Download Free Mechwarrior Dark Age 2 A Call To Arms A Battletech Novel Book in PDF and EPUB Free Download. You can read online Mechwarrior Dark Age 2 A Call To Arms A Battletech Novel and write the review.

Months have passed since the interplanetary communications net was destroyed, isolating planets across the Republic of the Sphere. Achernar is one of the few worlds still in possession of a working Hyperpulse Generator Station, capable of communications across the galaxy—and a much sought-after prize for the splintering factions of the Republic to acquire. Raul Ortega failed to qualify as an active MechWarrior, finding some solace in the Republic’s military reserves on Achernar and dreaming of the day he might know the adventure and glory of real combat. The Republic-loyal forces of Achernar whom Raul serves are supported by a loose alliance with the Swordsworn, a faction pledged to House Davion, whose leaders have an agenda of their own. When the planet falls under siege by yet another splinter group, the Steel Wolves, who are intent on capturing the HPG station, Raul is called to active duty. But when the Swordsworn desert Achernar in its time of need, Raul discovers that there’s little honor in the brutal realities of war and the subtle nuances of treachery...
More information to be announced soon on this forthcoming title from Penguin USA
With the mighty Steel Wolf clan behind her, Anastasia Kerensky plans to seize the planet Northwind, but Ezekiel Crow and Tara Campbell are prepared to repel her invasion--and decide the fate of a world. Original.
Since the failure of the interplanetary communications system, the ages-long peace within the Republic of the Sphere has begun to shatter. Power-hungry factions—such as the Steel Wolves—are raiding vulnerable worlds to establish their own rule. As a gateway to Earth, the planet of Northwind has strategic value, making it an exposed target to the splintering factions emerging across The Republic—and Duchess Tara Campbell will not allow her home to fall into enemy hands. Offering military assistance, The Republic sends Paladin Ezekiel Crow and his fully armed BattleMech to help defend Northwind. MechWarrior Anastasia Kerensky, she of the infamous bloodline, has her sights set on possessing Northwind, and what Anastasia wants, Anastasia usually gets. But first she must contend with the deadly politics of the Steel Wolves before she embarks on a conquest that could lead to the very heart of the republic itself.
For generations, the Republic of the Sphere has known a Golden Age of peace. Mighty BattleMechs, once kings of the battlefields, now aid the reconstruction of war-torn worlds. But when terrorists destroy the interstellar communications net, each planet is thrust into isolation. Suddenly old hatreds resurface and a people who have never known war face the prospect of learning its meaning firsthand. Sam Donelly is one of the best LumberMech jockeys on the planet, wielding his ’Mech’s fifteen-foot chainsaw with the grace and precision of a surgeon. Caught in a skirmish with revolutionaries, he soon finds himself a rebel recruit. But Sam is no mere lumberjack, and if his true identity is discovered, the repercussions could be disastrous not only for Sam, but for the entire Republic. . . .
In the third novel based on the BattleTech/MechWarrior role-playing game, the planet Mirach now experiences civil unrest. Governor Ortega is at adds with several powers--including his two sons, both aspiring MechWarriors who believe only a hard-won battle can save the planet. Original.
MORE THAN A CENTURY IN THE MAKING… Since the Clan Invasion of 3050 ended in failure, there are those who have not forgotten Nicholas Kerensky’s ultimate goal: The conquering of Terra, and the rise of one Clan above all others…to become the ilClan, and rule over both the rest of the Clans and the Inner Sphere…regardless of what the Great Houses may say about it… THE BATTLE THAT WILL RESHAPE THE INNER SPHERE BEGINS… Now, in 3151, two Clans make the final jump into the shattered remains of the Republic of the Sphere. Their target: the cradle of humankind, and the ultimate symbol of the Inner Sphere…Terra. But Clans Jade Falcon and Wolf will face a powerful, tenacious enemy in the remaining forces of the Republic, led by their resurrected leader, Devlin Stone. The impending battle will engulf the entire planet, and when it is over, only one shall stand supreme...
When the Vanirs seek vengeance against warrior Kern, the "Wolf-Eye," for his courageous act of defiance, Kern must gather together an army to stop the Vanir and their supernatural henchman by unleashing the fury of Cimerian rage passed down from Conan. Original.
’MECHS AT THE READY… Betrayed by his own House and stripped of his rank, exiled Mechwarrior Justin Allard is given one last chance to save his honor—by risking his life in the gladiatorial arenas of Solaris VII. But his newest Game World opponent—more skilled at 'Mech-to-'Mech combat than any other rival—raises the stakes even higher. It's Philip Capet, former mechwarrior in the Davion military—until he was kicked out by none other than Justin Allard before his own unfortunate fall from grace. Both Justin and Philip face fierce battles, but in the Inner Sphere, where nobles have schemed for centuries to win the ultimate power, those who interfere with the Successor Lords are sometimes called heroes. And sometimes called victims…
FAR FROM HOME… Exarch Devlin Stone, hero of the Word of Blake Jihad and architect of the Republic of the Sphere, has returned to Terra only to find his beloved nation under siege and in danger of breaking apart. As threats bear down on the Republic from all sides, Stone and his inner circle must move fast to bolster Terra’s defenses from all who seek to conquer the birthplace of humanity. However, not all of his allies have heeded Stone’s call to arms. Former Exarch Damien Redburn, who left Terra to defend the Republic’s borders from the rapacious Clan Wolf, was cut off when the walls of Fortress Republic rose. Without support or reinforcements, Redburn, the Fidelis, and Countess Tara Campbell’s Highlanders have held the line against the Wolves for years, but the never-ending campaign has pushed all of them to their breaking points. Is Stone’s return genuine, or a carefully crafted hoax? Can Redburn be brought back into the fold, or has he gone rogue for good? In the end, Stone, Redburn, and their allies must each decide their path before tensions can erupt in a clash that could shake the very foundation of the Republic.