BattleTech, page 27
* * *
AUTOCANNON
A rapid-fire, auto-loading weapon. Light autocannons range from 30 to 90 millimeter (mm), and heavy autocannons may be from 80 to 120mm or more. They fire high-speed streams of high-explosive, armor-piercing shells.
* * *
BATTLEMECH
BattleMechs are the most powerful war machines ever built. First developed by Terran scientists and engineers, these huge vehicles are faster, more mobile, better-armored and more heavily armed than any twentieth-century tank. Ten to twelve meters tall and equipped with particle projection cannons, lasers, rapid-fire autocannon and missiles, they pack enough firepower to flatten anything but another BattleMech. A small fusion reactor provides virtually unlimited power, and BattleMechs can be adapted to fight in environments ranging from sun-baked deserts to subzero arctic icefields.
* * *
DROPSHIPS
Because interstellar JumpShips must avoid entering the heart of a solar system, they must “dock” in space at a considerable distance from a system’s inhabited worlds. DropShips were developed for interplanetary travel. As the name implies, a DropShip is attached to hardpoints on the JumpShip’s drive core, later to be dropped from the parent vessel after in-system entry. Though incapable of FTL travel, DropShips are highly maneuverable, well-armed and sufficiently aerodynamic to take off from and land on a planetary surface. The journey from the jump point to the inhabited worlds of a system usually requires a normal-space journey of several days or weeks, depending on the type of star.
* * *
FLAMER
Flamethrowers are a small but time-honored anti-infantry weapon in vehicular arsenals. Whether fusion-based or fuel-based, flamers spew fire in a tight beam of bright orange that “splashes” against a target, igniting almost anything it touches.
* * *
GAUSS RIFLE
This weapon uses magnetic coils to accelerate a solid nickel-ferrous slug about the size of a football at an enemy target, inflicting massive damage through sheer kinetic impact at long range and with little heat. However, the accelerator coils and the slug’s supersonic speed mean that while the Gauss rifle is smokeless and lacks the flash of an autocannon, it has a much more potent report that can shatter glass.
* * *
JUMPSHIPS
Interstellar travel is accomplished via JumpShips, first developed in the twenty-second century. These somewhat ungainly vessels consist of a long, thin drive core and a sail resembling an enormous parasol, which can extend up to a kilometer in width. The ship is named for its ability to “jump” instantaneously across vast distances of space. After making its jump, the ship cannot travel until it has recharged by gathering up more solar energy.
The JumpShip’s enormous sail is constructed from a special metal that absorbs vast quantities of electromagnetic energy from the nearest star. When it has soaked up enough energy, the sail transfers it to the drive core, which converts it into a space-twisting field. An instant later, the ship arrives at the next jump point, a distance of up to thirty light-years. This field is known as hyperspace, and its discovery opened to mankind the gateway to the stars.
Jump points are the locations within a star system where the system’s gravity is next to nothing, the prime prerequisite for operation of the K-F drive. The distance away from the system’s star is dependent on that star’s mass, and is usually many tens of millions of kilometers away. Every star has two principal jump points, one at the zenith point at the star’s north pole, and one at the nadir point at the south pole. An infinite number of other jump points also exist, but they are used only rarely.
JumpShips never land on planets. Interplanetary travel is carried out by DropShips, vessels that are attached to the JumpShip until arrival at the jump point.
* * *
LASER
An acronym for “Light Amplification through Stimulated Emission of Radiation.” When used as a weapon, the laser damages the target by concentrating extreme heat onto a small area. BattleMech lasers are designated as small, medium or large. Lasers are also available as shoulder-fired weapons operating from a portable backpack power unit. Certain range-finders and targeting equipment also employ low-level lasers.
* * *
LRM
This is an abbreviation for “Long-Range Missile,” an indirect-fire missile with a high-explosive warhead.
* * *
MACHINE GUN
A small autocannon intended for anti-personnel assaults. Typically non-armor-penetrating, machine guns are often best used against infantry, as they can spray a large area with relatively inexpensive fire.
