Most of the story isn't too bad, but help me remember Is this another book that was supposed to get a sequel to conclude the story which never materialized? Fall from Glory ; english version announced as Founding of the Clans: Visions of Rebirth , but unpublished so far. Many people were apparently irked by Andery Kerensky, feeling he was a whining sissy in the first novel.
Well it gets worse here. Through the eyes of Andery this novel covers events from , Nicholas Kerensky's Second Exodus and the formation of the Clans. Andery doesn't actually do anything besides feebly trying to resist being pulled along in his brother's machinations. We see how Andery unwittingly establishes "Aff" in Clan terminology, get more proof that Nicholas Kerensky was a murderous sociopathic nutcase, and those who really needed it get confirmation that "Jennifer Winson" was also "Jes Cole" and she is just as creepy as Nicholas.
This book's canonicity status is a bit unclear. Published in its German translation only so far, it would normally be apocryphal like the others but Herb's ruling was ambigously worded: Traum is actually fully canonical. I think the CGL authors and core factcheckers also got to read the original english-language manuscript, effectively treating it as fully canon.
I've heard a rumor to the effect that the novel was not only translated, but also partly rewritten prior to publication in Germany. I won't comment on rumors and only mention this because it may mean the German print novel includes changes from the original manuscript.
While these books generally got favorable reviews in Germany, personally I'm a bit torn. The stories as such are mostly good, and there are many fresh ideas here. But the writing isn't always top notch and often goes into unneccessary detail about unimportant things, with many points that would get flagged by factcheckers. Also, the author is extensively using scenes from BT computer games and names of real people associated with BT, which doesn't always sit right with me.
BattleTech Kartenset 5
Nova Cat warrior George, notable for his skills as a scout and pilot of light 'Mechs, narrowly passes his Trial of Position under very unusual circumstances the trial grounds are overrun by bandits during the trial. Shortly afterwards he is taken as isorla by the Ghost Bears and becomes something of a ristar. Although largely a likeable protagonist, George's alien mindset and his disregard for human life is shown fairly well. In one scene, for example, while in a WorkMech he improvises an anti-Elemental flamer from a blowtorch and detonates a gas line to kill attacking Elementals In the debriefing it is mentioned that his action killed more techs than enemy fire did but nobody really takes offense.
What I found equally funny and distracting is that the author actually used the intro cinematics for the MechWarrior 2 computer game as well as MechWarrior 2: Ghost Bear's Legacy as scenes within the book. Also, some character names are references to BattleTech authors such as introducing a tech named Ardath and then a couple of pages later one Mayhar Gurdel. George is posted to the Inner Sphere and attains a command position, where he is somewhat swamped by administrative tasks that he isn't very apt or well-trained for. As it turns out the Clan Watch is actively stirring up trouble with IS forces to keep the conflict going even after Tukayyid.
Investigating into their agenda, George gets into trouble and even a fight with the Watch. This novel has a very intriguing premise, as the Clan Watch got about zero screen time so far. In this respect, it is rather well-done. But there are a few things that make me give it a low rating: A factchecking snafu, as one part of the storyline hinges on the false presumption that you can scan and track where an outgoing JumpShip is jumping to, and thus follow them; and the author got recharge times badly wrong, having ships jump far too often.
Even when taking quickcharging LF batteries into consideration the ships cannot possibly make jumps in such a quick succession. Worst of all, after building up to George discovering some mysterious Watch operation the story remains unresolved and unexplained: Instead of finding out what exactly the Watch is doing, George is overcome by enemy forces and captured at the end of the book, terminating his investigation. I didn't understand if that was pure tough luck, or if he was somehow set up by his antagonists in the Watch.
Or what the Watch operations on Setubal and Mannedorf were all about.
Classic BattleTech: German Novels Series by Peter Heid
The desperate mercenaries cook up a devious plot to dupe the local population into believing they were sent by the Draconis Combine to support an uprising against the Jaguars. This diversion is supposed to allow the mercs to fix one of their DropShips and escape on a rescue JumpShip sent by their parent unit. They know and accept that the insurgents will get slaughtered, and even actively see to it that they aren't too successful. George, desperate to remain in the Warrior caste, actively helps his captors and eventually becomes a member of the unit. I didn't really root for the merc protagonists though, who deliberately sacrifice hapless locals and essentially commit a number of crimes including outright murder.
