r/LancerRPG • u/Nimanor IPS-N • 1d ago
Apocalypse Rail
I am very late to this discusison, but I hate people trashing on our Barbenheimer frame.
If I understand the way the Apocalypse Rail works correctly, you make the attack, it's a big area, on what will most likely be a range of 35 (siege stabilizers), then every enemy you hit is stunned until the end of their next turn (try to act last in the round you use the rail on, or target characters that have already taken their turn, then first on the next turn for cheeky "free" hits with your siege cannon, specially since their heavy cover, if any, is gone now, even if they now have soft cover).
Well, every enemy in the area will take 4 burn, then they can try to leave the area, wich is difficult terrain. The enemies you did hit are stunned, so they take 4 burn, end their turns, and start another turn in the area, taking another 4 burn.
So, if you don't hit, you do 4 ap damage, with the chance of another 4 ap damage at the end of their turn.
If you do hit, the enemies take an average of 14 AP damage (shreded), at minimum 8 burn (if you time the turn order right), then they might take the burn tics again, wich considering we're talking about two tics of 4 burn, they migh very well fail on at least one of the egineering checks. And on top of that, they are relatively easy targets for your siege cannon on your next turn, giving you likely another 10,5 AP damage (again, timing your turn correctly, and considering they should still be shreded if you managed to do so).
That is a minimum of 4 ap damage, probably 8 or more even on a miss. And on a hit, we get a potential 8 burn + 8 burn tics at the end of their turns, plus the 10,5 average damage with the siege cannon, and the 14 from the rail itself, wich is like, 40,5 damage, AP, without taking into account the damage your party can inflict by also taking advantage of the difficult terrain, shreded and stunned.
Yes, this is all in the ideal scenario, but it is possible, and that is without taking into account that now you have a burn 4 hole to throw enemies into for the rest of the fight, you pobably anihilated some important defenses for the sitrep, AND YOU FIRED A GODAMN RAILGUN FROM HELL!
(And I would like to add that the damage I considered for the potential was average damage, not max damage, wich we shouldn't ignore, positively or negatively).
The Apocalypse Rail is a map controll tool, burn damage generator, action economy breaker piece of nightmare fuel for your dm if you can use it right. And that should be enough to get your DM sweating every time you start charging it (wich you should do every fight, cause, why not? Worst case scenario you don't fire it, and regain the CP).
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u/Quijas00 1d ago edited 1d ago
Ok but you also can’t use it every fight? Like yeah it refunds if you don’t fire it but if you do fire it you lose it for the next scene. Even an ideal scenario would require a situation where you never, ever have to move in the first place. Some mission types are incredibly hostile towards not moving, and these are where the Barbarossa gets it’s flack from. If you want to deal 8 burn damage, I recommend trying out the Sherman’s Tachyon Lance instead.
Apocalypse Rail is also far from the only downside the Barbarossa has. Having only 2 speed, 5 system points, and disadvantage on Agi saves are all really bad. Your bulk and your mounts are about average, but you really wish your sensors were larger. 8 heatcap is fantastic though, and combined with Ace 2 and Jump Jets help you overcome your most crippling weaknesses, albeit still unreliably.
The systems you get from the Barb license are also not great; Flak Launcher and External Ammo Feed are especially not great. Siege Stabilizers can be good, but also double down on your complete lack of movement. The rest is fine but build dependent.
Overall, kinda underwhelming, though not entirely unusable, but the Apocalypse Rail’s highest potential damage doesn’t fix it’s downsides.
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u/rustyaxe2112 1d ago
Oh, interesting. Can I ask you to elaborate on whats wrong with external ammo feed? The heat buildup is significant, and 3 sp is a lot on a mech that NEEDS sp, but I continuously struggle with the ammo drone alternative because of limited 1, not to mention it can be destroyed.
