interstellar Expeditions has emerged from the fires of war to take up the mission once claimed by ComStar's Explorer Corps: to search for the elusive hiding places where humanity's enemies might have gone. From the dead worlds within the borders of the Inner Sphere itself, to the distant, uncharted reaches of the Deep Periphery, IE relentlessly searches for the answers to mysteries dating back to mankind's first ventures into deep space, while simultaneously watching for any sign of the zealots who so recently waged the most horrendous interstellar war in modern history.
Out of Stock
$40

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!

Out of Stock
$40

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?

Out of Stock
$25

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...

Out of Stock
$25
Tired of hunting for a specific table in a rulebook? Wish you had heavy-duty reference cards for Strategic Operations game play like that found in the BattleTech Introductory Box Set? Then the Strategic Kit is for you!
Out of Stock
$25

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...

Out of Stock
$24

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.

Out of Stock
$23
PREDATORS AND PREY

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.
On Skye, Tara Campbell faces a major invasion with too few Northwind Highlanders to beat it back. Some in the Planetary Council want to negotiate with the invaders to spare Skye the frightful carnage already wreaked on other worlds by the Falcons' inexorable advance. Now Tara, the Republic's greatest defender, finds herself fighting dissension at home when unity is needed in the face of Skye's greatest crisis...
$22

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...

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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.
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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.

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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?

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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.

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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...

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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.

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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.

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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.

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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...

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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...
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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.
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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...

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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?

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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.

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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.

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'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.

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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.n

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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...
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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.
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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.

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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...
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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...
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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.

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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.

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Jeremiah Rose and the Black Thorns, flush with their success against the Jade Falcons on Borghese, head to Harlech to draw a new assignment. Their only requirement: Their new job must let them face off against the Clans.They find more than they bargained for. Their assignment: Garrison duty on Wolcott - a Kurita planet deep in the heart of the Clan Smoke Jaguar occupation zone. Wolcott is besieged, but protected from further Clan aggression by the Clan code of honor. Wolcott makes a useful staging area for Kurita raids on Smoke Jaguar-occupied territory. The pay is good. The advance is unbelievable. But they have to live long enough to spend it.
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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.

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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.

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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.
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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.

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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.
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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?
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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?
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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?

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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>
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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?

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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?

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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?

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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.

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Record Sheets: 3060 contains 55 pre-printed ?Mech record sheets that will have players firing autocannons, missiles and PPCs at each other in no time. More than forty vehicle and ProtoMech sheets bring the excitement of combined-arms game play to any table top. Two ready-to-play scenarios focus on the highlights of this volume, while an extensive Rules Addendum section provides a sneak peak of all the advanced rules options provided in Tactical Operations.
Out of Stock
$18
Record Sheets: 3058 Upgrade contains 49 pre-printed ?Mech record sheets that will have players firing autocannons, missiles and PPCs at each other in no time. More than 30 vehicle?as well as 20 battle armor?sheets bring the excitement of combined-arms game play to any table top. Two ready-to-play scenarios focus on the highlights of this volume, while an extensive Rules Addendum section, concentrating on massed infantry actions, provides a sneak peak of all the advanced rules options provided in Tactical Operations.
Out of Stock
$18

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.
Out of Stock
$17

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.
Out of Stock
$17

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.

Out of Stock
$17

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?

Out of Stock
$17
The battlefields of the 31st century are commanded by the BattleMech, twelve-meter-tall, 100-ton bipedal engines of destruction. Fought by MechWarriors, commanded by neo-feudal officers, owned by national governments and band of mercenaries, loyal to one of the interstellar Successor States or the martial Clans, these 'Mechs make every other ground combat vehicle obsolete. This is the warfare of fusion-powered giants. This is BattleTech. Allegra Greene is no stranger to the military; her father is a general, after all. But when she enters the Nellus Military Academy, she find far more than she expected. She finds a group of friends that will keep her going, training that is challenging, and instructors that push her to the edge and beyond. Unfortunately, that's not all she finds, and soon the endemic politics and warfare of the Inner Sphere reach the Nellus Academy. Soon, Allegra and her friends are in a life-or-death struggle to survive!
$17

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.

$17

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.
Out of Stock
$16

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?

Out of Stock
$16

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.
$16

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.

$16

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.

Out of Stock
$15

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.
Out of Stock
$15

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.

Out of Stock
$15

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.
Out of Stock
$15

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.

Out of Stock
$15

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.

Out of Stock
$15

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.

$15

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.

Out of Stock
$15

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?
$15
Shadowrun: Sprawl Ops - Legendary Edition (SR_SO_Legendary_Bundle)
Shadowrun: Sprawl Ops is a competitive board game for 2-4 players that combines worker-placement with push-your-luck dice-rolling mayhem. This game is chromed up and ready to rock! It has everything you need to run the Seattle streets, from a sleek board to custom dice to art work that brings you into one of the greatest settings in gaming history! The year is 2080, and the world has only gotten meaner. Magic came back into the world nearly seventy years earlier, bringing orks, elves, trolls, dwarfs, dragons, and all kinds of spells and magical critters. Dragons and megacorporations alike gather their hoards, uncaring of who they stomp on to amass their treasure. Government power has faded as the corps wrap international economies around their bejeweled fingers. Most people survive by selling their souls to the megacorps, slaving away for their entire lives to stay safe and fed. Some people, though, aren't willing to sell out. They don' t fit into the mold the corporations have prepared for them. They live in the cracks and margins of society, in the shadows. To survive, they do the things others won't, performing the grey ops the megacorps need in order to keep up with the competition. You are one of them. You are a shadowrunner.

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.


In Shadowrun: Sprawl Ops, players lead a team of shadowrunners gunning for the big score! Along the way they'll have the chance to hire more seasoned runners, outfit their team with cutting-edge technology, from the latest weapons to cyberware enhancements, and take on increasingly dangerous contracts on the mean streets of the Seattle Metroplex. Each payout increases your chances for a more lethal combination of gear, training, and skill. All leading to that final score as you take on one of the world's megacorporations. But you've got to hit it before another team steals your ticket to the big time, hold off too long to grab that ring, and you'll lose it all!
$200
$300
BattleTech: Alpha Strike Box Set (CAT35690)

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.

Out of Stock
$130
BattleTech: Clan Invasion Salvage Blind Box Display (9) (CAT36005)
One display containing 9 x Clan Invasion Blind Salvage Boxes. Inside each box is 1 random, high-quality, fully assembled, unpainted miniature, immediately ready for tabletop action!


One display containing 9 x Clan Invasion Blind Salvage Boxes. Inside each box is 1 random, high-quality, fully assembled, unpainted miniature, immediately ready for tabletop action!

Out of Stock
$125
Interstellar Operations (CAT35006)
Interstellar Operations contains rules for running an entire faction's military as a player tries to conquer numerous solar systems, including rules for how to conduct warfare through scales larger than previously represented within the core line of rulebooks. The Alternate Eras section introduces a huge swath of rules for playing across the thousand years of BattleTech history, including weapons and equipment mostly unique to a given era, such as complete rules for building and playing with LAMs.