These are essentially two shorter stories back-to-back. As it turns out, the other subunits of the Devil's Dents were mauled even worse in their recent assignments and the unit falls on hard times. Unable to accept further anti-Clan contracts for House Kurita, they are regarded as worthless and even a security risk as they previously undertook black ops for Kurita. Consequently, Kurita orders the unit destroyed and they are wiped out in a series of assassinations.
George, despite massive problems adapting to life on Outreach, survives and escapes, procuring under dubious legal circumstances the Commando he had been assigned. With the help of a few acquaintances George then sets up shop as an independent mercenary and finally gets a contract as a member of a disparate merc company on pirate hunting duty. Despite his skills the poorly led mission ends in desaster, but George narrowly manages to avoid dispossession.
The mercenary business is truly shown to be a dog eat dog world here. The mercs are invariably downtrodden, dishonorable, greedy and a bit dumb even when they are competent fighters otherwise. We're clearly shown the dregs of Temptown here, and most of them have no qualms about selling out their friends and relatives.
I thougt that was a refreshing view on the trade after an overdose of Wolf's Dragoons and Kell Hounds. An series of episodes rather than a single story, this book narrates how George grows his own mercenary unit, the Biting Bear's Bashes, over the course of several missions in the Chaos March.
It reads a bit like a transcript from a RPG campaign, to be honest; the episodic approach didn't work very well for me. The last episode depicts a corporate warfare scenario on Saiph getting out of hand. I thought this part of the story was really well done, and since it takes up about half of the total pagecount it goes a long way to redeem the book. Their last mission is an infiltration mission against WoB on Mars.
The mission somehow magically works out and they steal a complete set of Celestials with surprisingly little effort. However, their Kurita employers decide to have the unit vanquished anyways to cover their tracks. Another merc unit is tasked with wiping them out, WoB forces join the fray, and the Biting Bear's Bashes are whittled down in a drawn-out guerilla campaign. George dies in the last stand. I am really sorry to have to say this as I really wanted to like the book, but it is probably the weakest book in the entire Bear Cycle.
Every aspect I disliked earlier in the series is back in full force.
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There is no true story arc, and the writing style doesn't work for me. See below for a more detailed review. Andurien Wars novels I love this series by Bernard Craw. It goes to show that you can tell a good BattleTech story entirely without introducing fancy new technology or universe-shaking events. These books are built from well-known, established BattleTech history the author said Brush Wars , which is among my favorite BT sourcebooks, laid the groundwork for his books. Even when you think you know the outcome, reading how things came to pass is the really interesting part.
Just my era cup of tea really. Opposing is a WH Kamata detachment. Lots of great characters, good situations, fresh ideas and good descriptions including good battle scenes; even narrative depth and a good story. A classic BT planetary assault done right. I was blown away by this novel, which is one of the best BT books out there. Everything I like about BattleTech, plus well-done scifi in showcasing an underground civilisation living in terraformed caves.
The author really did his research homework, basing the Niomede caves on the Biosphere 2 project in Arizona that he had visited. As the title implies, this book sets the groundwork for the series and provides character exposition. In this sense it is an anthology more than a novel.
On the down side that means it lacks a true story arc, and rather presents a number of loosely connected episodes dealing with the lead-up to and immediate aftermath of the Andurien Secession. The individual episodes range from insignificant to very good, and mostly deal with characters that previously appeared in Karma. Dame Catherine Humphreys and her family get some screen time as protagonists. Karma protagonist Jen Xiao enters Capellan Death Commando training, interestingly making the character less likeable.
The Andurien assault on Grand Base, as seen through the eyes of numerous characters on all sides of the conflict. If you expected big 'Mech battles you're in for a disappointment though, as the warfare on Grand Base is mostly asymmetrical and small-scale save for the assault on the factories near the end. It is a very good read nevertheless. BattleTech history simply tells us that the wedding fell through due to mutual dislike.
The "actual" story runs much deeper than that dry bit of information though. Gier is a sad story of two likeable, powerful characters destined to fail each in their own way on the backdrop of a war raging. It gets yet more melancholic when you look at the respective fates of Emma and Richard in BT lore. Despite being heavy on character development the book also delivers heavily on battle scenes including cool underwater battles. The final wrap-up scene in the hospital marks this character-driven novel perhaps the closest thing to real literature in BattleTech storytelling - not many BT stories make you feel for the characters quite like this.