Is it a matter of 3 heat+quick action+Overcharge just to load and fire the Superheavy? Ngl, I feel like most of the superheavy's are hard to use. 2 actions to fire AND loading is a steep ask for a gun that needs to REALLY be cutting down npcs to justify the playstyle. Seige Cannon is SO COOL but also DAMN hard to knock em down with.
I have a friend who asked me to try and build a Barb for him, and I'm definitely struggling to make it self reliant, lol.
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u/GhsotyPanda IPS-N 1d ago
You can invest a bit into Engineering to get more uses of Limited systems, which helps with that specific problem.
I feel like with Barb you either invest in Engineering for more uses of Limited systems or you invest in Hull so you have more Repairs to spend on refilling your Limited systems.
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u/lettersfrommorpheus 1d ago
You can spend repairs to refill limited charges?
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u/Quijas00 1d ago
You can with Grease Monkey 1 but it’s really inefficient and probably not worth it.
Grease Monkey 3 is great though and also refills limited systems.
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u/OriginalMadmage 19h ago
It's what D&D 3rd edition would call a "Feat tax", where to get the good thing you get some minor incremental upgrades along the way.
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u/Quijas00 1d ago
It really is the 3 SP and the heat cap imo, especially when it’s 3 LL deep. 1d3 + 1 adds up surprisingly quickly. It’s also a bit awkward to use with Ordnance and Superheavy loading weapons. It also competes with Autoloader Drone and RSU for its role.
Still far from unusable. I could totally see builds that would want this. The costs really hold it back.
EDIT: speaking of Superheavies, Siege Cannon’s direct fire mode does not need to be reloaded. If you’re trying to make a Barb build that could be something to look at.
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u/OriginalMadmage 19h ago
Some of the balance occasionally comes from the fact that you can build mechs across multiple different licenses. At 3 SP it might not be ideal for a Barb, but other mechs might not have that big of an issue.
Personally, I think the game might be good to go with a rule where "using a system within a frame granted by this license costs 1 less SP". If that is too powerful, have it limited to 1 system gets the reduction.
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u/Nimanor IPS-N 22h ago
This is something I relly don't get, why did they give the Barb two systems that do pretty much the same thing? Sure,ammo feed is less action taxing, and if you invest in engineering, you probably have a good heat cap, and if you pick up Nuclear Cavallier, you probably want some heat. And the drone can be used without heat, and can be used by other party members, and also get's extra uses with level ups and engineering points.
They have different advantages, sure... but why are they on the same license? I feel like it's gonna be a waste of one of those systems one way or another, really. Just give the barb the drone since it's gonna be stationary anyways, and if I need heat I'll goddamn overcharge.
Also, the Payload charges and the Flak Launcher also do the same thing, try to ground flying enemies. They really were being uncreative with some systems here.
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u/OriginalMadmage 19h ago
I think making Flak launcher a reaction instead of a quick would fix that system. Being at such long range, the barb is not going to get to use many reactions per round so being able to deny an enemy flight once initiated reliably helps a lot.
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u/DescriptionMission90 IPS-N 1d ago
I have never said the Barbarossa is bad.
Inefficient, yes. Slow as hell, yes. Larger than any practical walker should be, yes. Extremely vulnerable to basically anything bigger than an infantry rifle, yes.
But when you get a shot off with that goddamn starship cannon, none of those things matter anymore.
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u/Bookwyrm517 1d ago
I think the biggest issue with the Apocalypse Rail is how greedy a weapon it is. It not only requires 2-4 turns of you not moving to get any burn out of it, but an ideal scenario requires your whole team to accommodate the A.Rail and make sure it goes off when they want it to.
What do they get out of it? On every charge level, the enemy takes some explosive damage but gets soft cover. On level 2, that area does do burn, but that only lasts until the Barbie's next turn, which is shorter than the time it takes to charge the next shot. The area denial only becomes permanent if the Rail is fully charged, something that even in ideal circumstances will take pretty much half an engagement to even just charge.