Marshal your forces and prepare to conquer the Inner Sphere! Interstellar Operations zooms up to the final level, allowing players to assume the roles of House Lords and dominate the galaxy.
Out of Stock
$100
BattleTech: A Game Of Armored Combat (CAT3500D)
Contents:
- 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.


It is the dawn of the 31st century. You are a mech-warrior: master of a multi-ton towering avatar of destruction that is the culmination of more than 3000 years of battlefield technology development. A precious heirloom passed from parent to child across centuries, an unassailable mark of your station. Whether a soldier of fortune or a true blue patriot, you drop into hot zones across a thousand worlds to expand the star spanning empire of one of the noble great houses. Battletech is the world's greatest armored combat game.

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!
Out of Stock
$90
Alpha Strike: Commander's Edition (CAT35680)
In the BattleTech universe there remains one constant: the drums of war. And where there is war, valiant military commanders from the Great Houses, the Clans, and other interstellar nations lead the charge of hulking BattleMechs, brave infantry, and daring aerofighters to certain victory or crushing defeat on the sprawling battlefields of distant worlds. Rally your troops onward into the fray, and surge forth to triumph over the enemy. The future of the Inner Sphere is in your hands!


Commander's Edition collects into one handy volume the revised fast-play rules for BattleTech. Take command of large-scale engagements with tabletop-miniatures gameplay designed for the modern wargamer. Use the force-creation rules to marshal your armies, charge them into battle, and either reap the rewards of conquest or taste the bitter pill of defeat.
Out of Stock
$80
BattleTech: Clan Invasion (CAT35030)

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?

Out of Stock
$80
BattleTech: IlClan (CAT35901)
Delve into what it means to be the ilClan, and experience the tumultuous Battle of Terra, which will shake the very foundations of the Inner Sphere. Then catch a glimpse of how the Great Houses and other major powers will face the outcome of this far-reaching conflict. Tactical maps, Chaos Campaign tracks, and new 'Mechs that debuted during the Battle of Terra all let you jump right into the cockpit and fight in the culmination of over three centuries of Clan history. Do you have what it takes to conquer the birthplace of humankind, or the courage to defend Terra from its enemies?


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?

$80
Comstar Command Level II (CAT35737)


The Comstar Command Level II includes the King Crab, Black Knight, Highlander, Sentinel, Mercury, and Exterminator, along with MechWarrior pilot cards and Alpha Strike cards.
Out of Stock
$60
Comstar Battle Level II (CAT35738)


The Comstar Battle Level II includes the Flashman, Crockett, Guillotine, Lancelot, Crab, and Mongoose along with MechWarrior pilot cards and Alpha Strike cards.
Out of Stock
$60
House Kurita Combat Manual (CAT35261)
Providing a wealth of data covering House Kurita's Draconis Combine, the volume includes faction-specific rules for combat command abilities and force building.Includes a mini-Technical Readout featuring re-imagined images for several fan-favorite, classic designs: Wasp, Phoenix Hawk, Wolverine and BattleMaster.


BattleTech Combat Manual: House Kurita is the second in the new series of BattleTech expansions, begun with BattleTech Combat Manual: Mercenaries.
Out of Stock
$60
BattleTech Combat Manual Mercenaries (CAT35260)
Some soldiers fight for king and country, some for honor and glory, others for liberty or loved ones. We'll fight for that too, whatever your cause, as long as the cheque clears. BattleTech Combat Manual: Mercenaries contains information on the soldier-for-hire trade and their place in the Inner Sphere. This manual takes a look at some of the most renowned mercenaries of the 31st century, detailing their histories, tactics, unit crests, paint schemes, and notable personnel. This expansion includes special rules for unique character abilities, faction-specific rules, force-building, and a mini Technical Readout, everything you need to field your favorite mercenary command on the tabletop or create your own.


For over forty centuries, mercenaries have plied their trade and been instrumental in toppling empires or holding the tides of war at bay. And as mankind expanded to the stars, soldiers of fortune rose to new heights of power. Business is booming, yet along with those riches comes a dangerous life and the scorn of many who see only filthy lucre-warriors. It's a dangerous life, but as long as you keep your 'Mech intact and your bottom line balanced, the universe is yours!
Out of Stock
$60
Field Manual: 3145 (CAT35252)
Field Manual: 3145 updates the military and political state of the Inner Sphere as it stands in the year 3145. This report includes a brief history and overview of recent developments in the BattleTech universe, as well as current TOandE's for the major 'Mech forces and mercenary commands employed by the realms and Clans of the Dark Age Inner Sphere. Special era-specific rules are also included, enabling players to create characters and forces for use in campaigns set in and after this critical point in BattleTech history.


It is the year 3145. Only thirteen years have passed since Gray Monday, the day that most of humanity's interstellar communications grid suddenly and mysteriously collapsed. Plunged into darkness and fearing the worst, the leaders and armies of the Inner Sphere scrambled to act, some fearing the approach of invaders, others seeking to exploit the chaos. Now, armies are on the march, war has erupted on every front, and the Republic of the Sphere, once a sign of mankind's hope for a brighter future, has retreated behind its fortress walls to prepare for the inevitable.
Out of Stock
$60
Masters & Minions - The Starcorp Dossiers (CAT35240)
Masters and Minions: The StarCorps Dossiers is a sourcebook from the perspective of StarCorps Industries, compiled from dozens of sources by an army of administrators, all with an eye towards furthering StarCorps markets and interest. Masters and Minions is a complete who's-who of the BattleTech universe, with well over a hundred personalities detailed. Short overviews of all the major and most minor factions of the Inner Sphere are also included, briefly covering such details as their most notable factories, planets and military forces.


Who is the Director of the Internal Security Force? Planetary ruler of Regulus? Current Marshal of the Armies? Merchant Factor of Clan Diamond Shark? As one of the most powerful interstellar corporations in the Inner Sphere, with satellite plants in every House, such questions are imperative for StarCorps Industries. In the tumultuous time of the Jihad, as power brokers fall and new personalities rise to prominence, the answers to such questions can mean the difference between a fat in-the-black account and operations in the red. And no corporation, much less one as powerful and far reaching as StarCorps Industries, treats failure well.
Out of Stock
$60
Historical: Liberation of Terra II (CAT35233)
Historical: Liberation of Terra, Volume 2 describes the final years of the civil war that ultimately brought about the end of the first Star League. Covering the fighting that followed Kerensky's conquest of the Rim Worlds Republic and the early stages of the Hegemony campaign to the final conclusive battles on Terra itself, this book provides a hard look at the last days of the Star League Era, and the fateful decisions that would eventually pave the way for centuries of Succession Wars to come.


