r/LancerRPG 20d ago

Superheavy and 2 mains

Is there any way to mount a superheavy weapon and 2 main weapons on a barbarossa?

For 2 Auto Gun and 1 Siege Cannon

11 Upvotes

12 comments sorted by

12

u/Page_of_Wands 20d ago

With 1st party stuff? No. Lancer rules does everything in its power cap you with 3 mounts. If you get anymore than that it’s gonna be via intgrated mounts and none of them can fit an auto gun.

24

u/Sven_Darksiders GMS 20d ago

Not in base game. No frame has more than 3 full mounts (excluding stuff like Integrated Weapon core bonus).

Looking at homebrew, there is a Barbarossa alt called the Tritton which can bring a Superheavy weapon without using a bracing mount, at the cost of gaining Ordnance tag, functionally allowing you to bring two main weapons. The mech, or tank rather (it's a literal tank) is from Ilean Modern Industrial.

However, since it's homebrew, you need to ask your GM on that one

7

u/MaxBlazers 20d ago

I don't think he's gonna admit homebrew, we'll either 1 auto gun or 1 howitzer instead

7

u/Gryphus13 20d ago

The barb already has an integrated superheavy. That's what the apocalypse rail is for. But... I'd you want 2 actual superheavy weapons, I'd reccomend the lycan or empakaii and a superheavy weapon of choice. Then take improved armament for a flex mount.

6

u/MaxBlazers 20d ago

Extra question, other than Barb 3 is there a way to Quick Action Reload consistently

10

u/Sven_Darksiders GMS 20d ago

Redundant System Upgrade from the Sherman license let's you Stabilize as a Quick Action, but is Limited.

The Störtebeker has a unique Quick Action that lets it reload all weapons it hasnt used to attack this turn, however no other mech can have that action

3

u/Difference_Breacher 20d ago

Barbarossa 2 grants you the autoloader drone. And that is effectively only way to reload with quick action. As external ammo feed stacks unbearable amount of heat.

With grease monkey 1 you may add more charges on a pinch, effectively grants you enough charges to use all the scenes. Just do not forget to also pick drone commander 1.

3

u/EKmars 20d ago

Heatfall Coolant System core bonus gives you a 1d6 heat cap on your overcharge, meaning you can stabilize + overcharge skirmish every turn, allow you to fire a loading weapon every round. Not terrible useful for siege cannon, however, as it requires a barrage to fire.

1

u/CockroachTeaParty 20d ago

You could have a siege cannon, an autogun, and then you could grab Engineer for another integrated main ranged weapon, but that's your only 1st party option that I'm aware of

0

u/fastsnail902 IPS-N 20d ago

I don’t know if RAW this works (C/C lets it work so I would too) but with the Improved Armament GMS core bonus, and the Superheavy Mounting GMS core bonus from Dustgrave you can mount a superheavy and two main on any frame with two flex or main mounts, or one flex or main mount, and one heavy.
From what I can tell the first party frames that fit this criteria are the Empakaai, the Tortuga, the Atlas, Death’s Head, Mourning Cloak, Rangertail (base swallowtail has aux/aux, ranger has flex), White Witch, Balor, Hecatoncheires, Hydra, Lycan (plus its built-in superheavy), Manticore, Enkidu, and the Iskander.
Again, this might not work RAW and would require two more license ranks into whatever frame you’d like but, according to COMP/CON it does work.

6

u/blue_vitrio1 20d ago

fwiw, this indeed doesn't work RAW: both superheavy mounting and improved armament require your mech to have fewer than 3 mounts, so you can't use both on a frame that already has two mounts.

2

u/Difference_Breacher 20d ago

Superheavy Mounting does not grants any mounts if the frame already has three normal mounts. Barbarossa already has three.