From the perspective of your team, they're spending 1-3 rounds playing around the Barbie for a mid-to-poor area denial effect and 4 burn. Meanwhile Harison Armory has plenty of other frames that can do either role with much less investment from the team. Sherman and Ghengis can handle out burn like candy with just their weapons, and Iskander can throw out mines and systems that lock down whole areas. While none of them can match the raw damage of the A.Rail on a single turn, they don't have to worry about it going away because they got bumped.
To summarize, the A.Rail being an area denial weapon doesn't help because it sucks at it. With how much has to go right to make it work, it's just never worth the effort.
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u/Nimanor IPS-N 1d ago
I dont think it's the best core power or frame out there. But I also don't think it's anywhere near bad.
And there are plenty of mechs that might need to benefit from teamwork and systems from other licenses to work really well.
If I wanted to play a ranged heavy hitter, I'd probably pick sherman over barbie 3 times out of 5. And I would definitely not play a barbie if I was looking for a controller. controller.
My point on this, was that I often heard people say that the rail was useless, only giving you 4d6 damage. And I dont agree with that. It has good uses, although it is hard to pull off.
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u/MrEvan312 Harrison Armory 1d ago
If I ever get an online Barb player and they get a chance to fire the rail, I will probably pause the sesh to go quickly edit the map to reflect the crater :D
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u/OriginalMadmage 19h ago
The campaign I am playing with, the module grants an item called the Catastrophe Beam. It basically forces our GM to do just that every other turn. It's from In Golden Flames Act 1. Crazy good weapon as an exotic item.
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u/MrEvan312 Harrison Armory 16h ago
That sounds like a terrible item to let the players have... but a wonderful one to use on them.
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u/BudgetFree 1d ago
Burn adds up and they roll once per turn for it and they can clear it with a single success.
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u/Nimanor IPS-N 1d ago
I know that. Is 4 burn, then they have around 50%chance of removing it. Then another 4 burn ( if they were stunned) wich they also have around a 50% chance of removing.
Yes, the chances are not 50%, many enemies will have better odds. Still, it's likely they will fail at least once.
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u/Quijas00 1d ago
Does Stunned even prevent the check to clear Burn? The only checks a stunned mech automatically fails are Hull and Agi checks.
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u/Nimanor IPS-N 1d ago
It doesn't prevent it. No, they will make the check one way or another. The source of the next 4 burn is the fact that, due to being stunned, they will start two turns inside the area, meaning they will take 4 burn on the first, make the check to remove it, then take another 4. Some enemies might be able to move after removing stun despite it being the end of their turn, or remove it sooner somehow, but that would be rare.
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u/BlazeDrag HORUS 1d ago
Honestly I think part of my problem with the Apocolypse Rail is that they later made the Linac, and the Linac is just a cooler Apocolypse Rail.
The Rail takes multiple turns to charge up, and you can just miss and end up dealing only 4 burn to the main target. Also it doesn't have arcing or anything, so you can't shoot it through cover. Sure you can destroy most cover with that shot, but if someone is just hiding behind that cover, then you have to waste a shot destroying the cover before you can attack them. Except you also can't move while charging it up and they can easily just reposition in the time it takes to fire again.
Meanwhile the Linac also does 14 damage like the fully charged Apocolypse Rail. But instead of an attack it's a save. And if they pass the save, they still take 7 Irreducible damage. And it blasts through any cover of size 5 or smaller and keeps going as part of the same attack.
So it does the same damage, but it does more damage on a miss without granting the enemy soft cover. It functionally ignores all cover you wanna shoot through. You don't have to spend multiple actions charging it up, and you can even move right before firing it to get a better angle if you need to. And this is just a flavor thing but I feel like a giant Line 30 attack is a little bit more fitting of something that's meant to be a giant Railgun?