In 2777, after ten years of savage fighting in the Periphery, General Alaksandr Kerensky and the Star League Defense Force launched the final phase in the war against Stefan Amaris, the Usurper of the Star League. For two more years, the greatest army ever forged by humankind would wage a planet-by-planet war for the heart of the League itself, ultimately landing on mankind's homeworld of Terra. As the single greatest campaign ever fought in human history, Operation LIBERATION would change the fate of generations to come.
Out of Stock
$60
Handbook: House Kurita (CAT35205)
Handbook: House Kurita covers the pivotal history, politics and cultures of the Inner Sphere's most feared Great Houses. Not just a sourcebook, Handbook: House Kurita covers rules for both BattleTech and A Time of War game play, including such areas as personal equipment, support vehicles, creatures and more. This book provides information on culture, history, and faction information up to 3067.


For almost a millennium, the symbol of the Dragon has struck fear into the rest of the Inner Sphere. The fearless dedication of its warriors, the devotion of its people, and the awesome ambitions of its Coordinator: House Kurita has been more reviled than any other power. Yet a new leader has arisen in the last decades, bringing about a host of reforms and reigning in the realm's most rapacious desires. Such rebirth comes at a price, as various shadowy influencers fix their eyes on reigniting the Dragon's glorious past. Only time will tell which path the Dragon will follow...
Out of Stock
$60
Handbook: Major Periphery States (CAT35203)
The peoples of the Inner Sphere often consider themselves the epitome of technology and culture and relegate the denizens of the frontiers of known space to second-class citizenry, or worse. And yet it took the combined armies of the Inner Sphere more than twenty years to subjugate them during the forming of the first Star League half millennia ago. Magistracy of Canopus, Taurian Concordat, Marian Hegemony, Outworlds Alliance and Circinus Federation. Each is a unique star-spanning empire whose hardy-people have carved out their freedom with bare hands: an identity they will not give up without a fight. Even the Great Houses have begun to learn that underestimating these Periphery States is dangerous indeed.


Handbook: Major Periphery States collates the essential history, politics and culture of the Major Periphery States into a single volume. More than a mere sourcebook, Handbook: Major Periphery States provides rules for both Total Warfare and A Time of War: The BattleTech RPG game play, including new support vehicles, creatures and more!
Out of Stock
$60
Mechwarrior Destiny RPG (CAT35185)
MechWarrior: Destiny is a new way to dive into the action-packed BattleTech universe. Based on the easy-to-learn Cue System, MechWarrior: Destiny is a narrative-focused role-playing experience that has all you need to grab some equipment, load your sidearm, and strap into a 'Mech, aerospace fighter, or tank to fight for what you believe in, be it honor, glory, or even the almighty C-Bill. Loads of characters, 'Mechs, and other military hardware make it easy to start trading fire on 31st-century battlefields in no time. MechWarrior: Destiny also includes rules for incorporating play in BattleTech tabletop games.


The year is 3025. War rages across the vast interstellar empires of the Inner Sphere as the militaries of the Successor States vie for dominance across more than a thousand light years of inhabited worlds. And the king among these battlefields: towering BattleMechs and the MechWarriors who pilot them. But behind each battle lie a thousand unseen strings: Machiavellian court intrigues, shadowy wars of intelligence and counterintelligence, secret organizations, corporate greed, and more. Will you align yourself with the honor-bound samurai culture of House Kurita, become a crusader for freedom in the service of House Davion, or test your mettle as a House Steiner champion in the arena duels of Solaris VII? Or perhaps you will rain down fire from the skies in a House Marik aerospace fighter, or operate in the shadows as a House Liao intelligence agent. Will you pursue a life of service behind the veil of the secretive ComStar, join an elite mercenary outfit like Wolf's Dragoons, or even choose to lead your own lawless band of pirates? The path you lead through the 31st century, and the legacy you leave behind, is all up to you.
Out of Stock
$60
Technical Readout: Succession Wars (CAT35135)
Technical Readout: Succession Wars is the perfect "first Technical Readout" companion to the BattleMech Manual. Combining the 'Mechs previously found in Technical Readout: 3039, Technical Readout: 3050 Upgrade, Technical Readout: 3058 Upgrade, and Technical Readout: 3075, this volume features some of the most common 'Mechs from the Age of War to the Succession Wars. Each machine is illustrated in detail, and accompanied by a description of its history, capabilities, game stats, along with their most famous pilots.


King of the battlefield. On February 5, 2439, the Mackie obliterated all opposition during its first combat trial, ushering in a new era of warfare. The BattleMech - King of the Battlefield - was born. BattleMechs reached their pinnacle during the golden age of the Star League. The fall of the Star League and the Succession Wars that raged for centuries afterward took their toll and by the Fourth Succession War, the technology employed on the battlefields was a mere shadow of what it once was. However, the discovery of the Helm Memory Core unlocked the technological potential to develop new BattleMechs and experimental technologies for the first time in centuries.
Out of Stock
$60
Technical Readout: 3150 (CAT35134)
Technical Readout: 3150 collects the latest generation of battle armor, vehicles, ?Mechs, and aerospace units from around the Inner Sphere in a single print volume for the first time, complementing the Republic-heavy units shown in Technical Readout: 3145. Featuring new technologies found in Era Report: 3145 and Field Manual: 3145, with new variants and notable pilots, this volume provides players with a glimpse into the twilight years of the Dark Age Era.. For use with BattleTech, Total Warfare, Tactical Operations, and Strategic


War has spread across the Inner Sphere, shattering and shifting alliances both old and new. As the Clans once more close in on humanity?s homeworld of Terra, the walls of Fortress have come down, revealing the return of Devlin Stone. Desperate for any edge, the Great Houses, Clans, and Periphery states of the Inner Sphere have unleashed a flood of new war machines, rushing them into battle on every front.
Out of Stock
$60
Technical Readout: 3085 (CAT35131)
Technical Readout: 3085 gives a detailed look at the machines introduced during the waning days of the Jihad and into the founding days of Devlin Stone's Republic of the Sphere. This book includes the latest 'Mechs, battle armor, aerospace and vehicles as well as new late-Jihad support vehicles. In addition, this sourcebook heralds the long-awaited update of Technical Readout: Project Phoenix, featuring brand-new art and additional variants. Conventional infantry make their Technical Readout debut with fifty-six individual infantry formations from classic foot infantry to xeno-planetary soldiers. And finally, after more than twenty years of silence, Land-Air BattleMechs explode back into a Technical Readout with a look at the original four LAMs and their Star League history.


In December 3076, Devlin Stone marshaled the nations of the Inner Sphere and began Operation SCOUR. The two-year final push to Terra was the bloodiest fighting seen in centuries. In the end, Terra had been freed with the Word of Blake scattered to the darkest corners of the universe. Stepping into that vacuum, Stone forged a new "Terran Hegemony" in The Republic of the Sphere. With the end of the Jihad, the survivors are rebuilding their shattered armies, introducing new machines to replace those whose factories ceased to exist in the fires of the Jihad.
Out of Stock
$60
Technical Readout: 3075 (CAT35130)
Technical Readout: 3075 provides a comprehensive look at the latest machines of war debuting during the Jihad: from ?Mechs to battle armor, Support Vehicles to DropShips and more. In addition, a complete "Age of War" section covers the Terran Hegemony and each of the five Great Houses during the Age of War, including the very first BattleMechs produced by each faction and how such machines are starting to appear once more. Each military vehicle is illustrated in detail, accompanied by a description of its history, capabilities, game stats, and some of the unit's most famous pilots.


