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Hollander Mk3 (long overdue upgrade).
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Stinger
The Knights of Chaos
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PostPosted: 11-Aug-2005 20:53    Post subject: Hollander Mk3 (long overdue upgrade). Reply to topic Reply with quote

BattleMech Technical Readout

Type/Model: Hollander MK3 BZK-F19
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 45 tons
Chassis: Coventry BZK-III Endo Steel
Power Plant: 225 Omni Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Lexington Limited High Grade Standard
Armament:
2 Medium Lasers
2 Streak SRM 2s
1 ER PPC
Manufacturer: Earthwerks
Location: Keystone (Earthwerks), Oliver (Brigadier)
Communications System: TharHes Muse 54-58K
Targeting & Tracking System: Cyclops 9

------------------------------------------------------------------------------
==Overview:==
Faced with the superior range and firepower of the Clan invaders, the
Steiner military wanted a light, fast 'Mech with superior long-range
firepower. Many design firms offered plans featuring LRM racks and PPC's, but
the contract went to Coventry Metal Works.
Their design, tagged the BZK-F3 Hollander, eliminated the heat buildup
inherent in LRMs by mounting the massive Poland Main Model A Gauss cannon in
the 'Mech's right torso. This unorthodox design would provide unprecedented
firepower in a light 'Mech, enough to take down other light 'Mechs in one
shot.
After reviewing the performance of the Hollander the unit was tagged a
failure and has slowly but surely been regulated to second line units. Due to
the lackluster performance the remaining mechs that were unsold were sent
along with the blueprints to Earthworks. They purchased them all out right and
have tooled up a line to start producing what they hope is a promising new
variant.


==Capabilities:==
Intended to engage light and medium 'Mechs at extreme range and eliminate
them quickly, the Hollander mounts a single Gauss cannon around which the
entire 'Mech is built. The Gauss cannon provides devastating firepower and
range, but also poses some inherent design limitations.
Though the heavy hitting gauss was a huge selling point, it caused so
many problems and caused so many changes to the oribinal design that the unit
was really a shell of what it was suppoes to be.
After looking at many of the testamonies of the Hollander pilots they
found that the lack of secondary weapons and poor armor coverage. So they
decided to remove the Gauss and replace it with a Blankenburg 200 ER PPC. A
pair of ExoStar 2 Medium lasers and a pair of Federated Superstreak SRM 2's
were added to the frame to increase the units attack power. The Same basic
look was kept with the large barreled shoulder cannon. The armor was removed
and a less expensive Standard armor was used, this allowed the new makers to
decrease some of the overall expenses and yet increase armor coverage to full
as was originally intended. The Endo steel frame was kept to save weight.
Comming in at just over 4 million C-bills Earth works is hopeing to reap some
of the medium weight market.

==Deployment==
All of the Hollanders currently produced by Earthworks are being sold to
Mercenary units and its hoped that the action they see will help to show the
new variant in a new light and spark sales for the new design.

--------------------------------------------------------
Type/Model: Hollander MK3 BZK-F19
Mass: 45 tons

Equipment: Crits Mass
Int. Struct.: 75 pts Endo Steel 14 2.50
(Endo Steel Loc: 1 HD, 2 LA, 2 RA, 2 LT, 2 RT, 1 CT, 2 LL, 2 RL)
Engine: 225 Fusion 6 10.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 13 Double [26] 12 3.00
(Heat Sink Loc: 1 LA, 1 LT, 2 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 153 pts Standard 0 10.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 21
Center Torso (Rear): 7
L/R Side Torso: 11 16/16
L/R Side Torso (Rear): 6/6
L/R Arm: 7 14/14
L/R Leg: 11 22/22

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
1 Streak SRM 2 RA 2 50 2 2.50
(Ammo Locations: 1 LT)
1 Medium Laser LA 3 1 1.00
1 Streak SRM 2 LA 2 1 1.50
1 ER PPC RT 15 3 7.00
CASE Equipment: LT 1 .50
--------------------------------------------------------
TOTALS: 25 66 45.00
Crits & Tons Left: 12 .00

Calculated Factors:
Total Cost: 4,090,740 C-Bills
Battle Value: 1,130
Cost per BV: 3,620.12
Weapon Value: 1,067 / 1,013 (Ratio = .94 / .90)
Damage Factors: SRDmg = 23; MRDmg = 9; LRDmg = 4
BattleForce2: MP: 5, Armor/Structure: 4/4
Damage PB/M/L: 4/3/1, Overheat: 0
Class: MM; Point Value: 11


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Stinger
If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Delta
Lyran Alliance
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Joined: 11-Dec-2004 00:00
Posts: 635

PostPosted: 11-Aug-2005 22:42    Post subject: RE: Hollander Mk3 (long overdue upgrade). Reply to topic Reply with quote

If it doesn't have a Gauss, it aint a Hollander.

You see, the (IS)ERPPC lacks the scout busting, head chopping, armor shredding potential of the Gauss Rifle.

I say put the Gauss back on and kill the missiles (They don't seem right)

Heres my suggestion --

-Gauss and 2t Ammo (Turn it back into the walking rifle)
-3 Medium Lasers
-10 Standard HS

Alternate- Drop a Laser for an additional ton of ammo.

Keep the rest the same. OK, thats sort of a new drastic variant, but then its actually a Hollander.

[ This Message was edited by: Delta on 2005-08-11 22:43 ]
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Stinger
The Knights of Chaos
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PostPosted: 11-Aug-2005 22:51    Post subject: RE: Hollander Mk3 (long overdue upgrade). Reply to topic Reply with quote

I agree but then we start looking at light engines and or XL to get decent armor coverage and enough ammo to be worth while.

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Stinger
If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Delta
Lyran Alliance
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Joined: 11-Dec-2004 00:00
Posts: 635

PostPosted: 11-Aug-2005 22:53    Post subject: RE: Hollander Mk3 (long overdue upgrade). Reply to topic Reply with quote

Actually no. 16 shots/24 shots is generally sufficent. An XL or Light would be wasted, wouldn't get much from it.
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Nightmare
Lyran Alliance
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Posts: 2214

PostPosted: 12-Aug-2005 00:24    Post subject: RE: Hollander Mk3 (long overdue upgrade). Reply to topic Reply with quote

You might wish to put my Sprinter in production instead. Custom Battlemechs, 55 tons.

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Vagabond
Mercenary
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Joined: 04-Feb-2002 00:00
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PostPosted: 12-Aug-2005 00:54    Post subject: RE: Hollander Mk3 (long overdue upgrade). Reply to topic Reply with quote

Quote:

On 2005-08-11 22:42, Delta wrote:
If it doesn't have a Gauss, it aint a Hollander.

You see, the (IS)ERPPC lacks the scout busting, head chopping, armor shredding potential of the Gauss Rifle.

I say put the Gauss back on and kill the missiles (They don't seem right)

Heres my suggestion --

-Gauss and 2t Ammo (Turn it back into the walking rifle)
-3 Medium Lasers
-10 Standard HS

Alternate- Drop a Laser for an additional ton of ammo.

Keep the rest the same. OK, thats sort of a new drastic variant, but then its actually a Hollander.



I made a few Hollander variants abit back.

http://www.mordel.net/barandgrill/viewtopic.php?topic=4875&forum=3&post=49854

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