’Mech of the Week: BZK-** Hollander
Hollander. A hard, semi-glazed brick. A species of rabbit. A machine used in paper production. A person from Holland, and informally the Netherlands. Do note, such a thing can lead to becoming a surname, i.e. Edith the Hollander becoming Edith Hollander.
Which is my slight nudge to be careful when searching for the term Hollander. Some of the results can be… interesting.
It is also the name of a 35-ton BattleMech that has a throw weight well above most light designs. It is the result of a call for a light, fast machine with superior long-range firepower. Since those making the choice leaned more towards the Steiner half of the Federated Commonwealth alliance, the firepower part took precedence. Coventry Metal Works got the contract.
If you wished to describe the original
Hollander in one word, it would probably be compromise. By the time the
BZK-F3 entered service in 3054, several compromises had been made. All of which were caused by the inclusion of perhaps the epitome of Lyran “compensation,” the Gauss Rifle placed in its right torso. The sheer mass of this weapon forced the use of an endo-steel skeleton, removed the possibility of back-up weaponry, and limited the ammunition bin to two tons. The next compromise was the engine, limited to an Omni 175-rated fusion model, giving it top speed equivalent to the original RVN-1X
Raven. Note: the only 35-ton machine slower is the
Panther, and that design jumps (the
Firebee equals the
Hollander’s ground speed, but also jumps). The final compromise was the armor. Because of difficulties, the designers had to decrease the amount to four tons of ferro-fibrous. This gives the design 59% of maximum protection, laid out in an 8, 10/3, 8/3, 6, 8 pattern (head, center front/rear, side front/rear, arms, legs prospectively). Ten single heat sinks provide more than enough cooling for the design (3 output total).
There are a few (okay, a lot) of problems with this design. While meant to engage and destroy enemy light and medium designs at range, it is a one-trick pony. This would come back to haunt Coventry Metal Works. Now, complaints from some MechWarriors caused a second variant to be produced.
Arriving in 3056, the
BZK-G1 swaps the Gauss Rifle for a Class-10 LB-X autocannon, with two tons of ammunition, and a medium laser in each arm. Two tons of armor were added, giving the design the protection originally envisioned for the -F3, laid out in a 9, 15/5, 12/4, 10, 13 pattern. It appears that fewer of this variant exist, but only just.
Now about that haunting. While the majority of
Hollanders were sent to the front, where they were expected to match up well with the Clan
Uller (
Kit Fox). I must admit I am unsure about that, since the
Uller is faster, jumps, and the configuration that is closest to the
Hollander is the A, which manages to tote a couple of mediums into the battle with their Gauss Rifle. And then there is the
Puma (
Adder). The Prime variant of that design carries two Particle Cannons, which means it can throw twice as much heavy fire as the
Hollander (yes, it has heat issues, but alterating between firing both and one still works).
In 3058, the Jade Falcons invaded the Lyran Alliance, mostly to blood their newest warriors. Their path took them to Coventry, where the Falcons landed and sent a large force towards the CMW factory. A large portion of the defenses were
Hollanders, and they quickly found themselves outmatched. This led to severe damage to the main factory.
Using a
Hollander starts with bringing friends. Notably friends that can attract more attention than you do. No matter which variant you use, everyone will assume you have the BZK-F3. At least until you fire the autocannon. The
Hollander is a prime example of the adage that the loud voice gets all the attention. And that Gauss Rifle is a really loud voice. On top of that, your thin armor means you can’t take much return fire.
You should not use either variant like a standard light machine. You do not have the speed to run with your brethren. And most of those that have the same speed or are slower have jump jets or (in the case of the
Cougar) have better guns than you. The BRZ-F3 should probably be assigned to your gun-line, alongside things like
Marauders and
Atlases. Frankly, the BZK-G1 could sit alongside
Annihilators and be a bit safer.
Fighting one is a bit clearer. Neutralize the threat as quickly as you can. Long-range weapons are nice, since returning fire is never a bad thing. Do take stock of his friends. You will have to deal with them, too. The BZK-F3 will have internal structure damage in any location from a hit doing more than an Inner Sphere Particle Cannon, whereas the BZK-G1 can only shrug off a Gauss Rifle slug to its chest (though there won’t be armor after). This makes targeting locations somewhat superfluous. Though, if you insist of doing so, the center torso will deal with the engine, and the right torso is where the main gun is. Note that hitting the gun on the first variant will turn the machine into confetti, and the second variant has the ammunition for the LB-X in its center torso.
While it has only two variants, the
Hollander has managed to spawn three descendant designs. The first is the
Hollander II, which I at least consider a separate design and not a pair of heavier variants. The second is the
Blitzkrieg, which CMW created in part by making the
Hollander heavier, faster, and (at least the original variant) carried a bigger, shorter-range gun. The last descendant design is the
Hollander III, which was produced in the Federated Suns, and is a bit hardier and faster through the use of advanced technologies.
As for the original, it is likely still fumbling around, if only in mercenary companies. Even if only a one-gun design, there are enough desperate warriors out there that will grab anything to fight with. Especially if that one gun packs a punch. (And to note, I decided to see whether heavy ferro-fibrous armor would help the -F3, and well… you gain 8 points of armor.)
This design is from Technical Readout 3055.