In November 3067 the Second Star League disbanded. The Word of Blake?a splinter group of ComStar?had been on the verge of joining in fulfillment of ancient prophecies. Denied their dream, the Blakists sought to preserve the Star League against the follies of the Houses, but its fanaticism manifested this noble goal as the Jihad: a horrific war that has pitted every faction against each other and even themselves. Against such an anvil, new cutting edge machines of war are marched into the fire. The discovery of an ancient Hegemony Memory Core graphically showcases the desperation of the conflict, as primitive ?Mechs not seen on a battlefield since the dawn of ?Mech production over a half millennia ago once again appear.
Out of Stock
$60
Campaign Operations (CAT35007)
Campaign Operations contains rules for creating and running forces, whether a down-on-their-luck mercenary battalion, or a fully-supplied House regiment. The volume also contains complete rules for devising solar systems, allowing players to recreate existing star systems or craft all-new worlds to challenge each other. The final sections of the book bring several options to the table for campaign play. Building off of previous sections in Total Warfare and Strategic Operations, the Narrative Campaign, Map-Based Campaign and Chaos Campaign rules allow players to build exciting, fun campaigns of almost any stripe for their newly-minted forces!


Forge your forces and prepare to fight any battle across the Inner Sphere! Campaign Operations completes the core rulebook series begun in Total Warfare. While previous rulebooks detailed game play at various levels, from a single MechWarrior, to a BattleMech company, to entire armies, this final volume focuses on the forces a player will build and run through any level of play.
Out of Stock
$60
Shattered Fortress (CAT35900)
Shattered Fortress chronicles the twilight of BattleTech's Dark Age, as nations are thrown into turmoil and predators circle the broken remnants of the Republic of the Sphere. This volume provides a year-by-year look at pivotal turning points in the Inner Sphere, offers a peek behind the curtain of Fortress Republic, and reveals the fateful decisions that will ultimately decide the future of the Inner Sphere.


In 3146, the Republic of the Sphere hangs by a tenuous thread. The last fragments of Devlin Stone's dream to shepherd humankind toward a more prosperous future hide behind the impenetrable defenses of Fortress Republic. As the interstellar communications blackout rages, the ambitious Great Houses vie for military dominance, and the bloodthirsty Clans strive to find a weakness in the Fortress?s armor on their path to conquering Terra and claiming the coveted title of ilClan. When the Wall comes down, will the Inner Sphere plunge even further into the abyss of interstellar war, or will this herald the dawning of a new age?
Out of Stock
$55
Kell Hounds Striker Lance (CAT35766)
Contents:
4 Plastic Miniatures:
  ‣ Nightsky
  ‣ Wolfhound
  ‣ Griffin
  ‣ Crusader
4 MechWarrior Cards
4 Alpha Strike Cards


Miniatures are supplied unpainted and pre-assembled.



From their very first days, the Kell Hounds - and their infamous founding brothers, Morgan and Patrick - took the Inner Sphere by storm. The steadfast Hounds changed the very course of history, swiftly building an elite reputation.

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!
Out of Stock
$55
Clan Striker Star (CAT35732)


The Clan Striker Star includes the Vapor Eagle, Hellhound, Horned Owl, Incubus, and Piranha, along with MechWarrior pilot cards and Alpha Strike cards.
Out of Stock
$50
Clan Support Star (CAT35726)


The Clan Support Star includes the Night Gyr, Linebacker, Battle Cobra, Arctic Cheetah, and Black Lanner, along with MechWarrior pilot cards and Alpha Strike cards.
Out of Stock
$50
Clan Heavy Star (CAT35730)


The Clan Heavy Heavy Star includes the Stone Rhino, Warhammer IIC, Supernova, Hunchback IIC, and Marauder IIC, along with MechWarrior pilot cards and Alpha Strike cards.
$50
Clan Heavy Battle Star (CAT35728)


The Clan Heavy Battle Star includes the Turkina, Kingfisher, Huntsman, Ebon Jaguar, and Crossbow, along with MechWarrior pilot cards and Alpha Strike cards.
Out of Stock
$50
Clan Fire Star (CAT35724)


The Clan Fire Star includes the Warhawk, Nova Cat, Cougar, Fire Moth, and Kit Fox, along with MechWarrior pilot cards and Alpha Strike cards.
Out of Stock
$50
Elemental Star (CAT35739)


The Clan Elemental Star includes five hex-based Elemental miniatures. Perfect for Battle Tech and Alpha Strike action!
$50
Clan Heavy Striker Star (CAT35722)


The Clan Heavy Striker Star includes the Gargoyle, Hellbringer, Mad Dog, Ice Ferret, and Viper along with five MechWarrior pilot cards and five Alpha Strike cards.
Out of Stock
$50
Clan Command Star (CAT35720)


The Clan Command Star includes the Dire Wolf, Summoner, Stormcrow, Mist Lynx, and Shadow Cat, along with five MechWarrior pilot cards and five Alpha Strike cards.
$50
Field Manual: SLDF (CAT35251)
It was the middle of the twenty-eighth century. Two hundred years after the Age of War, all of mankind now lived, united, under one flag: the Star League. Defending and policing this vast realm nearly 3,000 worlds strong was the largest army ever known to humanity: the Star League Defense Force. Harnessing the largest fleet of WarShips ever assembled, the most advanced technologies in BattleMech and aerospace design, and the finest, most disciplined training regimens in known space, the SLDF was the invincible might that kept the feuding Houses of the Inner Sphere in line.


Field Manual: SLDF describes the single greatest military force the Inner Sphere has ever seen: the Star League Defense Force. Including a brief history and overview of the SLDF, its formation, organization, and training, this book provides the most detailed look ever at the army that protected the Inner Sphere before the treachery of Stefan Amaris and the Succession Wars that soon followed. Special rules are also included, enabling players to create Star League forces for use in campaigns set in one of BattleTech's most storied eras.
Out of Stock
$50
Historical: Reunification War (CAT35231)
Historical: Reunification War describes the first grand military campaign of the newborn Star League against the collected realms of the Periphery. Covering each of the four major campaign theaters in detail, this book provides a hard look at the formative years of the first Star League, and the fateful decisions that led them to usher in a new Golden Age for mankind by unleashing their armies against its most far-flung worlds.


In 2570, the six Great Houses of the Inner Sphere united to create the Star League, promising to bring an end to the generations of warfare that engulfed the worlds mankind now called home. Shortly thereafter, to seal their alliance, they turned against the various independent realms of the Periphery. Over the next twenty years, the so-called Reunification War would rage, claiming more lives than the savagery of the Age of War before it, all to realize House Cameron?s dream of a united humanity?at any cost.
Out of Stock
$50
Historical: Operation Klondike (CAT35230)
Historical: Operation Klondike details the actions of the epic first campaign waged by Nicholas Kerensky's newborn Clans. Identifying all of the founding Clans and their warriors, this book provides a hard look at the nature of early Clan formation, with new units and campaign rules that enable players to replay these critical battles for the Pentagon Worlds.