* * *
PARTICLE PROJECTION CANNON (PPC)
One of the most powerful and long-range energy weapons on the battlefield, a PPC fires a stream of charged particles that outwardly functions as a bright blue laser, but also throws off enough static discharge to resemble a bolt of manmade lightning. The kinetic and heat impact of a PPC is enough to cause the vaporization of armor and structure alike, and most PPCs have the power to kill a pilot in his machine through an armor-penetrating headshot.
* * *
SRM
This is the abbreviation for “Short-Range Missile,” a direct-trajectory missile with high-explosive or armor-piercing explosive warheads. They have a range of less than one kilometer and are only reliably accurate at ranges of less than 300 meters. They are more powerful, however, than LRMs.
BATTLETECH ERAS
The BattleTech universe is a living, vibrant entity that grows each year as more sourcebooks and fiction are published. A dynamic universe, its setting and characters evolve over time within a highly detailed continuity framework, bringing everything to life in a way a static game universe cannot match.
To help quickly and easily convey the timeline of the universe—and to allow a player to easily “plug in” a given novel or sourcebook—we’ve divided BattleTech into seven major eras:
STAR LEAGUE
(Present–2780)
Ian Cameron, ruler of the Terran Hegemony, concludes decades of tireless effort with the creation of the Star League, a political and military alliance between all Great Houses and the Hegemony. Star League armed forces immediately launch the Reunification War, forcing the Periphery realms to join. For the next two centuries, humanity experiences a golden age across the thousand light-years of human-occupied space known as the Inner Sphere. It also sees the creation of the most powerful military in human history.
(This era also covers the centuries before the founding of the Star League in 2571, most notably the Age of War.)
SUCCESSION WARS
(2781–3049)
Every last member of First Lord Richard Cameron’s family is killed during a coup launched by Stefan Amaris. Following the thirteen-year war to unseat him, the rulers of each of the five Great Houses disband the Star League. General Aleksandr Kerensky departs with eighty percent of the Star League Defense Force beyond known space and the Inner Sphere collapses into centuries of warfare known as the Succession Wars that will eventually result in a massive loss of technology across most worlds.
CLAN INVASION
(3050–3061)
A mysterious invading force strikes the coreward region of the Inner Sphere. The invaders, called the Clans, are descendants of Kerensky’s SLDF troops, forged into a society dedicated to becoming the greatest fighting force in history. With vastly superior technology and warriors, the Clans conquer world after world. Eventually this outside threat will forge a new Star League, something hundreds of years of warfare failed to accomplish. In addition, the Clans will act as a catalyst for a technological renaissance.
CIVIL WAR
(3062–3067)
The Clan threat is eventually lessened with the complete destruction of a Clan. With that massive external threat apparently neutralized, internal conflicts explode around the Inner Sphere. House Liao conquers its former Commonality, the St. Ives Compact; a rebellion of military units belonging to House Kurita sparks a war with their powerful border enemy, Clan Ghost Bear; the fabulously powerful Federated Commonwealth of House Steiner and House Davion collapses into five long years of bitter civil war.
JIHAD
(3067–3080)
Following the Federated Commonwealth Civil War, the leaders of the Great Houses meet and disband the new Star League, declaring it a sham. The pseudo-religious Word of Blake—a splinter group of ComStar, the protectors and controllers of interstellar communication—launch the Jihad: an interstellar war that pits every faction against each other and even against themselves, as weapons of mass destruction are used for the first time in centuries while new and frightening technologies are also unleashed.
DARK AGE
(3081–3150)
Under the guidance of Devlin Stone, the Republic of the Sphere is born at the heart of the Inner Sphere following the Jihad. One of the more extensive periods of peace begins to break out as the 32nd century dawns. The factions, to one degree or another, embrace disarmament, and the massive armies of the Succession Wars begin to fade. However, in 3132 eighty percent of interstellar communications collapses, throwing the universe into chaos. The suspicious factions begin rebuilding their armies, and wars erupt almost immediately.
