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OUTMATCHED AT EVERY TURN... It is 3072, and holy Jihad rages in the Inner Sphere. Soon after they launched their war in 3067, the mystical Word of Blake sprung out from their base on Terra and claimed dozens of worlds, creating a Word of Blake Protectorate. While many of those worlds joined voluntarily, some others hosted resistance movements. On one such world, Ruchbah, the resistance hired mercenary help. Captain Jeremiah Youngblood and his Crescent Hawks have an enviable legacy to live up to. Not only are they trying to find their own place in the Inner Sphere, outside of the deep shadows cast by the elite Kell Hounds, but some still remember another Jeremiah Youngblood and another group of Crescent Hawks. Can the new live up to the reputation of the old? Can they survive, almost alone on a hostile world where the Word of Blake holds almost every advantage?
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.
ON THE HUNT AGAIN… It is the Dark Age—3139—and the famed mercenary regiments of Wolf’s Dragoons have returned to the employ of House Kurita after a century of bitter enmity. Somehow, mercenaries and Kuritans must find a way to work together in a combined invasion of the Dragon’s oldest enemy, House Davion. Thrust into the middle of this new conflict, Colonel Henry Kincaid is surprised by the commonalities—duty, honor, expediency—the Wolves and Combine forces share. But as the Wolves’ lightning tactics and unstoppable drive brings world after Davion world under the Dragon’s banner, old hatreds arise anew, and with them come insidious plots engineered to cause the mercenaries’ downfall. Throughout the campaign, Colonel Kincaid struggles to rectify what he thought he had always known about the Kuritans with the truth he discovers while actually working with them. But when his forces are trapped on a Davion world with no way to escape and the regiments of House Davion closing in, can he pull another bit of genius from his hat, or will the battalions of Wolf’s Dragoons be destroyed?
THEIR MISSION: ACQUIRE BATTLEMECH PLANS, NO MATTER THE COST... There are three ways to accomplish a difficult objective: Be first. Be smart. Or cheat. The Intelligence Directorate of the Capellan Confederation, otherwise known as the Maskirovka, is well-versed in all three. But when the first two methods do not achieve the desired results, they have no problem resorting to the last one. And when the covert team gains the plans they are willing to die for, that resolve will be tested to the limit as they try to escape the Free Worlds League planet they have infiltrated, matching wits with one of the most feared intelligence officers the FWL has to offer...
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…
A STRUGGLE TO SURVIVE… Former hauptmann Ronan Carlyle is a man without a nation. After his former commanding officer declared herself governor-general of a reborn Tamar Pact, Ronan, a loyal Steiner officer, led a group of soldiers and techs including his sister, Isobel, back for Garrison for reassignment. But on Garrison, his troubles multiply. The senior Lyran officer brands the 26th Arcturan loyalists traitors and cashiers them, stranding nearly 200 former LCAF soldiers, technicians, and crewmen on a Lyran world with no way off-planet. Forced to scrounge up a way to survive, Ronan and Isobel hatch a plan to get the former LCAF members back to their homeworlds by salvaging ’Mechs. But when a Lyran scout battalion goes AWOL over an off-world mission squashed by their commanding officer, the LCAF is shocked to discover the Arcturan loyalists have built up the largest contingent of combat equipment outside the militia. Ronan’s people need cash. They have skills. And there’s history in his name… Thus, the Gray Death Legion is reborn. First as a way to get funds for his people to leave. But they fight the Lyran unit—winning by use of unorthodox tactics—and discover they don’t want to disband…instead, the reconstituted mercenary unit wants to find its next employer…
THE WAR RAGES ON! Shrapnel: The Official BattleTech Magazine returns with more explosive BattleMech action from the 31st century! Experience tales of hard-won survival from the gaming world of Solaris VII, the wilds of the Deep Periphery, and the annals of Clan history. Dive deep into in-depth technology articles, technical readouts, conspiracy theories, war-game and role-playing adventures, and more—all from veteran BattleTech authors, fan favorites, and our latest enlistees: Michael A. Stackpole • Jason Schmetzer Michael J. Ciaravella • Travis Heermann Alan Brundage • James Simakas John-David Karnitz • Aaron Cahall Matthew Cross • Daniel Isberner Alex Kaempen • Tom Stanley • Chris Wheeler
Strap into the Cockpit! Proudly carrying the battle standard for BattleTech short fiction, the first year of Shrapnel: The Official BattleTech Magazine continues the tradition of explosive, hard-hitting stories set in the war-torn, BattleMech-dominated interstellar future of the 31st century. In this collection of issues #1–4, you will attempt to escape from a bandit king’s stronghold, ally with longtime enemies on the front lines of the swift and merciless Clan invasion, and fight brutal arena duels on the game world of Solaris VII. You will defend your home in the Deep Periphery from opportunistic invaders, share tales of victory and woe at a popular MechWarrior bar, and discover a long-abandoned ’Mech that helps build an idealistic young woman’s sense of purpose. Then go beyond the story and forge your own legend with in-universe articles, conspiracy theories, technical readouts, unit and planet digests, playable scenarios, role-playing adventures, weapons catalogs, social commentaries, and much, much more! This collection also includes the entire four-part Kell Hounds serial novel, If Auld Acquaintance Be Forgot… by New York Times-bestselling author Michael A. Stackpole. Tighten your safety harness, thumb off your weapon safeties, and march into battle to see where it all began, with heart-wrenching stories and powerful game features penned by long-time BattleTech luminaries and exciting new authors. Note: this is the same file that all Kickstarter Mercenaries backers have already received. If you backed the campaign at any level, you have already received this file as part of your pledge.
A GALAXY AFLAME… The universe has gone dark. Interstellar communications has been lost across the Inner Sphere, threatening the corporate giant ComStar—and maybe civilization itself. Risking everything on a last chance for survival, Comstar has kidnapped the engineering genius Tucker Harwell, hoping he can unravel the mystery of the blackout. But Tucker isn’t just working on why it happened... he’s also trying to figure out who’s behind it. Meanwhile, Khan Malvina Hazen solidifies her hold on a purified Clan Jade Falcon while hunting for the next enemy to crush under the talons of her brutal Mongol Doctrine. Hundreds of light-years away, Clan Wolf is carving out territory along the Lyran Commonwealth/Free Worlds League border—and Alaric Wolf is primed to make his moves in the halls of power. Plans years in the making begin to come together across hundreds of star systems, and secrets hidden for decades will finally be revealed while an empire goes up in flames…
ANCIENT EVIL STALKS THE KURAI FOREST... The planet Dumaring in the Draconis Combine had been at peace for decades, until strange raids began against the populace’s livestock. A dutiful warrior and officer of the DCMS, Chu-i Uchida, was tasked with ending the attacks, but his hunt for bandits led him into the foreboding Kurai Forest. What he found in the dark wood would defy explanation and leave him a shadow of his former self. Now, only his son can regain his honor, clear his name, and find the truth…no matter how horrifying it may be...