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LOYALTY. VALOR. DESPAIR. JIHAD. A massive invasion fleet is destroyed almost to a man. Legions of soldiers, confident of victory, are cut down before they even reach the ground. Those that do make landfall are bombarded and shattered and rained with nuclear fire. Elsewhere, veterans long retired from combat are called back to duty by desperate times. Explorers comb unknown worlds for hints to explain deadly evils. Seventeen stories of combat, honor, betrayal and death fill the pages of Fire for Effect: BattleCorps Anthology Volume 4. Savvy readers will recognize now-familiar names in BattleTech lore among the authors: Steven Mohan, Jr., Kevin Killiany, Phaedra Weldon, Jason Schmetzer, Jason Hardy and Herbert Beas. These writers have shaped the direction of the BattleTech universe. In 2007, with these stories, they took the fictional storylines of the BattleTech universe to new and violent heights. Worlds rose and fell, and empires toppled. Armies of BattleMechs and fleets of WarShips fought and perished. And beneath all of it, the spidery tendrils of the Word of Blake sowed mistrust and conflict in every realm...
THE SWORD OR THE PLOWSHARE... The destruction of the interplanetary communications net has isolated planets across the Republic of the Sphere. On Mirach, a widening schism in the military between those who would remain loyal to The Republic and those who would break away threatens the peace and prosperity that have lasted for generations. Once a formidable MechWarrior, governor Sergio Ortega now believes that diplomacy will win the day. His sons, Dale and Austin, are also stalwarts of The Republic and aspiring MechWarriors. Facing growing civil unrest, they urge a military show of force before events spiral out of control. But Mirach has no BattleMechs, and their pacifistic father is slashing military spending. But when power-hungry forces within the government begin plotting to overthrow it by any means necessary—including assassination—Austin must rebel against everything he’s known to fight for the safety and freedom of Mirach…even if that means facing off against his own father...
A LETHAL MIX OF POLITICS AND PERIL… Morgan and Patrick Kell, founders of the Kell Hounds mercenary unit, are riding high. First, they deposed the crime lord that had been ruling the mercenary world of Galatea, then they saved that planet again from a religious zealot who tried to starve the government into submitting to his new theocracy. Along the way, they assembled a crack team of ’Mech pilots, techs, and ground forces that will make the Kell Hounds one of the elite mercenary units of the Inner Sphere. So when the Archon hires the Hounds to provide security for war games with Prince Ian Davion’s forces in a show of combined strength between the Lyran Commonwealth and the Federated Suns, Morgan thinks it’s a chance to relax while getting to know the mercurial leader of the Federated Suns. But when a powerful groups of raiders lands on Zavijava, he finds himself facing two threats—stopping the invaders from wrecking the planet while protecting Prince Davion. Trouble is, before the fighting is over, Morgan may have to make a very dangerous choice…with the possible fate of three Great Houses lying in the balance…
TRADITIONS RUN DEEP… Other mercenary units fly flags at two flagpoles at their headquarters, one with their unit’s flag, and other bearing the flag of their current employer. However, the Third Regimental Combat Team—a.k.a. the Eridani Light Horse—leaves one flagpole bare, as a reminder of the death of the Star League, and the other pole flies the Light Horse’s unit and regimental flags at half-mast. What triumphs and tragedies shaped the Eridani Light Horse and its traditions? What drove them to become a force to be reckoned with, an elite mercenary unit with one of the longest histories and the deepest traditions in the Inner Sphere? Witness the unit’s origins in the Star League and follow their evolution all the way through the Succession Wars and the Clan Invasion to their downfall in the Dark Age and their resurrection in the uncertain future of the ilClan era. Part Three: Dying Dignity by Chris Hussey: For a raid into the Lyran Commonwealth, the Eridani Light Horse teams up with the Black Warriors, a band of former Star League troops much like the Light Horse. But something about this mission does not add up…
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.)