I admit I may be biased, as I was a factchecker on this novel. Other German-exclusive novels Phoenix Heyne, ; author Peter Heid - Two stories, one told in flashback during the other. Good characters but rather weak, straightforward stories with the run-of-the-mill "merc unit betrayed by employer" plot for the main story. I liked how the aspect of death and losses comes to the fore, to the point of the merc unit renaming itself to "Phoenix" and only one single member surviving well, and another had retired after losing both legs while the main protagonist is offed in the epilogue, dying while waiting for his MedEvac helicopter that took 3 hours to show up.
It doesn't affect tanks or infantry but is still somehow a total game changer on the battlefield. This one I didn't like for several reasons: The characters are way over the top why exactly did we need a hot lesbian in the team? Stuff just kinda happens to push the story along. The Z-4 is a crude plot device and breaking the BattleTech aesthetics to the point where a preface in the book states the story is fictious within the fictious universe.
I feel cheated by that: When you're not writing BattleTech then you shouldn't try to cash in on the BT brand by declaring it a work of fiction within the BT universe, only to have BattleTech written on the cover.
A Test of Faith by Jeff Kautz. Echoes of Disgrace by Steven Mohan Jr. Pack Hunters by Jason Schmetzer. A Line in the Dust by Kevin Killiany. Callie's Call by Victor Milan. Grand Masters by Steven Mohan Jr. Chapter 15 by Blaine Lee Pardoe. Freak Show by Steven Mohan Jr. Paladin by Jason Schmetzer. The Line by Jeff Kautz. Superior by Steven Mohan Jr. Playing Outside by Christian Grainger. The Dragons of Despair by Kevin Killiany. Beware the Ides of November by Phaedra M. Seventy by Rhian Hunt.
Growing Up by Herbert A. Vole by Jason M. The Gulf of Reason by Jason Schmetzer. The Gauntlet by Ilsa J. Bushido and the Bear by Ben H. Sniper by Jason Schmetzer. Blitzernte by Kevin Killiany. A Soldier's Privilege by Jason Schmetzer. Be Good by Jason M. Other Perspectives by Herbert A. Birch's Charge by Raymond Arrastia. The Laws of Motion by Jason Schmetzer. Life in the Big City by Tara Gallagher. The Pear by Rhian Hunt. Eye of the Beholder by Ben H.
When the Bears Left by Dan C. The Call of Glory by Loren L. Tales of the Jihad: Biendieu by Annie Reed. Cockroaches by Jason M. The Dragon of Caph by Jason Schmetzer. Black Mist Rising by Randall N. Endgame at Engadine by Kevin Killiany. Alpha by Phaedra M. Stars in the Time of Dreaming by Ilsa J. Backroads at Night by Jason M. By the Sword by Jason Schmetzer. The Day After by Jason Schmetzer.
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To Serve and Protect by Herbert A. The Good Fight by Jason M. Voice of the Resistance by Chris Hartford. Omega by Phaedra M. The Shaded Light by Jason Schmetzer. Morningstar by Jason Schmetzer. Daybreak Fandango by Jason Schmetzer. Crescent Moon by Jason Schmetzer. Evening Tango by Jason Schmetzer. Dog Soldiers by Jeff Kautz. Djinn of Despair by Kevin Killiany. Rehab by Louisa M. The Art of War by Phaedra M. A Different Hope by Kevin Killiany. Night Terrors by Jason Schmetzer. Commitment by Kevin Killiany. Return of the Wolves: Rebellion - Salvage by Catalyst Game Labs. Under the Shadows of the Stars by Jason Schmetzer.
Rebellion - Furball by Catalyst Game Labs. Rebellion - Arrival by Catalyst Game Labs. Hunter or Hunted by Randall N. Rebellion - Ghosts by Catalyst Game Labs. Demon Star by Steven Mohan Jr. The Hunt for Jardine by Herbert A. Fall from Glory by Randall N. Way of the Champion by Steven Mohan Jr. Monster by Jason Schmetzer. Self Defense by Jason M.
Series: BattleTech
Sound and Fury by Jason Schmetzer. Convergence at Khon Kaen by Kevin Killiany. Toil and Trouble by Jason Schmetzer. Godt Bytte by Kevin Killiany. Office Politics by Ben H. A Smaller Sacrifice by Christian Grainger. Godfather by Jason Schmetzer. Blue Waters by Steven Mohan Jr. Hard Steel by Jason Schmetzer. With Carrion Men by Phaedra M. Capture the Flag by Ben H. Cornered Prey by Jason Schmetzer. Ghosts by Jason Schmetzer. Muckraker by Ben H. Twisting in the Vacuum by Jason M.