In the wake of the Star League's collapse, Aleksandr Kerensky led the bulk of the SLDF into deep space to escape the inevitable Succession Wars. But war soon came to the "Star League in Exile" anyway, prompting General Kerensky's son Nicholas to form a new society, based on the principles of honor and strength. Fifteen years later, the newborn Clans were unleashed against those who abandoned Kerensky's vision.
Out of Stock
$50
Technical Readout: Prototypes (CAT35132)
Technical Readout: Prototypes introduces the wave of new battle armor, vehicle, ?Mech, and aerospace units that debuted in the years after the birth of the Republic of the Sphere. Featuring technologies rarely seen outside the testing fields or Solaris arenas, these new war machines provide a peek at the new age to come as mankind faces a new century. Note: For use with Tactical Operations and Strategic Operations sourcebooks.


The Jihad is over. A new Republic has been born. In the wake of one of humanity's greatest conflicts, the Inner Sphere, Periphery and Clans must adapt to new political and industrial realities?a new balance of power. But changes on the map are only the beginning. The Word of Blake?s war has scattered a new wave of technological progress across nearly every realm, giving rise to a new generation of combat units. Only the sheer devastation of the relentless fighting has slowed the arms race that is sure to come? but for how long?
Out of Stock
$50
Technical Readout: 3067 (CAT35127)
BattleTech Technical Readout: 3067 provides descriptions, game statistics and illustrations for new BattleMech and vehicle designs. It finally unveils the next generation of Inner Sphere aerospace fighters and OmniFighters, as well as the Clan?s second-line fighters. A handful of new DropShips are also premiered. This technical readout includes those designs previously published in the Field Manual series.


In the savage FedCom Civil War that rocked the Lyran Alliance and the Federated Commonwealth for the past five years, new machines of war have been rapidly tested and put in the field to help turn the tide of battle in each faction?s favor. The Clans and other Houses have also been busy, as the internal and external conflicts drive the rapid deployment of new military hardware.
Out of Stock
$50
Technical Readout: 3055 Upgrade (CAT35123)
Technical Readout: 3055 Upgrade presents the Solaris VII ?Mechs built using prototype technologies. Upgraded in appearance and technology, the designs first presented in the Solaris VII box set and Solaris: The Reaches are now back in print, along with several new Solaris VII designs. In addition to the upgraded appearance of selected Clan designs, all the art work for Technical Readout: 3055 Upgrade is new, providing fresh illustrations of now classic Inner Sphere BattleMechs and Clan OmniFighters. Note: The ?Mechs in the Solaris VII BattleMechs section are constructed using select equipment found in Tactical Operations. To use those designs, players will need that book.


In 3055, a new breed of Inner Sphere BattleMech started rolling off assembling lines??Mechs specifically designed to counter the Clan invasion?at the same time that secondline Clan ?Mechs began to appear. By 3067 those design have become a staple of the modern battlefield, giving rise to notable MechWarriors and new variants, while the demands of the ever-popular Solaris VII Games have resulted in a plethora of new dueling ?Mechs designed using prototype technology.
Out of Stock
$50
Technical Readout: 3050 Upgrade (CAT35122)
Technical Readout: 3050 Upgrade fully updates this venerable product, fleshing out the history of each design, including notable MechWarriors/pilots, as well as providing fresh illustrations. Additionally, all the 'Mechs, vehicles, and aerospace fighters originally found in the now out-of-print Technical Readout: 2750 are included.


Over two hundred and fifty years ago, General Aleksandr Kerensky departed human-occupied space, taking three-quarters of the Star League Defense Force with him. They returned in 3050 as the Clans: a society dedicated to the highest warrior ideals and bent on conquering the Inner Sphere. With their OmniMechs and superior technology, they proved almost unstoppable until their defeat at Tukayyid and subsequent 15 year truce. The year is now 3071, and the Jihad rages. Inner Sphere 'Mechs, hastily upgraded with field modifications to counter the Clans, continue to prove their worth. Notable pilots rise to become heroes as new, time tested variants?sporting weapons right out of R&D labs?make their presence known. And over it all, Clan OmniMechs continue to prove they are still the cutting edge of technology.
Out of Stock
$50
Technical Readout: 3039 (CAT35121)
Technical Readout: 3039 is the perfect ?first Technical Readout? companion to the BattleTech Introductory Box Set. Combining the ?Mechs, vehicles and aerospace fighters previously found in Technical Readout: 3025, Revised and Technical Readout: 3026, Revised, this volume features some of the most common units of the Succession Wars. Each machine is illustrated in detail, accompanied by a description of its history, capabilities, game stats, along with their most famous pilots.


In 2781 the Star League was officially abandoned, ending a two-hundred-year-long Golden Age. The Successor Lords launched a series of massive conflicts in 2785 that would rage for centuries and become known as the Succession Wars. Such endless warfare took its toll, and by the Fourth Succession War of 3028 the technology employed on the battlefields was a mere shadow of the height of the Star League. However, the discovery of the Helm Memory Core started to unlock such sought-after secrets, with new BattleMechs and experimental technologies emerging for the first time in centuries..
Out of Stock
$50
Wrath Of Dragons (CAT12030)
Awaken each century, terrifying and rapacious. Lay waste to settlements and cities. Burn crops... Consume flocks... Hoard treasure...

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.


Take on the mantle of a most powerful dragon and pass into legend! A resource deconstruction board game for two to six players.
$50
$100
Clan Ad Hoc Star (CAT35734)


The Clan Ad Hoc Star includes the Kodiak, Hellion, Packhunter, Fire Falcon, and Howler, along with MechWarrior pilot cards and Alpha Strike cards.
Out of Stock
$50
BattleTech Map Pack: Deserts (CAT35154)


Created using the same brilliant aesthetics of the new box sets and Grasslands and Battle of Tukayyid mapsets, these maps include a variety of terrain elements that deliver interesting battlefields for players of every skill level. Each map is 17" x 22", paper, and may be placed side-on or edge-on with other maps for expanded battlefields.
Out of Stock
$45
BattleTech Map Pack: Alien Worlds (CAT35153)


Created using the same brilliant aesthetics of the new box sets and Grasslands and Battle of Tukayyid mapsets, these maps include a variety of terrain elements that deliver interesting battlefields for players of every skill level. Each map is 17" x 22", paper, and may be placed side-on or edge-on with other maps for expanded battlefields.
Out of Stock
$45
The Wars of Reaving (CAT35306)
The Wars of Reaving sourcebook details the Clans from 3067 through the end of the Jihad era and includes detailed reports, faction updates, personalities, units, and equipment that have a hand in this widespread orgy of war. Essential gameplay statistics, maps, and a complete campaign allow players to immerse themselves completely within these Wars of Reaving.