ILCLAN
(3151–present)
The once-invulnerable Republic of the Sphere lies in ruins, torn apart by the Great Houses and the Clans as they wage war against each other on a scale not seen in nearly a century. Mercenaries flourish once more, selling their might to the highest bidder. As Fortress Republic collapses, the Clans race toward Terra to claim their long-denied birthright and create a supreme authority that will fulfill the dream of Aleksandr Kerensky and rule the Inner Sphere by any means necessary: the ilClan.
LOOKING FOR MORE HARD HITTING BATTLETECH FICTION?
* * *
WE’LL GET YOU RIGHT BACK INTO THE BATTLE!
* * *
Catalyst Game Labs brings you the very best in BattleTech fiction, available at most ebook retailers, including Amazon, Apple Books, Kobo, Google Books, Barnes & Noble, and more!
NOVELS
Decision at Thunder Rift (The Gray Death Legion Saga, Book One) by William H. Keith, Jr.
Mercenary's Star (The Gray Death Legion Saga, Book Two) by William H. Keith, Jr.
The Price of Glory (The Gray Death Legion Saga, Book Three) by William H. Keith, Jr.
Warrior: En Garde (The Warrior Trilogy, Book One) by Michael A. Stackpole
Warrior: Riposte (The Warrior Trilogy, Book Two) by Michael A. Stackpole
Warrior: Coupé (The Warrior Trilogy, Book Three) by Michael A. Stackpole
Wolves on the Border by Robert N. Charrette
Heir to the Dragon by Robert N. Charrette
Lethal Heritage (Blood of Kerensky Trilogy, Book One) by Michael A. Stackpole
Blood Legacy (Blood of Kerensky Trilogy, Book Two) by Michael A. Stackpole
Lost Destiny (Blood of Kerensky Trilogy, Book Three) by Michael A. Stackpole
Way of the Clans (Legend of the Jade Phoenix, Book One) by Robert Thurston
Bloodname (Legend of the Jade Phoenix, Book Two) by Robert Thurston
Falcon Guard (Legend of the Jade Phoenix, Book Three) by Robert Thurston
Wolf Pack by Robert N. Charrette
Main Event by Jim Long
Natural Selection by Michael A. Stackpole
Assumption of Risk by Michael A. Stackpole
Blood of Heroes by Andrew Keith
Close Quarters by Victor Milán
Far Country by Peter L. Rice
D.R.T. by Jim Long
Tactics of Duty by William H. Keith, Jr.
Bred for War by Michael A. Stackpole
I Am Jade Falcon by Robert Thurston
Highlander Gambit by Blaine Lee Pardoe
Hearts of Chaos by Victor Milán
Operation Excalibur by William H. Keith, Jr.
Malicious Intent by Michael A. Stackpole
Black Dragon by Victor Milán
Impetus of War by Blaine Lee Pardoe
Double-Blind by Loren L. Coleman
Binding Force by Loren L. Coleman
Exodus Road (Twilight of the Clans, Book One) by Blaine Lee Pardoe
Grave Covenant (Twilight of the Clans, Book Two) by Michael A. Stackpole
The Hunters (Twilight of the Clans, Book Three) by Thomas S. Gressman
Freebirth (Twilight of the Clans, Book Four) by Robert Thurston
Sword and Fire (Twilight of the Clans, Book Five) by Thomas S. Gressman
Shadows of War (Twilight of the Clans, Book Six) by Thomas S. Gressman
Prince of Havoc (Twilight of the Clans, Book Seven) by Michael A. Stackpole
Falcon Rising (Twilight of the Clans, Book Eight) by Robert Thurston
Threads of Ambition (The Capellan Solution, Book One) by Loren L. Coleman
The Killing Fields (The Capellan Solution, Book Two) by Loren L. Coleman
Dagger Point by Thomas S. Gressman
Ghost of Winter by Stephen Kenson
Roar of Honor by Blaine Lee Pardoe
By Blood Betrayed by Blaine Lee Pardoe and Mel Odom
Illusions of Victory by Loren L. Coleman
Flashpoint by Loren L. Coleman
Measure of a Hero by Blaine Lee Pardoe
Path of Glory by Randall N. Bills
Test of Vengeance by Bryan Nystul
Patriots and Tyrants by Loren L. Coleman
Call of Duty by Blaine Lee Pardoe
Initiation to War by Robert N. Charrette
The Dying Time by Thomas S. Gressman
Storms of Fate by Loren L. Coleman
Imminent Crisis by Randall N. Bills
Operation Audacity by Blaine Lee Pardoe
Endgame by Loren L. Coleman
Ghost War by Michael A. Stackpole
A Call to Arms by Loren L. Coleman
The Ruins of Power by Robert E. Vardeman
A Silence in the Heavens (The Proving Grounds Trilogy, Book One) by Martin Delrio
Truth and Shadows (The Proving Grounds Trilogy, Book Two) by Martin Delrio
Service for the Dead (The Proving Grounds Trilogy, Book Three) by Martin Delrio
By Temptations and By War by Loren L. Coleman
Fortress of Lies by J. Steven York
Patriot’s Stand by Mike Moscoe
A Bonfire of Worlds by Steven Mohan, Jr.