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Feral by Jason Schmetzer. Strike at the Heart by Catalyst Game Labs. First Acquisition by John Helfers. Meiyo by Keith R. Catch by Catalyst Game Labs. Unholy Union by Christopher Hussey. Abandonment by Blaine Lee Pardoe. Epaulet Mate by Phaedra M. Fall from Grace by Chris Hartford. Finding Jardine by Herbert A. Infestation by Catalyst Game Labs.
Blood Vengeance by Catalyst Game Labs. Rivers of Blood by Catalyst Game Labs. Cracking the Nut by Catalyst Game Labs. Escort Service by Catalyst Game Labs. Lead Rainmakers by Catalyst Game Labs. Under Pressure by Catalyst Game Labs. Three Points of Pride by Jason Hansa. Snow Birds by Ken Horner. Savage World by Ken Horner. Organic Ice by Ken Horner. Lost Souls by Ken Horner. Jumping the Diamond Shark by Ken Horner. Hidden Talons by Ken Horner. Fire in the Dark by Ken Horner. Seventeen Minutes by Steven Mohan Jr. Family Jewels by Ken Horner. Crucible at Campoleone by Kevin Killiany.
End of Days by Ken Horner. Uninvited Guests by Catalyst Game Labs. Amateur Hour by Catalyst Game Labs. Bump in the Night by Catalyst Game Labs. Crown of Laurels by Catalyst Game Labs. In for a Penny by Jason Schmetzer. Gilgamesh Stables by Jason Schmetzer. Unleash the Horde by Jason Schmetzer.
Hawke's Horde by Jason Schmetzer. Ikhwan by Jason Schmetzer. Revenge by Jason Schmetzer. Tactics of Desperation I by Nicholas Marsala. Hunting the Hunters by Nicholas Marsala. Urban Brawl by Nicholas Marsala. Twins by Stephen A. Scapegoats by Lance Scarinci. Bait and Switch by Darrell Myers. Ice Giants by Jason Schmetzer.
Langston's Lancers by Jason Schmetzer. Dragon's Fire by Craig A. Killing Dragons by Craig A. Jalastar Defense Force by Jason Schmetzer. Vendetta by Darrell Myers. Davion by Catalyst Game Labs. Kurita by Catalyst Game Labs. Liao by Catalyst Game Labs. Marik by Catalyst Game Labs. Steiner by Catalyst Game Labs. Word of Blake by Catalyst Game Labs. Ghost Bear by Catalyst Game Labs. Wolf by Catalyst Game Labs.
Miscellaneous by Catalyst Game Labs. Sword and Dragon by David L. Interstellar Players by Fanpro. A Time of War: Campaign Companion by unbekannt. Combat Equipment by Fanpro. House Marik by Chris Hartford. Classic Battletech Mercenaries Supplemental 2 by Fanpro. Project Phoenix by Fanpro. Classic Battletech by Fanpro. Introductory Record Sheets by David L. Total Warfare by Randall Bills. Brush Wars by Ben Rome. Battletech Technical Readout by Herbert A. Battletech Technical Readout by unbekannt. Record Sheets Prototypes by Randall N.
Operation Klondike by Chris Hartford. Combat Manual Kurita by Geoff Swift. Operation Klondike by Randall N. Interstellar Players 2 by Catalyst Game Labs. Terra by Herbert A. Interstellar Expeditions by Geoff Swift. Chaos Campaign by Herbert A. Luthien by Ben H. New Avalon by Ben H. Tharkad by Ben H. Sian by Ben H. Atreus by Ben H. Dieron by Ben H. Red Corsair by Ben H.
Galtor by Ben H. Misery by Ben H. Golden Century by Ken Horner. Mercs by Herbert A.
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Pirates by Herbert A. Gladiators by Herbert A. Corporations by Herbert A. Boondocks by Herbert A. Davion by Herbert A. Primitives, Volume 1 by Herbert A. Introductory 'Mech Cards by Herbert A. Embers of War by Jason Schmetzer. A Battletech Anthology by John Helfers. Shattered Fortress by Philip A. Toro Stables by Jason Schmetzer. Deep Strike by Darrell Myers. Drake's Dragons by Jason Schmetzer.