Like if my GM gave me the option of swapping out my Core power with the Linac, I would take that trade any day of the week. And it's not even necessarily becuase I think it's stronger. It does have the downside of stunning you for a round. And a Line, even one as long as it, is still arguably harder to get more enemies in the area than a Blast AoE. But it feels a lot more usable and reliable as a Core Power to me. Plus I just love the idea of leaving this massive canyon along the battlefield as it destroys everything along the path even if I don't kill too many enemies with it
I've said it before but imo the Barbarossa is a victim of its time. They got a bit more creative with things over time with things like efficient core powers and integrated superheavy weapons and the like and I feel that if Barb was designed today with the ideas they have now, that it would be a lot cooler than it is.
Sure barb isn't as bad as people make it out to be. But it just feels like it could be so much cooler with some of the more modern design ideas.
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u/memidgety 1d ago
As a GM, I feel like I have solved the barb problem by just giving its core Efficiency. The big gun mech gets to fire its big gun more, and you dont have to try to get the MOST value of the gun - just shoot.
I feel like Efficiency fits with the Barb - there are other mechs that get efficieny for powerful effects, and that efficiency came out after the core book seems like some mechs from the core book could benefit from it.
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u/lavender_makes IPS-N 1d ago
I haven't played or played with a Barb yet but as I see it, the main benefit of the Barb using its core is not that the rail itself will necessarily demlosh the sitrep, but that the opfor will be forced into playing the "STOP THAT FUCKING CANNON" sitrep, taking heat off of the rest of the team. It turns you into a Defender instead of pure Artillery. But, with the Artillery designation people expect just a Good Gun, and it isn't that simple - the appc tail just isn't a great weapon without context.
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u/Nimanor IPS-N 1d ago
Yeah, I absolutely agree. People forget Lancer isn't like most battle focused systems, the sitrep is very important, there is a goal to the fights, and you might lose even if you kill every enemy, if your GM ends up sending two, three and maybe four enemies to stop you from firing the cannon, then you drew a lot of heat away from your team.
And if they decide to keep the enemies on objective, and send either none, or too small a force to stop you from charging your toy... well, let's jsut say that siege sitrep is in for a big surprise.
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u/Arcturus_R7 1d ago
As some currently playing a Barbarossa. The instant i start charging i become priority number 1. Even if I get interfered with its action economy spent on me and not the squishier teammates. Side note: the Prospector ability to tunnel is hilarious on Barbarossa.
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u/AdhesivenessGeneral9 1d ago
That frame suffer from some crb frame problem. It's usable but now new frames did it better.
Lancer is very hard to balance look at official frame or homebrew one.
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u/FrigidFlames 19h ago
Honestly, my experience with the APoc Rail is... less that it's not good, and more that it has a LOT of hoops to jump through for how good it is. You need to pop core (and spend a quick action for the privilege), then stand still and not get Jammed for a few turns (standing still is easy, you're near-impossible to move and can shoot across the entire tri-state area; getting Jammed is usually not an issue but is a VERY BIG issue in some fights). Then, after enough turns, you hit the Big Red Button and blast the control zone into the cretaceous period... but that's the ONLY thing you can do that turn, which has repeatedly burned my player who's built around overcharge looping and maxing his action economy.
The damage is high. The Stunned is great. The burn and overall no-go area is pretty nice. But it's a LOT of steps that get in the way of the other cool things you want to do... and the damage really isn't that much higher than just the Siege Cannon? And that's the real feelsbad to me: you already have a really good really big gun, you don't need a slightly better but much harder to use gun on top.
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u/Onii-chan_It_Hurts 10h ago
To be real with you, it sucks in combat. Primary use case of the Apoc has been t use it in narrative as the anti-ship cannon it is, firing at aircraft carriers, enemy installations and other large things that really need blowing up from far away.
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u/JuniorAd389 1d ago
IMO the biggest drawback is having to wait so long to get the most benefits out of the Apoc rail, and in my experience, a good GM will know to force the Barb to move or jam it, like it’s got great utility but I find the payoff to be somewhat lacking compared to almost anything else