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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
The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war. Technical Readout: 3145 introduces the latest wave of new battle armor, vehicle, 'Mech, and aerospace units appearing in the Republic Armed Forces and across the Inner Sphere in the Dark Age era. Featuring new equipment described in Era Report: 3145 and Field Manual: 3145, this book brings players an update on the advancing technologies used in the battlefields of the thirty-second century.
Driven by jealousy, ovKhan Sha Clarke prepares a rebellion against Clan Sea Fox in an attempt to control his own faction of warriors and gain wealth, power, and honor, but MechWarrior ovKhan Petr Kalasa will not let Sha succeed. Original.
Classic BattleTech game system as never before! Interwoven and meticulously updated, Total Warfare provides the most detailed and comprehensive rules set published to date for BattleTech, the perfect companion for standard tournament play.
HEROES OF ALL STRIPES Shrapnel: The Official BattleTech Magazine celebrates bravery in all its forms on the triumphant, BattleMech-dominated battlefields of 31st century and beyond! Witness the birth of a new mercenary command in the late Third Succession War, follow a combat medic tackling a precarious injury, learn the true meaning of loyalty during the FedCom Civil War, and track down pirates on a forgotten world in the Periphery. Then don your neurohelmet and push back against the enemy with technical readouts, ghost ship sightings, in-depth technology articles, unit digests, playable scenarios, and more—all from BattleTech veterans and a squad of new authors: Jason Schmetzer Harper Brand Faith McClosky Giles Gammage Charles Gideon David Razi Marc Follin James Lee Aaron Cahall Michael J. Ciaravella Matthew Cross Ken’ Horner Craig A. Reed, Jr. Eric Salzman Joel Steverson Stephen Toropov
SOMETHING LURKS IN THE SHADOWS… During the chaos of the Word of Blake’s Jihad, the MechWarriors of the Federated Suns will go to any lengths to defend their nation from the Blakists’ unholy terror—including making deals with the devil. But that devil might just be a literal one: an all-black Marauder, hidden for several decades, that carries an aura of dread that infects everyone who encounters it. Many blame it for causing unexplained disappearances, technical failures, and even madness. But what is the so-called Dark One? Is it merely a ghost story told to scare pirates on the edge of the Periphery, or does something truly evil live beneath its cold, blackened armor? This anthology collects the first three of Lance Scarinci’s stories about the Dark One, along with a brand-new fourth story exclusive to this volume.
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?
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…
RIPE FOR THE TAKING… Dissatisfied with Archon Melissa Steiner’s leadership of the Lyran Commonwealth, Vedet Brewer, Duke of Hesperus, overthrew her rule in 3143 and claimed the mantle for himself—only to be unceremoniously removed from the position two years later. Brewer and his troops fled to the far reaches of Lyran space to lick his wounds and reevaluate his future, wandering the Commonwealth in search of potential allies and opportunities. His travels finally led him and his First Hesperus Guards to one of his old haunts: Melissia, a former Lyran provincial capital, a world he has not returned to in two decades—the perfect place to put down new roots. But the Clan Jade Falcon occupiers have already departed, and in their absence, two opposing factions vie for dominance: one seeks a new future for Melissia, the other desperately clings to tradition and the old ways. All political avenues have failed, and a grinding war between commoners and aristocracy is their only discourse. For an opportunist like Brewer, there is a clear path forward, but a ghost from his past calls everything he knew into question, and players in the shadows will stop at nothing to keep him from interfering in their carefully laid plans for the planet. Can Brewer muster the strength and courage to take advantage of this crisis, and plant the seeds of a new power capable of standing in defiance of the Archon?
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…