OUTNUMBERED AND ON THE RUN! As the Marian Hegemony works to expand its holdings and seize planets from the Free Worlds League, the Ghost Dogs—led by the redoubtable veteran Colonel Hank Mallory—have been hired to defend the world of Hammer. Outnumbered three to one against the superior forces of Legatus Quintus Liberalis, the Ghost Dogs will have to pull not one but four aces out of their sleeves to defend the capital and fulfill their contract without losing their lives…
THE COMPLETE STORY OF THE FOUNDING OF THE CLANS! As the once-glorious Star League crumbles around him, Aleksandr Kerensky, commanding general of the Star League Defense Force, sees a path to prevent further warfare: taking his troops into exile far from the greedy grasp of the five Great Houses. But even in a new, untouched paradise far from civilization, war follows, and the only path to survival requires founding a wholly new society on the ashes of the old… THIS BOX SET CONTAINS THE FOLLOWING NOVELS: FALL FROM GLORY 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, Aleksandr—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 Kerenskys 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. VISIONS OF REBIRTH General Aleksandr Kerensky is dead. The Pentagon Worlds are in flames. The dream of a Star League-in-Exile is over, shattered by civil war. Amid the chaos, Nicholas Kerensky leads those who will follow him into a second exodus to the world of Strana Mechty. Yet unlike his father, Nicholas Kerensky must choose a different path: He wants to do away with all that was, and create an entirely new order. However, the bounds of society that go back millennia cannot be shed so easily. Resistance must be overcome, and blood must be spilled before Nicholas' dream can be achieved. But without his brother Andery's help, the entire venture is doomed before it even begins. Brothers, however, don't always share the same goals. And as more aspects of civilization are purged in the relentless forging of this new society, Andery fears the worst of human nature will arise. Can he find a way forward and stay by his brother's side or will Nicholas' ultimate vision be realized as everything Andery stands against? LAND OF DREAMS Two thousand light years from Terra, two brothers leave behind the shattered dreams of their father, the great General Aleksandr Kerensky. For a second time, war drives them into the dark and cold of the void, as the raging conflict engulfs the Pentagon Worlds and the nascent Star League-in-Exile. For nearly fifteen years on the world of Strana Mechty—the land of dreams—Andery Kerensky has watched his elder brother Nicholas shape an all-new society of warriors that follows their ilKhan with near religious fanaticism. And despite the costs already paid in blood for that transformation, Andery knows the worst is yet to come. For Nicholas will stop at nothing to mold his followers into something never-before-seen in human history. And all with one singular goal: to return to the Pentagon Worlds and punish those that destroyed their father’s dream. Can Andery continue to be his brother’s conscience, even as Nicholas’ final hammer blows forge the Clans into the great and terrible society it is poised to become? Or will the titanic assault of Operation Klondike, and the Clans’ return to the Pentagon Worlds, shatter what Nicholas has built entirely? And just how far will Andery let Nicholas go to pursue his zealous quest of a united Clan Homeworlds…
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…
Out of Control chronicles the dawn of a new era in which the machines and systems that drive our economy are so complex and autonomous as to be indistinguishable from living things.
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. Although the Republic may have surprise and numbers on their side, the Combine troops boast the strength of an impregnable redoubt—and the keen edge of their own unimpeachable honor. And when these two forces clash, the battle for Dieron will be a titanic one indeed…
Lost at the Con tells the tale of a drunken political journalist and his dangerous assignment to a science fiction and fantasy convention. Though he'd rather be at home drinking his liver to death, his spiteful editor delivers an ultimatum: take the assignment or lose the steady paycheck. Since Cobb can't afford to turn down the job, he heads to Atlanta and dives head first into the realm of Griffin*Con, renowned the world over as the Mardis Gras of geek conventions. There, he finds all of the science fiction, fantasy, and cosplay he would expect, but he also finds something more sinister: a seedy underbelly of geeky debauchery, slash fiction, booze, sex, and drugs. Can he make it through this assignment without snapping and winding up on the front page himself? Or will the entire experience change him in ways he never imagined possible? It's been called "A masterful blend of fictional Gonzo journalism and geek culture that is sure to please audiences inside and outside the geek community."
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
An electromagnetic pulse flashes across the sky, destroying every electronic device, wiping out every computerized system, and killing billions. When it happens, Alex was hiking in the woods to say good-bye to her dead parents and her personal demons. Now desperate to find out what happened after the pulse crushes her to the ground, Alex meets up with Tom—a young soldier—and Ellie, a girl whose grandfather was killed by the EMP. For this improvised family and the others who are spared, it's now a question of who can be trusted and who is no longer human. Author Ilsa J. Bick crafts a terrifying and thrilling novel about a world that could be ours at any moment, where those left standing must learn what it means not just to survive, but to live amidst the devastation.
"Technology is rapidly moving into our bodies," writes cyber expert Keenan, "and this book gives a chilling look ahead into where that road may lead us - on a one way trip to the total surrender of privacy and the commoditization of intimacy." Here is the definitive dissection of privacy-eroding and life-invading technologies, coming at you from governments, corporations, and the person next door. Take, for example, "Girls Around Me": a Russian-made iPhone App that allowed anyone to scan the immediate vicinity for girls and women who checked in on Foursquare and had poorly secured Facebook profiles. It combined this information in a way never intended by the original poster. Going to a Disney theme park? Your creepy new "MagicBand" will alert Minnie Mouse that you're on the way and she'll know your kid's name when you approach her. Thinking about sending your DNA off to Ancestry.com for some "genetic genealogy"? Perhaps you should think again: your genetic information could be used against you. "This masterful weaving of the negatives and positives of technology makes for a book that is realistic about technology's perils yet optimistic about it's great potential."--Foreword Reviews