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MERCS ON A MISSION... The enigmatic Draconis Combine industrialist "Uncle Chandy" Kurita owns property on planet Towne. Upon hearing news of the secret Black Dragon Society's plans to invade, Uncle Chandy dispatches Cassie Suthorn and Camacho's Caballeros to protect his holdings there and organize the local militia to defend against the anticipated attack. THAT GOES FROM BAD TO WORSE. To the Caballeros' surprise, Towne has become a faction-ridden shambles. The populace rejects all outside intervention, and the Caballeros find themselves fighting the very people they were sent to help. Cassie Suthorn must use her unique woman-to-'Mech combat style to unify Towne in the face of the Black Dragon threat—or be ultimately destroyed...
The mercenary Caballeros battle the fanatical Black Dragons for the future of the world of Towne. Replete with laser-scarred BattleMechs, backstabbing intrigue, and grand galactic strategy, Hearts of Chaos is BattleTech action at its most frenzied. Now a top-rated CD-ROM game.
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.
DEAD RIGHT THERE Flush with their success against the Jade Falcons on Borghese, Jeremiah Rose and the Black Thorns head to Harlech to draw a new assignment. Their only requirement: Their new job must let them face off against the Clans. They find more than they bargained for. Their assignment: Garrison duty on Wolcott—a Kurita planet deep in the heart of the Clan Smoke Jaguar occupation zone. The world itself is besieged, but protected from further Clan aggression by the Clan code of honor. And Wolcott makes a useful staging area for Kurita raids on Smoke Jaguar-occupied territory. The mission pay is good. The advance is unbelievable. They just have to live long enough to spend it...
A DESPERATE FIGHT… Under assault and ill-equipped, Alkalurops has come apart since the loss of its communications grid and the inability of the Republic of the Sphere to re-establish it. But in a universe of powerful players, a leader has to grab power fast if she's going to survive... Grace O'Malley's people are valiantly making a stand against Hansen's Roughriders, a band of mercenaries destroying everything in their path. Badly outnumbered, her forces need real BattleMechs operated by trained MechWarriors. And they're not going to be easy to afford, especially since the big mine owners refuse to offer any funds for planetary defense. But Grace will not surrender her homeland, no matter what the price. Even though the ragtag locals are putting up a surprisingly good fight, Loren Hansen remains confident he can defeat them. What he doesn't count on is an opponent determined to write her planet's history in the scorched wreckage of the battlefield...
THE FINAL ENGAGEMENT… The minions of Maximilian Liao are about to deliver a crippling blow to the forces of Prince Hanse Davion—discovering a way to use Hanse’s own technology against him. Half a galaxy away, assassins stalk Hanse's wife, Melissa Steiner, and her mother, Archon Katrina Steiner, in the passageways of their own palace. Invasion is imminent. The only ’Mech force capable of stopping that invasion—the Kell Hounds mercenary unit—is trapped in a game of search and destroy with the most fearsome Kurita unit ever created. Even if they come back in time...how many would make it? In a world where ten-meter-tall war machines are the soul of battle, assassins are state policy, and a spy’s loyalty is always for sale, the only thing certain is death. Who can you trust? And in the bitter end, how will you be betrayed?
THE GAUNTLET IS THROWN… Hanse Davion and Melissa Steiner have united two Great Houses of the Inner Sphere in a marriage that upsets the balance of power among the stars. Though some hope this may bring an end to centuries of war, Maximilian Liao of the Capellan Confederation has enlisted the aid of two highly placed Davion traitors to destroy Hanse Davion and the Federated Suns from both within and without. But in the distant star chambers of the Capellan March and Draconis Combine, the warlords of Maximilian Liao are honoring a different and more deadly vow: to wage an unholy war that threatens to rip apart the vulnerable worlds of the Federated Suns. As Davion ’Mech commander Andrew Redburn and his mercenaries streak into battle, an explosive clash of metal and men signals the return of a formidable foe. Interstellar legend Yorinaga Kurita has returned to stake his claim as the most bloodthirsty warrior of all. For both men, it is do-or-die combat that could ensure the triumph of a glorious new alliance—or result in total annihilation…
A PACK DIVIDED… Anastasia Kerensky has declared the Steel Wolf Clan to be mercenaries, re-christening them the Wolf Hunters. The combination of autonomy and wealth will make them more than a match for any MechWarrior battalion suicidal enough to challenge them. But the real challenge comes from within the Clan itself. Star Colonel Varnoff believes Kerensky has betrayed them all—and with a loyal faction of Steel Wolves at his side vows to destroy all the Wolf Hunters. Meanwhile, others who do not agree with Anastasia’s decision strike out on their own. Some join other mercenary units, another finds his purpose on the gaming world of Solaris VII. But one thing is for certain: as the Republic of the Sphere continues to fall apart, new factions and rivalries arise as the leaders of each planet left on its own adapts to this dangerous new universe. And the surest way to protect a planet is by hiring mercs…because the best defense is a good offense…
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?
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...