Silhouette Stables by Jason Schmetzer. Wasat Avengers by Jason Schmetzer. Knights Defensor by Jason Schmetzer. Pike's Pikemen by Jason Schmetzer. Wall of Pikes by Craig A. Hunting Snipes by Craig A. Ghosts of Spartacus by Jason Schmetzer. Despite changing owners and creative teams several times across thirty-four years, the BattleTech lore has remained remarkably consistent and largely free of retcons or changes, the few that have taken place being driven more by rights issues over the original mecha designs than creative problems.
Stackpole is the best-known BattleTech author. Saga of the Grey Death Legion: The Blood of Kerensky: The Jade Phoenix Trilogy: Twilight of the Clans: The Proving Grounds Trilogy: BattleTech is set in an alternate history to our own, with the point of divergence being the collapse of the Soviet Union; in the BattleTech timeline the Soviet Union did not collapse until , resulting in a bloody civil war. By the end of the century humanity had established colonies on Mars and numerous moons across the Solar system.
In mankind developed the Jump Drive, capable of making faster-than-light FTL jumps to other star systems. In the first extrasolar colony was established at Tau Ceti. By some extrasolar colonies had been founded, resulting in the first human diaspora from the overpopulated homeworld.
All worlds within this sphere were claimed by Earth, whilst colonies outside the zone were granted independence. Six Great Houses, evolutions of corporations, sovereign governments and wealthy families into dynastic organisations, took control of the region beyond the demarcation line: In the planet Tintavel was devastated by weapons of mass destruction, with over , deaths. In the wake of this catastrophe the Great Houses and Earth — now usually called Terra — signed the Ares Convention, both enshrining ritualised warfare as a means of solving disagreements but also banning the use of nuclear, biological and chemical weapons.
New weapons were instead developed, culminating in the creation in of the Mackie , the first BattleMech. A building-sized robotic exoskeleton, the BattleMech combined the abilities of a naval battleship and tank in a single unit, with a bipedal structure allowing it to operate in all terrain types.
With the human powers tiring of war, in the Star League was founded. Consisting of Earth and all of the Great Houses, whose combined territory was now known as the Inner Sphere, and many dozens of small powers beyond, in the Periphery, the Star League became the dominant governing body of humanity, dedicated to peace. Several minor powers rebelled against the Star League and attempted to undermine it, resulting in the Reunification War of , which ended with the surrender of the Taurian Concordant.
The Star League became more powerful and technologically advanced. In the first hyperpulse signal was sent, linking all the worlds of humanity together through FTL communications. Despite this prolonged period of peace, humanity maintained their weapons of war and built new ones: In the war ended in , but the conflict had been devastating, wiping out almost three-quarters of the SLDF.
With no central military to keep the worlds in line and maintain the peace, various Star League member worlds began breaking away. Seeing the collapse of the Star League was imminent, Kerensky and his closest advisors and allies left for deep space, taking with them over six million people in Operation Exodus. They headed out beyond the Periphery, with the League collapsing behind them.
ComStar seized control of the hyperpulse network and the banking system, allowing the various worlds to continue talking and trading with one another, whilst also ensuring their own survival. During these conflicts the Great Houses and their nation-states reasserted themselves: The Great Houses fought one another, sometimes breaking the ban on the use of weapons of mass destruction. These conflicts were devastating, killing millions and undermining the massive economic foundations of the former Star League which allowed the building of BattleMechs on a vast scale.
In the Third Succession War began. This conflict raged for a massive years. However, the conflict was not really one single, massive military war, instead consisting of a complex series of interlocking smaller wars that gradually petered out over time and was finally declared over in AD. In a cache of Star League-era knowledge was discovered on the planet Helm.
Much shorter than the previous wars, the two-year conflict saw Capella lose a lot of territory to the two other powers, but the conflict was unsuccessful in completely overrunning its territory. Despite great military successes, House Steiner was unable to completely consolidate its holdings and in lost several systems to a secessionist movement, which formed the Free Rasalhague Republic.
It was revealed that after leaving the Periphery almost years earlier, the SLDF had fallen into internal squabbling and its original plan, to establish a colony of the Star League far beyond explored space, had faltered. This society divided into seventeen groupings known as the Clans.
The Clans ultimately decided that their religious imperative was an invasion of the Inner Sphere and the reclamation of Eden, which they identified as being located on Terra, with a possible view to reestablishing the Star League. The resulting Clan Invasion, known as Operation Revival, was a brutal, fast-moving conflict.
ComStar allied with the invaders respecting their desire to restore the Star League and shut down communications between the targeted worlds and the Great Houses, throwing the situation into chaos and confusion.