Descendants of the Star League Defense Force, they returned to the Inner Sphere in 3050 with violence and honor. Stalled by the combined might of the Inner Sphere, the Clans have been waiting for the chance to strike for Terra once more. But fractures within Nicholas Kerensky?s Great Society have widened. A new enemy threatens to destroy the Clans once and for all: themselves. The resulting Wars of Reaving touches every Clan: some will be destroyed, all will be forever altered.
Out of Stock
$45
Jihad Conspiracies: Interstellar Players 2 (CAT35303)
On October 25, 3068, the Word of Blake flooded the Inner Sphere HPG networks with "White Noise", a stream of gibberish and propaganda that made normal communications virtually impossible. Amid the noise, stunning secrets were revealed: Anastasius Focht was once Frederick Steiner; ComStar Primus Sharilar Mori was a Kurita spy. Yet along with the secrets revealed and the spreading fires of the Jihad, the Blakists unveiled terrible new weapons and an army the size of which the intelligence agencies of the Inner Sphere had scarcely dreamed, spawning a darker, new wave of mysteries, and whispers of shadowy cabals. Hidden worlds, cults of assassins, ancient societies and even the mysteries of hyperspace, all emerged as possible sources for the Word of Blake's newfound power. Once more spanning all of human space from ancient Terra to the far-flung Clan homeworlds, the conspiracies behind the Jihad could be the key to unraveling the greatest war since the days of Amaris.


Jihad Conspiracies: Interstellar Players 2 describes several of the most powerful and influential people, organizations, and entities at work behind the scenes of the Word of Blake Jihad. Some of these conspiracies are firmly grounded in BattleTech lore, but shown here in ways never before seen; others have only recently emerged from their own shadows. Gamemasters and players can decide which of these power brokers are real and which are paranoid fantasies spawned by the chaos and fear of the Blakist Holy War!
Out of Stock
$45
Era Report: 3145 (CAT35223)
In 3132, eighty percent of the hyperpulse generators in the Inner Sphere shut down, silencing virtually all interstellar communications between the thousands of worlds humankind called home. Remembering the horrors of the Jihad that ended just half a century before, paranoid citizens and opportunistic leaders across the Sphere instinctively girded for the invasions that were sure to come. As ancient rivals once again turned against each other, the Republic of the Sphere?once a beacon of hope for billions?found itself nearly torn asunder by hostile neighbors on every side. A new Dark Age had begun.


Era Report: 3145 describes the state of the Inner Sphere at critical age in BattleTech history: the years of the Dark Age era. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of every major Inner Sphere faction active in the wake of the catastrophic failure of the interstellar HPG grid. Notable personalities, military forces, and an overview of the technological capabilities of the Dark Age era are also provided, along with special advanced-level rules for campaigns set during this time, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.
Out of Stock
$45
Era Report: 2750 (CAT35222)
Era Report: 2750 pierces the luminous veneer of what many Inner Sphere and Clan historians alike have considered to be the golden age of BattleTech history: the height of the Star League era. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of every major Inner Sphere faction active before the fateful events described in Historical: Liberation of Terra. Notable personalities, military forces, and an overview of the technological capabilities of the Star League age are also provided, along with special advanced-level rules for campaigns set during this time, played using the Total Warfare core rules.


Before the treachery of Stefan Amaris, Kerensky's Exodus, and the Succession Wars, the realms of the Inner Sphere were united under the banner of the Star League. As the pinnacle of culture and technology, the six Great Houses and four territorial states of the League reaped the benefits of universal peace and justice, the fruits of their combined efforts enriching the lives of billions across the heavens. Or so the legends claim. In reality, the Inner Sphere of the 2750s was far from serene and light-years away from just. Though admired for its monolithic power, the pinnacle of mankind's greatest experiment, the Star League, stood at a fateful crossroads, with feuding House Lords and rebellious territories only waiting for every chance to strike against each other.
Out of Stock
$45
Era Report: 3062 (CAT35221)
Era Report: 3062 describes the state of the Inner Sphere and the Clans at a divisive period in BattleTech history: the latter years of the Clan Invasion. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of many major Inner Sphere, Periphery, and Clan factions. Notable personalities, military forces, and an overview of the technological capabilities of the Inner Sphere and Clan powers of this critical period in history are also provided, along with special advanced-level rules for campaigns set in this era, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.


For three hundred years, the nations of the Inner Sphere waged war in the name of the fallen Star League, sending armies of MechWarriors into battle for glory and power. The arrival of the Clans, martial descendants of the lost Star League Defense Force, in 3049 upset all the previous balances of power and set the stage for cataclysmic warfare to rival the worst of the Succession Wars. The end of the initial Clan invasion and the new renaissance of military technologies leads the leaders of the Successor States to seek advantage against each other. The ever-present specter of the Clans urges desperation to end old feuds to make space for new ones. And the Truce of Tukayyid holds the Clans in check, but does nothing to ease the cultural pressures on both sides of the border.
Out of Stock
$45
Era Report: 3052 (CAT35220)
Era Report: 3052describes the state of the Inner Sphere and the Clans at a pivotal period in BattleTech history: the early years of the Clan Invasion. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of every major Inner Sphere and Clan faction. Notable personalities, military forces, and an overview of the technological capabilities of the Inner Sphere and Clan powers of this critical era in history are also provided, along with special advanced-level rules for campaigns set in this era, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.


For three hundred years, the nations of the Inner Sphere waged war in the name of the fallen Star League, sending armies of MechWarriors into battle for glory and power. Yet even as BattleMechs clashed over the forgotten ruins of humanity?s Golden Age, the descendants of the long-lost Star League Defense Force gathered their might among distant stars. Then, in 3048, amid reports of a technological renaissance in the Sphere, the leaders of Kerensky?s children decided the time for invasion had come. The Clan Invasion would transform the face of warfare and the fate of nations across the Inner Sphere, marking an all new era for all of humankind.
Out of Stock
$45
BattleTech Map Pack - Battle of Tukayyid (CAT35152)


Created using art in the brilliant aesthetics of the new box sets and MapPack: Grasslands, these eight paired maps detail the seven battlefields on which the entire Clan Invasion was brought to a halt, including a bonus map, the Deployment Zone. Each map is 17" x 22", paper, and double-sided.
Out of Stock
$45
BattleTech Map Pack - Grasslands (CAT35150)
Created using new art in the brilliant aesthetics of the new box sets, these maps include a variety of terrain elements that deliver interesting battlefields for players of every skill level. Among the twelve map designs will be recreations of the two most popular maps.