Isle of the Blessed by Steven Mohan, Jr.
Embers of War by Jason Schmetzer
Betrayal of Ideals by Blaine Lee Pardoe
Forever Faithful by Blaine Lee Pardoe
Kell Hounds Ascendant by Michael A. Stackpole
Redemption Rift by Jason Schmetzer
Grey Watch Protocol (The Highlander Covenant, Book One) by Michael J. Ciaravella
Honor’s Gauntlet by Bryan Young
Icons of War by Craig A. Reed, Jr.
Children of Kerensky by Blaine Lee Pardoe
Hour of the Wolf by Blaine Lee Pardoe
Fall From Glory (Founding of the Clans, Book One) by Randall N. Bills
Paid in Blood (The Highlander Covenant, Book Two) by Michael J. Ciaravella
Blood Will Tell by Jason Schmetzer
YOUNG ADULT NOVELS
The Nellus Academy Incident by Jennifer Brozek
Iron Dawn (The Rogue Academy Trilogy, Book One) by Jennifer Brozek
Ghost Hour (The Rogue Academy Trilogy, Book Two) by Jennifer Brozek
OMNIBUSES
The Gray Death Legion Trilogy by William H. Keith, Jr.
NOVELLAS/SHORT NOVELS
Lion’s Roar by Steven Mohan, Jr.
Sniper by Jason Schmetzer
Eclipse by Jason Schmetzer
Hector by Jason Schmetzer
The Frost Advances (Operation Ice Storm, Part 1) by Jason Schmetzer
The Winds of Spring (Operation Ice Storm, Part 2) by Jason Schmetzer
Instrument of Destruction (Ghost Bear’s Lament, Part 1) by Steven Mohan, Jr.
The Fading Call of Glory (Ghost Bear’s Lament, Part 2) by Steven Mohan, Jr.
Vengeance by Jason Schmetzer
A Splinter of Hope by Philip A. Lee
The Anvil by Blaine Lee Pardoe
A Splinter of Hope/The Anvil (omnibus)
Not the Way the Smart Money Bets (Kell Hounds Ascendant #1) by Michael A. Stackpole
A Tiny Spot of Rebellion (Kell Hounds Ascendant #2) by Michael A. Stackpole
A Clever Bit of Fiction (Kell Hounds Ascendant #3) by Michael A. Stackpole
Break-Away (Proliferation Cycle #1) by Ilsa J. Bick
Prometheus Unbound (Proliferation Cycle #2) by Herbert A. Beas II
Nothing Ventured (Proliferation Cycle #3) by Christoffer Trossen
Fall Down Seven Times, Get Up Eight (Proliferation Cycle #4) by Randall N. Bills
A Dish Served Cold (Proliferation Cycle #5) by Chris Hartford and Jason M. Hardy
The Spider Dances (Proliferation Cycle #6) by Jason Schmetzer
Shell Games by Jason Schmetzer
Divided We Fall by Blaine Lee Pardoe
The Hunt for Jardine (Forgotten Worlds, Part One) by Herbert A. Beas II
Rock of the Republic by Blaine Lee Pardoe
Finding Jardine (Forgotten Worlds, Part Two) by Herbert A. Beas II
The Price of Duty by Jason Schmetzer
ANTHOLOGIES
AUTOCANNON
A rapid-fire, auto-loading weapon. Light autocannons range from 30 to 90 millimeter (mm), and heavy autocannons may be from 80 to 120mm or more. They fire high-speed streams of high-explosive, armor-piercing shells.
