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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.
WHEN THE GOING GETS TOUGH… Former hauptmann Ronan Carlyle and his sister Isobel are soldiers without a nation. After their commanding officer left the Lyran Commonwealth Armed Forces entirely, the pair returned to Lyran space for reassignment. But their senior officer branded the remaining troops traitors and cashiered them, stranding hundreds of former LCAF soldiers and technicians. With nothing but a local salvage yard to their name, the Carlyle kids hit upon a way to at least get their people off-planet and back home. So, out of desperation, the Gray Death Legion is reborn. But soon, what was supposed to be a temporary mercenary unit turns into something entirely different…a real mercenary unit. THE TOUGH GO MERCENARY. Gray Death Rising chronicles the new Gray Death Legion’s early missions. From their very first job—working for the same unit that kicked them out of the LCAF—to their next job off-planet, to their biggest mission yet, facing political intrigue and taking on the mantle of their famous great-grandfather’s legacy on the planet of Pandora in a brand-new story. In the cutthroat mercenary world of the Inner Sphere, it takes more than a famous name to survive. Fortunately, Ronan and Bel have the training, intelligence, and most importantly, experience to carry their family’s legacy into a new era. And collected here for the first time, read where it all begins…again.
CONTRACTS MAKE STRANGE ALLIES… For new mercenary groups just starting out, one of the primary rules is “Follow the money.” Even when it’s being paid by the same people who forced you to become a mercenary unit in the first place. Ronan and Isobel Carlyle are experiencing this right now, having accepted a contract from the newly-formed Tamar Pact, the cluster of planets that recently seceded from the Lyran Commonwealth—and got the once loyal-Carlyle siblings cashiered as turncoats. Now the Pact wants the Legion’s help with one of their newer planets, Crimond. But murky mission parameters and an unhelpful liaison officer leaves Ronan and Bel wondering who’s a friend and who’s a foe. And when the Legion splits up to handle two different missions, Bel finds herself an entire continent away, on a mission to scout an abandoned Star League base. But she soon discovers the base—and the nearby community—is anything but abandoned…and if she doesn’t act fast, she and her GDL commandos will receive a welcome they won’t walk away from…
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…
VENGEANCE SHALL BE THEIRS… Three years after the massacre of their families on Bromhead, the hard-bitten mercenary unit Hansen’s Roughriders have already exacted revenge against Taurian Concordant forces on the planet Lindsay. But that is only the beginning. When the Second Taurian Lancers—the unit responsible for the massacre—lands on Midale to conduct a supply raid, they run into Colonel Wolfgang Hansen and the entire Roughriders force—all out for blood. And underestimating the Roughriders may be the last mistake the Lancers make. Amid the savage fighting, a Federated Suns liaison officer uncovers evidence of a third party’s involvement in the slaughter—and who may have been behind it. But will he be able to gather the necessary evidence—and eyewitnesses—before the rampaging Roughriders destroy everything in their path? (NOTE: This is the same novella that was distributed to the BattleTech Mercenaries Kickstarter campaign. If you received this story through the campaign, you do not need to buy it here.)
BODY OF SECRETS... The first body that turns up in Farway, a secluded town on the planet Denebola, is from out of town. When the Denebola Bureau of Investigation and the legate's office from the other side of the planet decide to help identify the murder victim, Sheriff Hank Ketchum knows he’s in over his head. Enter infamous police detective Jack Ramsey, on leave after his most recent case, an encounter with a notorious serial killer who kidnapped Jack’s son. With the help of the talented local medical examiner, Amanda Slade, Ramsey digs into the case and discovers evidence that puts Farway at the heart of a conspiracy that reaches far beyond the sleepy backwater town. But who's the greater threat—the Clans, the Word of Blake, or the legate’s own intelligence operative? As the investigation deepens and the pool of suspects continued to widen, Ramsey and Ketchum race against time to catch a twisted villain who always seems one step ahead of them…and if not stopped, could destroy everything they hold dear…
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?
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.
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…