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SOMETIMES THE BEST PRIZES AREN'T FOUND ON THE BATTLEFIELD... In the 25th century, the Free Worlds League is fighting for its life against the encroaching Lyran Commonwealth and its new weapon, the BattleMech. With a new, untested leader on the FWL throne, a precarious plan is hatched to gain the Great House the edge it needs to fight off the invaders. Using guile and seduction, a small team of infiltrators plans to take the information the Free Worlds League desperately needs, and the men who possess it, into their arms in one fell swoop...but how can they create a scenario where these technicians will come over of their own free will?
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…
ALIVE OR DEAD… Just a few months after their universe-shaking campaign on Helm, and the distribution of the Helm Memory Core, all Grayson Carlyle and his Gray Death Legion want is to settle into their new home on Glengarry. But they barely touch down on-planet when a Lyran Commonwealth general contacts the GDL, intent on hiring them to track down and capture Draconis Combine agents behind a daring raid on Lyons. Tracking the Kurita raiders to the Draconis border system of Valdis—better known as Wheel—Grayson and his people have their work cut out for them. The system’s main feature is literally a wheel-shaped deep-space station and recharge facility at the Valdis star’s zenith jump point. Its structure means a direct assault with BattleMechs will be extremely risky, both because of the tight quarters and the very real danger of an errant shot or missile depressurizing and destroying the entire station. Also, Grayson will be splitting his force, with Lori Kalmar providing a decoy operation on the nearby mining planet Valdis I, otherwise known as Rock, to draw the Combine’s attention away from Wheel. It’s a high-risk operation on both ends, but Grayson and the GDL have their orders, and they intend to capture the Draconis operatives one way or the other…even if they have to risk destroying the entire space station to do so…
THE DAWN OF A NEW AGE… In the 25th century, humankind is locked in a seemingly endless cycle of warfare as each of the Great Houses seeks to expand their holdings at the cost of the others. But in 2438, the Terran Hegemony perfects a battle system unlike anything seen in combat before—the Mackie, the very first BattleMech. With it, the Hegemony quickly reigns supreme on the battlefield. The Mackie’s arrival sets off a desperate arms race among the Great Houses, each desperate to possess the BattleMech’s secrets. Some houses will use military force to steal them, others resort to stealthy espionage teams to infiltrate highly secured BattleMech facilities. Still other Houses will use diplomacy, or even corporate espionage to get their hands on the coveted plans or the men and women who can build a BattleMech. Now, collected for the first time, stories by celebrated BattleTech authors Ilsa J. Bick, Herbert A. Beas II, Christoffer Trossen, Randall N. Bills, Chris Hartford and Jason M. Hardy, Jason Schmetzer, and Blaine Lee Pardoe—who wrote a brand-new novella about the creation of the Coyotl, the first OmniMech—tell how BattleMechs were invented in one complete volume. Welcome to The Proliferation Cycle.
A HERD DIVIDED… For the entirety of its existence, Clan Hell’s Horses has been underestimated by its fellow Clans. The inclusion of tanks and infantry alongside their BattleMech forces has often unfairly forced the Horses into lopsided alliances with other Clans. As competing Clans race headlong to conquer Terra, the birthplace of humanity, the Horses must focus on survival rather than the glory of conquest. But many Horses want more, and they refuse to be shouldered aside as Clans Jade Falcon and Wolf reap the rewards of their campaign toward Terra. Star Captain Peter Cobb, a controversial rising star and military scholar, sees a new trail for the Hell’s Horses to blaze. This path would put the Clan on a fiery trajectory to earn the victories and respect they rightfully deserve, and push the Clan toward a prosperous future. But few embrace his controversial ideas and, divided by distrust and ambition, the leadership of his Clan lacks the will to ensure that the Hell’s Horses will be strong enough to survive the tumultuous conflicts ahead. Caught between the bloody agendas of two rival Khans—a political maneuverer and a bellicose warmonger—Peter must find a way to restore the soul of the Hell’s Horses without sullying his honor, or risk dooming his entire Clan to extinction in the face of a rising power unlike any the Inner Sphere has ever seen…
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.
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...
A UNIVERSE GONE DARK… Months have passed since the interplanetary communications net was destroyed, isolating planets across the Republic of the Sphere and beyond. Achernar is one of the few worlds that still possesses a working Hyperpulse Generator Station, a device that enables communications across the galaxy—and a highly sought-after prize for the splintering factions of the Republic... After failing to qualify as an active MechWarrior, Raul Ortega finds solace in the Republic’s military reserves on Archenar, and dreams of the day he might know the adventure and glory of real combat. The planet’s Republic-loyal forces are supported by a loose alliance with the Swordsworn, a faction pledged to House Davion—whose leaders have an agenda all 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 up to active duty. But when the Swordsworn desert Archenar in its time of need, Raul discovers there’s little honor in the subtle schemes of treachery and the brutal realities of war...
A DARK WARRIOR RISES… Jade Falcon Galaxy Commander Malvina Hazen and her warriors are in their Occupation Zone, overseeing the consolidation of power on the worlds they've wrested from the collapsing Republic of the Sphere. When a ship appears at Skye's jump point and its commander declares a Trial of Possession for the Mongol Doctrine, the warfare strategy he claims Malvina stole from Clan Hell's Horses, Malvina sees her vision unfolding: she agrees to single BattleMech combat. Malvina emerges from the fray victorious—and inspired to ride her growing reputation into Clan Jade Falcon's halls of power. Frustrated by the lack of support from her own Khan, and guided by the machinations of her Clan’s supreme strategist, the fearless warrior plots to expand both her and the Falcon’s power, crushing anyone who gets in her way. But her bold actions may herald the beginning of a civil war that could unmake not simply her own Clan, but the entire Clan way of life…
NEVER BET AGAINST THE KELL BROTHERS… The Kell Hounds are one of the most storied mercenary units in the Inner Sphere. Now, New York Times-bestselling author and Kell Hounds creator Michael A. Stackpole goes back to the Hounds’ beginnings in these three short novels, when Morgan and Patrick Kell were just two smart, ambitious brothers—with a plan to revolutionize the world of mercenaries forever… Not How the Smart Money Bets: Morgan and Patrick Kell land on the mercenary planet Galatea to start their new unit, the Kell Hounds. But a few obstacles in their way, including the biggest one, a ruthless crime lord named Haskell Blizzard. But the Kell brothers have faced long odds before, and come out on top every single time. When the chips are down, the smart money is always on the brothers Kell. A Tiny Bit of Rebellion: Galatea’s capital city, Galaport, is threatened by a new enemy: Bishop Arlington Poore, a religious zealot who wants to bring the entire planet under his repressive theocracy—and is willing to starve millions to do it. The Kell Hounds now have their first job: put down this uprising, and fast. But when a madman has converted thousands of civilians to his side, how will Morgan and Patrick end his misguided crusade without shedding innocent blood? A Clever Bit of Fiction: When the Archon hires the Kell 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 Kell thinks it’s a chance to relax while getting to know the mercurial leader of the Federated Suns. But when a powerful group 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 dangerous choice…with the possible fate of three Great Houses lying in the balance… If Auld Acquaintance Be Forgot…: 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. 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…