* * *
BATTLEMECH
BattleMechs are the most powerful war machines ever built. First developed by Terran scientists and engineers, these huge vehicles are faster, more mobile, better-armored and more heavily armed than any twentieth-century tank. Ten to twelve meters tall and equipped with particle projection cannons, lasers, rapid-fire autocannon and missiles, they pack enough firepower to flatten anything but another BattleMech. A small fusion reactor provides virtually unlimited power, and BattleMechs can be adapted to fight in environments ranging from sun-baked deserts to subzero arctic icefields.
* * *
DROPSHIPS
Because interstellar JumpShips must avoid entering the heart of a solar system, they must “dock” in space at a considerable distance from a system’s inhabited worlds. DropShips were developed for interplanetary travel. As the name implies, a DropShip is attached to hardpoints on the JumpShip’s drive core, later to be dropped from the parent vessel after in-system entry. Though incapable of FTL travel, DropShips are highly maneuverable, well-armed and sufficiently aerodynamic to take off from and land on a planetary surface. The journey from the jump point to the inhabited worlds of a system usually requires a normal-space journey of several days or weeks, depending on the type of star.
* * *
FLAMER
Flamethrowers are a small but time-honored anti-infantry weapon in vehicular arsenals. Whether fusion-based or fuel-based, flamers spew fire in a tight beam of bright orange that “splashes” against a target, igniting almost anything it touches.
* * *
GAUSS RIFLE
This weapon uses magnetic coils to accelerate a solid nickel-ferrous slug about the size of a football at an enemy target, inflicting massive damage through sheer kinetic impact at long range and with little heat. However, the accelerator coils and the slug’s supersonic speed mean that while the Gauss rifle is smokeless and lacks the flash of an autocannon, it has a much more potent report that can shatter glass.
* * *
JUMPSHIPS
Interstellar travel is accomplished via JumpShips, first developed in the twenty-second century. These somewhat ungainly vessels consist of a long, thin drive core and a sail resembling an enormous parasol, which can extend up to a kilometer in width. The ship is named for its ability to “jump” instantaneously across vast distances of space. After making its jump, the ship cannot travel until it has recharged by gathering up more solar energy.
The JumpShip’s enormous sail is constructed from a special metal that absorbs vast quantities of electromagnetic energy from the nearest star. When it has soaked up enough energy, the sail transfers it to the drive core, which converts it into a space-twisting field. An instant later, the ship arrives at the next jump point, a distance of up to thirty light-years. This field is known as hyperspace, and its discovery opened to mankind the gateway to the stars.
Jump points are the locations within a star system where the system’s gravity is next to nothing, the prime prerequisite for operation of the K-F drive. The distance away from the system’s star is dependent on that star’s mass, and is usually many tens of millions of kilometers away. Every star has two principal jump points, one at the zenith point at the star’s north pole, and one at the nadir point at the south pole. An infinite number of other jump points also exist, but they are used only rarely.
JumpShips never land on planets. Interplanetary travel is carried out by DropShips, vessels that are attached to the JumpShip until arrival at the jump point.
* * *
LASER
An acronym for “Light Amplification through Stimulated Emission of Radiation.” When used as a weapon, the laser damages the target by concentrating extreme heat onto a small area. BattleMech lasers are designated as small, medium or large. Lasers are also available as shoulder-fired weapons operating from a portable backpack power unit. Certain range-finders and targeting equipment also employ low-level lasers.
* * *
LRM
This is an abbreviation for “Long-Range Missile,” an indirect-fire missile with a high-explosive warhead.
* * *
MACHINE GUN
A small autocannon intended for anti-personnel assaults. Typically non-armor-penetrating, machine guns are often best used against infantry, as they can spray a large area with relatively inexpensive fire.
