9 books found
HEAVY IS THE HEAD THAT WEARS THE CROWN.... Along with the throne of the Federated Commonwealth, Prince Victor Steiner-Davion inherited a number of problems. Foremost among them is the Clans' threat to the peace of the Inner Sphere—and a treacherous sister who wants to supplant him. The expected demise of Joshua Marik—heir to the Free Worlds League, whose very presence maintained peace—also endangers harmony. Victor's idea is to use a double for Joshua, a deception that will prevent war. But secret duplicity is hard to maintain, and war erupts anyway, splitting the Inner Sphere and leaving the Federated Commonwealth defenseless. And when Victor thinks things can get no worse, word comes that the Clans, once again, have brought war to the Inner Sphere...
BATTLING FOR HIS LIFE… Solaris VII, known as the Game World. Walter de Mesnil, last survivor of the mercenary company Angleton’s Angels, has brought the heir of the planet Maldive here to rebuild his fortune and amass a force powerful enough to return to his planet and take it from the ruling Collective. And how does a mercenary MechWarrior make money on Solaris? By strapping into a ’Mech and doing whatever it takes to pay the bills… IN FRONT OF CHEERING CROWDS… Solaris, however, is an entirely different scene than Maldive, with its own dangers ranging from unscrupulous managers to fixed fights. And as Walter’s charges are still in hiding, they have to step carefully to not risk exposing themselves to the heir’s enemies. But when a person from their past reappears on Solaris, Walter is thrust into a four-way battle he must not win…but which might be even deadlier if he loses…
NO WAY OUT… It was supposed to be an easy job. Walter de Mesnil, of the mercenary company Angleton’s Angels, was assigned to watch over the heir of the planet Maldive on his way to ruling the planet. That is, until a fierce rebellion overthrew the government and imposed their own brutal regime. Still carrying out his mission, Walter, the heir, Ivan, and Ivan’s sister Sophie are all captured and placed in a re-education camp, better known as a prison, to be converted into productive member of the new regime. But Walter has a few tricks up his sleeve, and comes up with a plan to not only get them out of the camp, but off-planet as well. The only thing standing in their way is the devious commissar of the camp, who has made it his mission to root out any traitors to the cause…no matter the cost…
THE RICH ARE DIFFERENT… And no one knows that better than Quarrell Hamilton, commander of the “mercenary unit” the Death Kangaroos. But when the opportunity arises to make some coin by participating in a “reenactment” of one of the more infamous events in Inner Sphere history, who is Quarrell to turn down a quick buck? He just has to create a ’Mech unit from scratch to participate in the “combat” first. But that’s a simple task compared to dealing with the backbiting, rivalries, and machinations of the wealthy backers behind this event. Fortunately, Quarrell has some tricks of his own to level the playing field. And in the end, the final fight will definitely be a massacre…just not the one most of the spectators are expecting…
TO TAKE BACK THEIR HOMEWORLD… It’s been nearly two years since the planet Maldives was seized by a “people’s rebellion” and the true ruler, Ivan Litzau, was forced to flee his homeworld under the protection of Walter de Mesnil, the last survivor of the mercenary unit Angleton’s Angels, slaughtered during the initial fighting. Much has changed for Ivan, Walter, and the others. They’ve made a name for themselves on Solaris VII, and raised enough of a force to begin making plans to return and free his homeworld. But when news of his sister’s capture reaches Ivan, he knows the time to go back has arrived. But a frontal assault against the enemy Collective would be suicide. No, to win his planet back, Ivan and Walter will have to apply the lessons they learned on the gladiator planet, where might doesn’t always make right, and sometimes, the most important battles can be fought without firing a shot…
A DARING STRIKE AT THE HEART OF AN EMPIRE... Task Force Serpent has triumphed and Clan Smoke Jaguar is shattered beyond redemption. But the final battle is still to come, when Prince Victor Steiner-Davion braves the unknown and travels to the very heart of the Clans: Strana Mechty. There, with elite units from across the Inner Sphere, he must wage the ultimate battle to destroy the the Crusader cause and forever eliminate the possibility of a new Clan invasion. Pushed to the edge of of endurance by a peace they cannot understand, the Clans accept the challenge—and the ultimate battle begins. MAY LEAVE HIS OWN GREAT HOUSE AT RISK... But even if the Inner Sphere should prove triumphant, will their return be what they expect? Prince Victor left an Inner Sphere in united under a new Star League to battle the most dangerous foe the Inner Sphere has ever encountered: the Clans. But he also left behind his scheming sister Katrina Steiner, whose ambition knows no bounds. Task Force Serpent and Prince Victor believe that facing the Clans on their own homeworlds would prove the most difficult fight of their lives. They will soon learn that their fight has just begun.
AN UNFAMILIAR BATTLEGROUND… A man on the run, Walter de Mesnil has found sanctuary with the mercenary company Angleton’s Angels, who have taken an unusual mission on the planet of Maldives, in the nascent Aurigan Coalition. Their job is to train the heir of the planet in BattleMech operation, enough to allow him to survive a “mission” in the wilderness as part of his ascension to rule. But ’Mech battlefields have nothing on the sinister plots and machinations of a ruling class to keep what they have—or the simmering rage of an oppressed population. And when rebellion erupts on Maldives, Walter’s jaunt into the forest becomes a deadly fight for survival…and if he doesn’t return the heir apparent back in one piece, the next grave will be his own…
THREE COMPLETE BATTLETECH NOVELS FEATURING THE DEADLIEST FOE TO EVER INVADE THE INNER SPHERE…THE CLANS! In the late 28th century, the Star League collapsed, and the Five Successor States were born. For the last three hundred years, these mortal enemies have fought over space, land, and politics, but now a new threat looms just outside the Inner Sphere. The descendants of an old Star League general—the Clans—have returned from their long-ago exile to take what they believe is rightly theirs. They have been bred into the best military force humanity has ever seen. The Clans have come to conquer, and the Successor States must put aside their differences—or face total destruction. LETHAL HERITAGE 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 from out beyond the Periphery comes a new threat. A swift-moving military force of unknown origin, piloting BattleMechs unlike any seen before. Their power, speed, and ferocity are unparalleled. Nothing the Inner Sphere has can stop them. 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 annihilation. BLOOD LEGACY Since appearing in the Inner Sphere, the frenzied Clans have overwhelmed every planet they’ve invaded, brutally crushing any opposing force. 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 undreamed 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 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... LOST DESTINY 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. Entire regiments of BattleMechs lie smashed in their wake. The heir to the throne of the Draconis Combine is missing. Rasalhague is overrun. The Clans are sweeping toward the center of the known universe in a relentless tide. Humanity's only hope is 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 a mysterious, elderly warrior—along with the untested warriors of ComStar—is the Inner Sphere’s last defense against total defeat.
by Michael A. Stackpole
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 How 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 lying in the balance… If Auld Acquaintance Be Forgot…: Morgan Kell returns home to find his paramour, Veronica Matova, has vanished without a trace. Desperate to find her, Morgan tasks the Hounds to track her down—and uncovers a conspiracy to destroy the Kell Hounds’ reputation using Veronica as a hostage. But these shadowy enemies don’t realize who they’re dealing with…and no force in the Inner Sphere will help them once Morgan Kell finds them…