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


Expanding directly on the all-new maps found in the BattleTech Beginner Box and BattleTech: A Game of Armored Combat box set, Map Set: Grasslands includes six double-sided maps providing twelve brand-new battlefields for players old and new!
Out of Stock
$45
Inner Sphere Urban Lance (CAT35735)


The Inner Sphere Urban Lance includes the Victor, Enforcer, Raven, and Hunchback along with MechWarrior pilot cards and Alpha Strike cards.
Out of Stock
$40
Inner Sphere Support Lance (CAT35736)


The Inner Sphere Support Lance includes the Cyclops, Dragon, Thug, and Spider, along with MechWarrior pilot cards and Alpha Strike cards.
Out of Stock
$40
Inner Sphere Striker Lance (CAT36729)


The Inner Sphere Striker Lance includes the Black Jack, Wolfhound, Jenner, and Panther along with MechWarrior pilot cards and Alpha Strike cards.
Out of Stock
$40
Inner Sphere Heavy Lance (CAT35727)


The Inner Sphere Heavy Lance includes the Banshee, Grasshopper, Hatchetman, and Centurion along with MechWarrior pilot cards and Alpha Strike cards.
Out of Stock
$40
Inner Sphere Heavy Battle Lance (CAT35733)


The Inner Sphere Heavy Battle Lance includes the Nightstar, Caesar, Bushwacker, and Axeman along with MechWarrior pilot cards and Alpha Strike cards.
Out of Stock
$40
Inner Sphere Fire Lance (CAT35731)


The Inner Sphere Fire Lance includes the Longbow, Zeus, Trebuchet, and Stalker along with MechWarrior pilot cards and Alpha Strike cards.
$40
Inner Sphere Direct Fire Lance (CAT35725)


The Inner Sphere Direct Fire Lance includes the Atlas, Marauder, Orion, and Crusader along with MechWarrior pilot cards and Alpha Strike cards.
$40
Inner Sphere Battle Lance (CAT35723)


The Inner Sphere Battle Lance includes the much-loved Warhammer, Rifeman, Phoenix Hawk, and Wasp along with four MechWarrior pilot cards and four Alpha Strike cards.
Out of Stock
$40
Inner Sphere Command Lance (CAT35721)
Perfect for BattleTech and Alpha Strike action!


The Inner Sphere Command Lance includes the iconic Marauder, Archer, Valkyrie, and Stinger along with four MechWarrior pilot cards and four Alpha Strike cards.
Out of Stock
$40
BattleTech: Total Chaos (CAT35400)
A Universe Ablaze In late 3067, the Word of Blake unleashed its Jihad, fanning the flames of violence and spreading it across the Inner Sphere. Three mercenary commands struggled to find their footing and profit from the all-encompassing warfare. As they navigated their way through the conflicts erupting on hundreds of worlds, these mercenaries grew in power, prestige, and character. Facing adversity, victory, defeat, and enemies within and without, they were typical of many commands touched?for ill or for good?by the Jihad. As the Jihad unfolded through the Jihad Hot Spots plotbooks, players were introduced to the Chaos Campaign, a new game play system that gave players the opportunity to craft their own games around specific battles and events of the Jihad. Now that campaign, spanning fourteen years of conflict, has been collected and updated. Presented here are all of the Chaos Campaign tracks from the Hot Spots plotbooks and interwoven with select tracks from the Jihad Turning Points e-publication series and several all-new tracks and mini-campaigns.


This volume also includes detailed reports on nearly forty planetary campaigns, providing context and details previously clouded by interstellar media, local reports, and personal journals. With an updated and streamlined core ruleset for the Chaos Campaign and new Jihad era Random Availability Tables for the Word of Blake, Mercenaries, and Militias, this book has everything players and gamemasters need to recreate the pivotal campaigns of the Jihad and lead their forces to victory.
Out of Stock
$40
Interstellar Expeditions Report (CAT35308)
Interstellar Expeditions: Interstellar Players 3 describes the organization and efforts of Interstellar Expeditions as it continues to search within (and beyond) human-occupied space in the BattleTech universe. First introduced in Interstellar Players, IE's operations have now gone truly universal, seeking answers and treasures not only from the lost and forgotten worlds of humanity's distant past, but also the distant colonies and civilizations that have risen-and even fallen-beyond the boundaries of the Inner Sphere. Gamemasters and players can decide which of these groups and discoveries may actually bear fruit, and which are the misdirections left behind by the surviving leaders of the Blakist war machine. Whether from this sourcebook or the gamemaster's own imagination, these discoveries can become the ultimate villain, ally, or unique new setting for any type of BattleTech campaign!


Nearly fifteen years have passed since the end of the Word of Blake Jihad and the rise of the Republic of the Sphere. Yet even as the Inner Sphere adjusts to a new sense of normalcy, questions remain about whether the Blakist threat is gone for good or merely hibernating. Once a disorganized collective of hobbyists and academics backed by the idle wealthy, Interstellar Expeditions has emerged from the fires of war to take up the mission once claimed by ComStar's Explorer Corps: to search for the elusive hiding places where humanity's enemies might have gone. From the dead worlds within the borders of the Inner Sphere itself, to the distant, uncharted reaches of the Deep Periphery, IE relentlessly searches for the answers to mysteries dating back to mankind's first ventures into deep space, while simultaneously watching for any sign of the zealots who so recently waged the most horrendous interstellar war in modern history.
Out of Stock
$40
BattleTech: Beginner Box (CAT35020)
Contents:
- 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!

Out of Stock
$40
Paid in Blood (CAT35877SN)

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?

Out of Stock
$25
Hour of the Wolf (CAT35831)

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...

Out of Stock
$25
BattleTech Strategic Kit (CAT35108)
The Strategic Kit contains five heavy-duty cards of compiled tables from Strategic Operations. NOTE: Strategic Operations is required to use the Strategic Kit


Tired of hunting for a specific table in a rulebook? Wish you had heavy-duty reference cards for Strategic Operations game play like that found in the BattleTech Introductory Box Set? Then the Strategic Kit is for you!
Out of Stock
$25
Wolves on the Border (CAT36001)

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...

Out of Stock
$24
The Proliferation Cycle (CAT35892)

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.

Out of Stock
$23
Flight of the Falcon (CAT36209)
PREDATORS AND PREY

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.
On Skye, Tara Campbell faces a major invasion with too few Northwind Highlanders to beat it back. Some in the Planetary Council want to negotiate with the invaders to spare Skye the frightful carnage already wreaked on other worlds by the Falcons' inexorable advance. Now Tara, the Republic's greatest defender, finds herself fighting dissension at home when unity is needed in the face of Skye's greatest crisis...


PREDATORS AND PREY

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.
On Skye, Tara Campbell faces a major invasion with too few Northwind Highlanders to beat it back. Some in the Planetary Council want to negotiate with the invaders to spare Skye the frightful carnage already wreaked on other worlds by the Falcons' inexorable advance. Now Tara, the Republic's greatest defender, finds herself fighting dissension at home when unity is needed in the face of Skye's greatest crisis...
$22
Patriot's Stand (CAT36208)

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...

$22
Fortress of Lies (CAT36207)

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.
$22
By Temptations and By War (CAT36206)

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.

$22
Service for the Dead (CAT36205)

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?

$22
Truth and Shadows (CAT36204)

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.

$22
A Silence in the Heavens (CAT36203)

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...

$22
Crimson Night (Rogue Academy #3) (CAT35829)

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.

Out of Stock
$22
A Rock and a Hard Place (CAT35384)

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.

Out of Stock
$22
Blood of the Isle (CAT36210)

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.

$20
The Ruins of Power (CAT36202)

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...

$20
A Call to Arms (CAT36201)

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...
$20
Ghost War (CAT36200)

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.
$20
Hunting Season (CAT36069)

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...