* * *
PARTICLE PROJECTION CANNON (PPC)
One of the most powerful and long-range energy weapons on the battlefield, a PPC fires a stream of charged particles that outwardly functions as a bright blue laser, but also throws off enough static discharge to resemble a bolt of manmade lightning. The kinetic and heat impact of a PPC is enough to cause the vaporization of armor and structure alike, and most PPCs have the power to kill a pilot in his machine through an armor-penetrating headshot.
* * *
SRM
This is the abbreviation for “Short-Range Missile,” a direct-trajectory missile with high-explosive or armor-piercing explosive warheads. They have a range of less than one kilometer and are only reliably accurate at ranges of less than 300 meters. They are more powerful, however, than LRMs.
BATTLETECH ERAS
The BattleTech universe is a living, vibrant entity that grows each year as more sourcebooks and fiction are published. A dynamic universe, its setting and characters evolve over time within a highly detailed continuity framework, bringing everything to life in a way a static game universe cannot match.
To help quickly and easily convey the timeline of the universe—and to allow a player to easily “plug in” a given novel or sourcebook—we’ve divided BattleTech into seven major eras:
STAR LEAGUE
(Present–2780)
Ian Cameron, ruler of the Terran Hegemony, concludes decades of tireless effort with the creation of the Star League, a political and military alliance between all Great Houses and the Hegemony. Star League armed forces immediately launch the Reunification War, forcing the Periphery realms to join. For the next two centuries, humanity experiences a golden age across the thousand light-years of human-occupied space known as the Inner Sphere. It also sees the creation of the most powerful military in human history.
(This era also covers the centuries before the founding of the Star League in 2571, most notably the Age of War.)
SUCCESSION WARS
(2781–3049)
Every last member of First Lord Richard Cameron’s family is killed during a coup launched by Stefan Amaris. Following the thirteen-year war to unseat him, the rulers of each of the five Great Houses disband the Star League. General Aleksandr Kerensky departs with eighty percent of the Star League Defense Force beyond known space and the Inner Sphere collapses into centuries of warfare known as the Succession Wars that will eventually result in a massive loss of technology across most worlds.
CLAN INVASION
(3050–3061)
A mysterious invading force strikes the coreward region of the Inner Sphere. The invaders, called the Clans, are descendants of Kerensky’s SLDF troops, forged into a society dedicated to becoming the greatest fighting force in history. With vastly superior technology and warriors, the Clans conquer world after world. Eventually this outside threat will forge a new Star League, something hundreds of years of warfare failed to accomplish. In addition, the Clans will act as a catalyst for a technological renaissance.
CIVIL WAR
(3062–3067)
The Clan threat is eventually lessened with the complete destruction of a Clan. With that massive external threat apparently neutralized, internal conflicts explode around the Inner Sphere. House Liao conquers its former Commonality, the St. Ives Compact; a rebellion of military units belonging to House Kurita sparks a war with their powerful border enemy, Clan Ghost Bear; the fabulously powerful Federated Commonwealth of House Steiner and House Davion collapses into five long years of bitter civil war.
JIHAD
(3067–3080)
Following the Federated Commonwealth Civil War, the leaders of the Great Houses meet and disband the new Star League, declaring it a sham. The pseudo-religious Word of Blake—a splinter group of ComStar, the protectors and controllers of interstellar communication—launch the Jihad: an interstellar war that pits every faction against each other and even against themselves, as weapons of mass destruction are used for the first time in centuries while new and frightening technologies are also unleashed.
DARK AGE
(3081–3150)
Under the guidance of Devlin Stone, the Republic of the Sphere is born at the heart of the Inner Sphere following the Jihad. One of the more extensive periods of peace begins to break out as the 32nd century dawns. The factions, to one degree or another, embrace disarmament, and the massive armies of the Succession Wars begin to fade. However, in 3132 eighty percent of interstellar communications collapses, throwing the universe into chaos. The suspicious factions begin rebuilding their armies, and wars erupt almost immediately.
ILCLAN
(3151–present)
The once-invulnerable Republic of the Sphere lies in ruins, torn apart by the Great Houses and the Clans as they wage war against each other on a scale not seen in nearly a century. Mercenaries flourish once more, selling their might to the highest bidder. As Fortress Republic collapses, the Clans race toward Terra to claim their long-denied birthright and create a supreme authority that will fulfill the dream of Aleksandr Kerensky and rule the Inner Sphere by any means necessary: the ilClan.