LOST IN THE FIRES OF WAR… Freelance explorer Dr. Brooklyn Stevens made her career finding lost artifacts from Inner Sphere history, but a job offered by the academic organization known as Interstellar Expeditions gives her a chance at the find of a lifetime: a missing planet, one lost in the ravages of the brutal Succession Wars. But the world of Jardine did not die in planet-scouring fire…it was entirely erased from stellar maps—and Brooke’s employer wants to know why. But someone wants this planet to remain hidden—and will go to any length to ensure that Brooke’s quest ends in tragedy. SHROUDED IN SECRETS… But when she finds the long-lost planet of Jardine, Brooklyn finds more than she bargained for—a lot more. She and her partner soon find themselves between two very different groups: one whose members are an unholy amalgamation of man and machine, the other a hardy village of natives that live off the land. Both groups are soon after Stevens and her knowledge of Jardine—one side to protect the planet from those that seeking to reclaim it, the other intent on killing anyone who knows of its existence. Caught between both factions, Brooklyn must uncover the mysteries of Jardine…and stay alive long enough to tell the universe about it…
THREE SIDES TO EVERY WAR… In 3069, the extremist Word of Blake group attacked the capital of the Free Worlds League and declared its leader, Captain-General Thomas Marik, to be a fraud. House Marik fell into disgrace, and after eight centuries, the Free Worlds League shattered. Three captains-general now vie to reunite the realm: • Anson Marik of the Marik-Stewart Commonwealth prides himself on possessing Marik blood, and seeks to rule on its strength. • Lester Cameron-Jones of the Regulan Fiefs knows the Marik bloodline is defunct; only a new royal house can resurrect the League. • Jessica Marik of the Oriente Protectorate is on a mission to redeem her father's name: the false Thomas Marik, and the very man who helped destroy the League. The world of Marik becomes a battleground as the three contenders prove they will go to any lengths to further their causes. But only Jessica Marik appears to remember that the Free Worlds League was forged not through military might alone, but also through alliances of trust. They will all find the price for their ambitions is higher than they could ever have imagined. Who will be willing to pay to achieve their dream?
NEVER BET AGAINST THE KELL BROTHERS… Since their first appearance in the Warrior Trilogy, the Kell Hounds have become one of the most storied mercenary units in BattleTech. Now, New York Times-bestselling author and Kell Hounds creator Michael A. Stackpole goes back to the Hounds’ beginnings, when Morgan and Patrick Kell were just two smart, ambitious brothers—with a plan to revolutionize the world of mercenaries forever… A RACE AGAINST TIME… If Auld Acquaintance Be Forgot…: Fresh off saving Prince Ian Davion of the Federated Suns, Morgan Kell returns home to find his paramour, Veronica Matova, has vanished without a trace. Desperate to find her, Morgan tasks the Hounds to track her down—and uncovers a conspiracy to destroy the Kell Hounds’ reputation using Veronica as a hostage. While Morgan races against time to locate her, Patrick engages in a dangerous game cat-and-mouse with their unknown adversaries, pulling every trick in the book to stay one step ahead of whoever wants to take the Kell Hounds down. But these shadowy enemies don’t realize who they’re dealing with…and no force in the Inner Sphere will help them once Morgan Kell finds them…
CLAWS THAT CATCH… As a reward for her loyalty and cunning, Katana Tormark has been granted the rank of Warlord of Dieron—a somewhat dubious honor. For even as she is given her new title, she is also given a nearly impossible task to prove her worth—one that may usher in a new era of interplanetary chaos... Barely three generations ago, the Draconis Combine ceded control of dozens of planets to the Republic of the Sphere. But now, with Terra locked behind its impenetrable Fortress Wall, these same planets are left to fend for themselves. Some go on as if nothing has changed, while others find themselves pawns in a deadly game of territorial sovereignty. These are the planets Katana must take over if she is to reestablish the historic Dieron Military District. If she can manage this with minimal resources and the very subtle support of the Coordinator, then she will become a full-fledged warlord of House Kurita. But Katana’s enemies inside and outside the Combine see the ensuing confusion as a chance to destroy her once and for all...
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…