$20
Fall from Glory (CAT36066)

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?

$20
Warrior: Coup? (CAT36050)

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.

Out of Stock
$20
Warrior: Riposte (CAT36049)

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.

Out of Stock
$20
Warrior: En Garde (CAT36048)

'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.

Out of Stock
$20
Lost Destiny (CAT36047)

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.n

$20
Blood Legacy (CAT36046)

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...


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...
Out of Stock
$20
Lethal Heritage (CAT36045)

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.
Out of Stock
$20
Sword and Fire (CAT36030)

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.

$20
The Price of Glory (CAT36025)

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...
Out of Stock
$20
Mercenary's Star (CAT36024)

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...
Out of Stock
$20
Decision at Thunder Rift (CAT36023)

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.

Out of Stock
$20
Falcon Guard (CAT36015)

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.

$20
D.R.T. (CAT36013)
Jeremiah Rose and the Black Thorns, flush with their success against the Jade Falcons on Borghese, head to Harlech to draw a new assignment. Their only requirement: Their new job must let them face off against the Clans.They find more than they bargained for. Their assignment: Garrison duty on Wolcott - a Kurita planet deep in the heart of the Clan Smoke Jaguar occupation zone. Wolcott is besieged, but protected from further Clan aggression by the Clan code of honor. Wolcott makes a useful staging area for Kurita raids on Smoke Jaguar-occupied territory. The pay is good. The advance is unbelievable. But they have to live long enough to spend it.


Jeremiah Rose and the Black Thorns, flush with their success against the Jade Falcons on Borghese, head to Harlech to draw a new assignment. Their only requirement: Their new job must let them face off against the Clans.They find more than they bargained for. Their assignment: Garrison duty on Wolcott - a Kurita planet deep in the heart of the Clan Smoke Jaguar occupation zone. Wolcott is besieged, but protected from further Clan aggression by the Clan code of honor. Wolcott makes a useful staging area for Kurita raids on Smoke Jaguar-occupied territory. The pay is good. The advance is unbelievable. But they have to live long enough to spend it.
$20
Bloodname (CAT36011)

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.

$20
Way of the Clans (CAT36007)

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.

$20
Blood Will Tell (CAT35838)

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.
$20
Kell Hounds Ascendant (CAT35835)

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.

Out of Stock
$20
Kill Zone: BattleCorps Anthology, Vol. 7 (CAT35834)

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.
$20
A Bonfire Of Worlds (CAT35833)

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?
$20
A Splinter of Hope/The Anvil (CAT35832)

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?
Out of Stock
$20
Ghost Hour (Rogue Academy #2) (CAT35828)

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?

$20
Iron Dawn (Rogue Academy #1) (CAT35827)

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>
$20
Redemption Rift (CAT35825)

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?

$20
Forever Faithful (CAT35824)

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?

Out of Stock
$20
Betrayal of Ideals (CAT36044)

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?

Out of Stock
$19
Front Lines: BattleCorps Anthology, Vol. 6 (CAT35806)

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.

$19
BattleTech Record Sheets: 3060 (CAT35165)


Record Sheets: 3060 contains 55 pre-printed ?Mech record sheets that will have players firing autocannons, missiles and PPCs at each other in no time. More than forty vehicle and ProtoMech sheets bring the excitement of combined-arms game play to any table top. Two ready-to-play scenarios focus on the highlights of this volume, while an extensive Rules Addendum section provides a sneak peak of all the advanced rules options provided in Tactical Operations.
Out of Stock
$18
BattleTech Record Sheets: 3058 Upgrade (CAT35164)


Record Sheets: 3058 Upgrade contains 49 pre-printed ?Mech record sheets that will have players firing autocannons, missiles and PPCs at each other in no time. More than 30 vehicle?as well as 20 battle armor?sheets bring the excitement of combined-arms game play to any table top. Two ready-to-play scenarios focus on the highlights of this volume, while an extensive Rules Addendum section, concentrating on massed infantry actions, provides a sneak peak of all the advanced rules options provided in Tactical Operations.
Out of Stock
$18
The Mercenary Life (CAT36110)

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.
Out of Stock
$17
Shrapnel - Volume 6 (CAT36095)

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.
Out of Stock
$17
Shrapnel - Volume 5 (CAT36094)

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.

Out of Stock
$17
Grey Watch Protocol (CAT35876SN)

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?

Out of Stock
$17
The Nellus Academy Incident (CAT35830)
The battlefields of the 31st century are commanded by the BattleMech, twelve-meter-tall, 100-ton bipedal engines of destruction. Fought by MechWarriors, commanded by neo-feudal officers, owned by national governments and band of mercenaries, loyal to one of the interstellar Successor States or the martial Clans, these 'Mechs make every other ground combat vehicle obsolete. This is the warfare of fusion-powered giants. This is BattleTech. Allegra Greene is no stranger to the military; her father is a general, after all. But when she enters the Nellus Military Academy, she find far more than she expected. She finds a group of friends that will keep her going, training that is challenging, and instructors that push her to the edge and beyond. Unfortunately, that's not all she finds, and soon the endemic politics and warfare of the Inner Sphere reach the Nellus Academy. Soon, Allegra and her friends are in a life-or-death struggle to survive!


The battlefields of the 31st century are commanded by the BattleMech, twelve-meter-tall, 100-ton bipedal engines of destruction. Fought by MechWarriors, commanded by neo-feudal officers, owned by national governments and band of mercenaries, loyal to one of the interstellar Successor States or the martial Clans, these 'Mechs make every other ground combat vehicle obsolete. This is the warfare of fusion-powered giants. This is BattleTech. Allegra Greene is no stranger to the military; her father is a general, after all. But when she enters the Nellus Military Academy, she find far more than she expected. She finds a group of friends that will keep her going, training that is challenging, and instructors that push her to the edge and beyond. Unfortunately, that's not all she finds, and soon the endemic politics and warfare of the Inner Sphere reach the Nellus Academy. Soon, Allegra and her friends are in a life-or-death struggle to survive!
$17
Legacy: A BattleTech Anthology, Vol. 8 (CAT35826)

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.

$17
The Battle of Tukayyid (CAT36109)

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.
Out of Stock
$16
Children of Kerensky (CAT35902)

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?

Out of Stock
$16
Honor's Gauntlet (CAT35878)

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.
$16
Slack Tide (BattleCorps Anthology) (CAT35837)

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.

$16
Gray Markets (BattleCorps Anthology) (CAT35836)

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.

Out of Stock
$15
Shrapnel - Volume 4 (CAT36093)

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.
Out of Stock
$15
Shrapnel - Volume 3 (CAT36092)

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.

Out of Stock
$15
Shrapnel - Volume 2 (CAT36091)

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.
Out of Stock
$15
Shrapnel - Volume 1 (CAT36090)

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.

Out of Stock
$15
Icons of War (CAT36073)

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.

Out of Stock
$15
Rock of the Republic (CAT35901NV)

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.

$15
Divided We Fall (CAT35900NV)

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.

Out of Stock
$15
Shell Games (CAT35874SN)

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?
$15
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