LOOKING FOR MORE HARD HITTING BATTLETECH FICTION?
* * *
WE’LL GET YOU RIGHT BACK INTO THE BATTLE!
* * *
Catalyst Game Labs brings you the very best in BattleTech fiction, available at most ebook retailers, including Amazon, Apple Books, Kobo, Google Books, Barnes & Noble, and more!
NOVELS
Decision at Thunder Rift (The Gray Death Legion Saga, Book One) by William H. Keith, Jr.
Mercenary's Star (The Gray Death Legion Saga, Book Two) by William H. Keith, Jr.
The Price of Glory (The Gray Death Legion Saga, Book Three) by William H. Keith, Jr.
Warrior: En Garde (The Warrior Trilogy, Book One) by Michael A. Stackpole
Warrior: Riposte (The Warrior Trilogy, Book Two) by Michael A. Stackpole
Warrior: Coupé (The Warrior Trilogy, Book Three) by Michael A. Stackpole
Wolves on the Border by Robert N. Charrette
Heir to the Dragon by Robert N. Charrette
Lethal Heritage (Blood of Kerensky Trilogy, Book One) by Michael A. Stackpole
Blood Legacy (Blood of Kerensky Trilogy, Book Two) by Michael A. Stackpole
Lost Destiny (Blood of Kerensky Trilogy, Book Three) by Michael A. Stackpole
Way of the Clans (Legend of the Jade Phoenix, Book One) by Robert Thurston
Bloodname (Legend of the Jade Phoenix, Book Two) by Robert Thurston
Falcon Guard (Legend of the Jade Phoenix, Book Three) by Robert Thurston
Wolf Pack by Robert N. Charrette
Main Event by Jim Long
Natural Selection by Michael A. Stackpole
Assumption of Risk by Michael A. Stackpole
Blood of Heroes by Andrew Keith
Close Quarters by Victor Milán
Far Country by Peter L. Rice
D.R.T. by Jim Long
Tactics of Duty by William H. Keith, Jr.
Bred for War by Michael A. Stackpole
I Am Jade Falcon by Robert Thurston
Highlander Gambit by Blaine Lee Pardoe
Hearts of Chaos by Victor Milán
Operation Excalibur by William H. Keith, Jr.
Malicious Intent by Michael A. Stackpole
Black Dragon by Victor Milán
Impetus of War by Blaine Lee Pardoe
Double-Blind by Loren L. Coleman
Binding Force by Loren L. Coleman
Exodus Road (Twilight of the Clans, Book One) by Blaine Lee Pardoe
Grave Covenant (Twilight of the Clans, Book Two) by Michael A. Stackpole
The Hunters (Twilight of the Clans, Book Three) by Thomas S. Gressman
Freebirth (Twilight of the Clans, Book Four) by Robert Thurston
Sword and Fire (Twilight of the Clans, Book Five) by Thomas S. Gressman
Shadows of War (Twilight of the Clans, Book Six) by Thomas S. Gressman
Prince of Havoc (Twilight of the Clans, Book Seven) by Michael A. Stackpole
Falcon Rising (Twilight of the Clans, Book Eight) by Robert Thurston
Threads of Ambition (The Capellan Solution, Book One) by Loren L. Coleman
The Killing Fields (The Capellan Solution, Book Two) by Loren L. Coleman
Dagger Point by Thomas S. Gressman
Ghost of Winter by Stephen Kenson
Roar of Honor by Blaine Lee Pardoe
By Blood Betrayed by Blaine Lee Pardoe and Mel Odom
Illusions of Victory by Loren L. Coleman
Flashpoint by Loren L. Coleman
Measure of a Hero by Blaine Lee Pardoe
Path of Glory by Randall N. Bills
Test of Vengeance by Bryan Nystul
Patriots and Tyrants by Loren L. Coleman
Call of Duty by Blaine Lee Pardoe
Initiation to War by Robert N. Charrette
The Dying Time by Thomas S. Gressman
Storms of Fate by Loren L. Coleman
Imminent Crisis by Randall N. Bills
Operation Audacity by Blaine Lee Pardoe
Endgame by Loren L. Coleman
Ghost War by Michael A. Stackpole
A Call to Arms by Loren L. Coleman
The Ruins of Power by Robert E. Vardeman
A Silence in the Heavens (The Proving Grounds Trilogy, Book One) by Martin Delrio
Truth and Shadows (The Proving Grounds Trilogy, Book Two) by Martin Delrio
Service for the Dead (The Proving Grounds Trilogy, Book Three) by Martin Delrio
By Temptations and By War by Loren L. Coleman
Fortress of Lies by J. Steven York
Patriot’s Stand by Mike Moscoe
A Bonfire of Worlds by Steven Mohan, Jr.
