In the tenth installment of this hard-hitting series, former Com Guard soldier Jeremiah Rose wants to strike back at the Clans who destroyed his 'Mech and his career. Rose is forced to recruit other soldiers to create a new mercenary unit to take his grudge back to the invaders. But Rose must fight his fellow MechWarriors first. . . .
’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…
BACKS AGAINST THE WALL… Galatea. The Mercenary's Star. Even the most down on their luck units can find work here. Leading the newly-formed Gray Death Legion has been challenging for Grayson Death Carlyle, so when a job comes their way, he’s only too happy to take it. The mission: 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. Trapped on Verthandi and facing a superior force and a fractured populace, the men and women of the Legion find themselves in a situation that makes the campaign on Trellwan look like a walk in the park. And Grayson quickly learns repeating his past successes may not be so easy this time…
The success of the Battletech TV series, comic books, and toys has led to a huge demand for the Battletech books. In this second book of the trilogy, the Clans have wreaked destruction across the Inner Sphere, forcing the Five Successor Houses to accept an uneasy alliance.
With his friends and family dead and his father's regiment destroyed, Grayson Death Carlyle, a MechWarrior, must learn to fight for justice in a world turned hostile. Original.
WHEN ALL SEEMS LOST... All his life, Sturm Kintaro wanted to be a MechWarrior. Now he is one—untested in combat, but eager to show his prowess and be transferred away from the backwater planet Kore. But he is about to get a bigger opportunity than he ever wanted when a band of interstellar pirates launches a surprise attack and takes control of the planet. After the rout, Sturm finds himself stranded in the frozen wastes of Kore with no 'Mech, no help, and no hope... ONE MAN RISES TO THE CHALLENGE. Until he stumbles upon a long-hidden secret, one that will help him prove himself a worthy MechWarrior. Now Sturm must wage a one-man war against the invading force—and resurrect a ghostly legend of Kore—if he is going to save his people from annihilation.
Stripped of his rank, exiled 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 Justin's own half brother, Daniel, lance commander in the dreaded Kell Hounds mercenary battalion. But Daniel has more serious worries than dealing with his estranged and bitter brother. Princess Melissa Steiner, heir apparent of the Lyran Commonwealth, has been hijacked--and the future of the Inner Sphere depends on her fate. Both Daniel and Justin 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.
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.