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DANGER FROM AN UNLIKELY SOURCE… MechWarrior brothers Morgan and Patrick Kell have successfully faced their first challenge in forming their new mercenary unit The Kell Hounds, toppling a criminal kingpin from atop his illegal empire on Galatea. But while enjoying their recent success, the brothers Kell, along with the capital city of Galaport, come under threat 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. Soon enough, the newly-formed Kell Hounds have their first job—put down this uprising as quickly as possible. But when a madman has converted thousands of civilians to his side, how will Morgan and Patrick quash his misguided crusade without shedding innocent blood?
NEVER SURRENDER… Shrapnel: The Official BattleTech Magazine brings you more heavy-hitting action and heroism in the war-torn BattleMech-dominated future of the 31st century and beyond! A young Periphery volunteer struggles against marauding pirates who have long overstayed their welcome. A small-but-growing mercenary unit faces off against a formidable foe capable of destroying their dreams. A Star League MechWarrior wrestles with an exciting career opportunity on the eve of the war that will change the face of the Inner Sphere forever. Experience the costly Jade Falcon assault on Arc-Royal, return to an idyllic paradise haunted by a specter of the past, and follow a Clan Wolf bondsman’s quest to reunite with his son. Then lurk in the shadows with more cloak-and-dagger plots in the continuation of the four-part serial novel set on the game world of Solaris VII. Arm yourself with technical readouts, playable scenarios, an in-depth look at the weaponization of gift giving in the Draconis Combine, a glimpse into Clan Sea Fox’s customer service, an article on the importance of battlefield salvage, and more—all from elite BattleTech authors and recruits who have earned their stripes: Craig A. Reed, Jr. Tom Leveen Bryan Young Julian Michael Carver E. Stephenson Auerbach Charles Gideon J. D. Neal Curtis O. Thompson Aaron Cahall Étienne Charron-Willard Matthew Cross Jim Hauser Wunji Lau Eric Salzman Paul Sjardijn Tom Stanley Joel Steverson Chris Wheeler
CONTINUING THE FIGHT... Shrapnel: The Official BattleTech Magazine charges 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
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.
FIGHT WITH CONFIDENCE Shrapnel: The Official BattleTech Magazine drops you right into the action as BattleMechs and their pilots forge ahead on the battlefields of the 31st century and beyond! A rookie MechWarrior fights for independence during the Andurien Wars. The Fox Patrol finds itself on the Mercenary’s Star—and in the middle of a deal gone wrong. In these pages, you’ll travel to a distant Periphery world where a young boy pursues his dreams and witness a rare moment of unity for Clan Fire Mandrill in the Clan Homeworlds. Then return to Solaris VII once more for the conclusion of our Vengeance Games serial, and a close look at a different but familiar kind of competition on the Game World. No matter your skill at the controls, you can wade confidently into battle with technical readouts, a unit and planet digest, a playable scenario of an unusual Hell’s Horses competition, advice for aging warriors, and a historical look at the capital of the first Star League—brought to you by BattleTech veterans and a handful of new enlistees: Craig A. Reed, Jr. Bryan Young David G. Martin Jennifer Bixby Étienne Charron-Willard Alex Fairbanks Phillip Johnston Olli Rosnell David Smith Alayna M. Weathers Matthew Cross Alex Fauth James Hauser Daniel Isberner Ben Klinefelter Joshua Perian Eric Salzman
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...
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 Calvary, 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?
TO REFORGE A NATION… The once-mighty Federated Suns has been weakened by years of conflict on both sides of its border. Its proud capitol, New Avalon, has been held by its mortal enemies, the Draconis Combine, for years, forcing First Prince Julian Davion to rule his fractious nation on the run. But at long last, the time to liberate New Avalon from the Dragon is at hand. And despite very different opinions as to how they retake the Davion family’s seat of power, Julian and his Prince’s Champion, Field Marshal Erik Sandoval, must work together to free the planet, the first step to rebuilding their proud nation. Yet liberating New Avalon is only the first step. While the First Prince attempts to hold the marches together and the Prince’s Champion battles Draconis Combine forces on nearby worlds, new threats lurk around every corner. Facing dangers both at home and abroad, both men must fight to preserve the Davion throne while ensuring their own rivalry doesn’t spark a brand-new conflict—one that could tear the Federated Suns apart all over again…
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 and the ultimate prize. 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 Chingis 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?
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…