Isle of the Blessed by Steven Mohan, Jr.
Embers of War by Jason Schmetzer
Betrayal of Ideals by Blaine Lee Pardoe
Forever Faithful by Blaine Lee Pardoe
Kell Hounds Ascendant by Michael A. Stackpole
Redemption Rift by Jason Schmetzer
Grey Watch Protocol (The Highlander Covenant, Book One) by Michael J. Ciaravella
Honor’s Gauntlet by Bryan Young
Icons of War by Craig A. Reed, Jr.
Children of Kerensky by Blaine Lee Pardoe
Hour of the Wolf by Blaine Lee Pardoe
Fall From Glory (Founding of the Clans, Book One) by Randall N. Bills
Paid in Blood (The Highlander Covenant, Book Two) by Michael J. Ciaravella
Blood Will Tell by Jason Schmetzer
YOUNG ADULT NOVELS
The Nellus Academy Incident by Jennifer Brozek
Iron Dawn (The Rogue Academy Trilogy, Book One) by Jennifer Brozek
Ghost Hour (The Rogue Academy Trilogy, Book Two) by Jennifer Brozek
OMNIBUSES
The Gray Death Legion Trilogy by William H. Keith, Jr.
NOVELLAS/SHORT NOVELS
Lion’s Roar by Steven Mohan, Jr.
Sniper by Jason Schmetzer
Eclipse by Jason Schmetzer
Hector by Jason Schmetzer
The Frost Advances (Operation Ice Storm, Part 1) by Jason Schmetzer
The Winds of Spring (Operation Ice Storm, Part 2) by Jason Schmetzer
Instrument of Destruction (Ghost Bear’s Lament, Part 1) by Steven Mohan, Jr.
The Fading Call of Glory (Ghost Bear’s Lament, Part 2) by Steven Mohan, Jr.
Vengeance by Jason Schmetzer
A Splinter of Hope by Philip A. Lee
The Anvil by Blaine Lee Pardoe
A Splinter of Hope/The Anvil (omnibus)
Not the Way the Smart Money Bets (Kell Hounds Ascendant #1) by Michael A. Stackpole
A Tiny Spot of Rebellion (Kell Hounds Ascendant #2) by Michael A. Stackpole
A Clever Bit of Fiction (Kell Hounds Ascendant #3) by Michael A. Stackpole
Break-Away (Proliferation Cycle #1) by Ilsa J. Bick
Prometheus Unbound (Proliferation Cycle #2) by Herbert A. Beas II
Nothing Ventured (Proliferation Cycle #3) by Christoffer Trossen
Fall Down Seven Times, Get Up Eight (Proliferation Cycle #4) by Randall N. Bills
A Dish Served Cold (Proliferation Cycle #5) by Chris Hartford and Jason M. Hardy
The Spider Dances (Proliferation Cycle #6) by Jason Schmetzer
Shell Games by Jason Schmetzer
Divided We Fall by Blaine Lee Pardoe
The Hunt for Jardine (Forgotten Worlds, Part One) by Herbert A. Beas II
Rock of the Republic by Blaine Lee Pardoe
Finding Jardine (Forgotten Worlds, Part Two) by Herbert A. Beas II
The Price of Duty by Jason Schmetzer
ANTHOLOGIES





