Difference between revisions of "Cellular Ammunition Storage Equipment"

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== Description ==
 
== Description ==
'''CASE''', short for '''Cellular Ammunition Storage Equipment''', was pioneered by the [[Terran Hegemony]] in the mid-25th Century in order to prevent the complete destruction of units due to the hazards of carrying volatile or explosive equipment, usually ammunition. CASE prototypes first appeared in [[2452]], but were refined to prevent system failures by the time it reached its full standard production version in [[2476]].<ref name="TMp210">''TechManual'', p. 210, "Cellular Ammunition Storage Equipment (CASE)"</ref><ref name="IOp70">''Interstellar Operations'', p. 71, "CASE-P"</ref> If CASE is installed in a unit, the location with CASE mounts its armor with failure-prone fastenings, combined with armored containers for the explosive components. If an explosive component in a CASE-protected location detonates, the location's internal structure takes damage normally from the explosion, along with the (rear, if a 'Mech torso) armor as the fastenings fail and the armor is blown off in the blast. However, any further damage from the blast is directed out of the unit and away from the unit's other locations and critical components. While CASE is invaluable for preventing excessive internal damage, it does not stop ammunition explosions, and the unit will likely be crippled or nonfunctional, albeit repairable, as a result of venting the explosion. In addition, CASE may prevent excess injury or fatalities among pilots and/or crew.<ref name="TMp210"/><ref name="TRO:2750p12">''Technical Readout: 2750'', p. 12, "CASE"</ref><ref name="TRO:3050p221">''Technical Readout: 3050'', p. 221, "CASE"</ref>
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'''CASE''', short for '''Cellular Ammunition Storage Equipment''', was pioneered by the [[Terran Hegemony]] in the [[twenty-fifth century|mid-twenty-fifth century]] in order to prevent the complete destruction of a unit in the event of an internal explosion. Earlier [[Age of War]] [[BattleMech]]s and [[Combat Vehicle|combat vehicles]] had a tendency to be destroyed much more easily, due to the hazards of carrying volatile or explosive equipment, especially ammunition. CASE was designed to redirect internal explosions away from the interior of combat units, thus saving most of the unit for salvage or even maintaining part of it's combat capabilities. However, early CASE prototypes (CASE-P) that first appeared in [[2452]] had a modest 33% failure rate due to a variety of early flaws<ref name=HRW179>''Historical: Reunification War'', p. 179, "CASE (CASE-P)"</ref><ref name="IOp71"/>. By [[2476]], these flaws were refined or removed, becoming the standard version of CASE thereafter.<ref name="TMp210">''TechManual'', p. 210, "Cellular Ammunition Storage Equipment (CASE)"</ref><ref name="IOp71"/>
  
Early CASE prototypes (CASE-P) had a small chance of failure due to a variety of early flaws. About 33% the time<ref>'''Note''': The text previously indicated there was a 20% chance of CASE failure. This was erroneous, as CASE-P fails on a 1d6 roll of 1-2, or 33% of the time.</ref>, CASE-P-protected internal explosions were not properly vented as designed, instead allowing the damage to destroy the unit from the inside as if the unit were not protected by CASE at all.<ref name=HRW179>''Historical: Reunification War'', p. 179, "CASE (CASE-P)"</ref><ref name="IOp71">''Interstellar Operations'', p. 71, "CASE-P"</ref>
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When CASE is installed in a unit, the location with CASE combines two safeguards against internal explosions. The rear-facing, external armor and ammunition bin doors are mounted with fastenings designed to fail in the event of an internal explosion. Additionally, hardened [[Ferro-fibrous armor|ferro-fibrous-armored]] containers are used to physically store the explosive components.<ref name=TRO2750>''Technical Readout: 2750'', p. 12, "Cellular Ammunition Storage Equipment (CASE)"</ref> This places a high-threshold barrier for exploding ammunition reaching its equilibrium when escaping into the interior of the unit, and a very low-threshold barrier against reaching equilibrium when escaping outside the unit, effectively redirecting the blast of the explosion out of the unit. However, the ferro-fibrous containment for the ammunition is not perfect. If an explosive component in a CASE-protected location detonates, the location's internal structure is still damaged from the explosion, along with the armor in the stricken location, as the fastenings fail and the armor is blown off in the blast. However, any further damage from the blast exits out of the unit. While CASE is invaluable for preventing excessive internal damage, it does not stop ammunition explosions, and the unit will likely be crippled or nonfunctional, albeit repairable, as a result of venting the explosion. In addition, CASE may prevent excess injury or fatalities among pilots and/or crew, although they will still feel the shock of the explosion.<ref name=TRO2750/><ref name="TMp210"/><ref name="TRO:2750p12">''Technical Readout: 2750'', p. 12, "CASE"</ref><ref name="TRO:3050p221">''Technical Readout: 3050'', p. 221, "CASE"</ref>
  
Protecting a location with [[Inner Sphere]] CASE adds one-half ton and takes 1 critical of space, while [[Clan]] CASE does not require any additional tonnage nor does it take any addition space, because it is integrated into the armor. Both the [[Inner Sphere]] and Clan CASE cost 50,000 [[C-bill]]s. CASE mounted on an Inner Sphere [['Mech]] can only be placed in a torso location, and only protects that torso section; Clan 'Mechs may mount CASE in any location. Any other unit type will mount CASE in a single location, the body, which protects the entire vehicle for complete destruction.<ref name="TMp210"/><ref name="TRO:2750p12"/><ref name="TRO:3050p221"/>
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While [[Inner Sphere]] CASE has to be built into the armor of a location, [[Clan]] CASE does not require any additional tonnage, nor does it take any addition space, because it is integrated into the armor.<ref name="TMp210"/><ref name="TRO:2750p12"/><ref name="TRO:3050p221"/>
  
 
==Rules==
 
==Rules==
CASE overall protects the Mech, however it does not contain, or otherwise negate the damage of an explosion in the same way [[CASE II]] is capable of. When an ammo load is detonated, apply all damage of the loaded ammo to the area affected. If the location containing the ammo isn't protected by CASE, and the damage exceeds the Internal Structure value of the location where the detonation takes place, the remaining explosion damage will transfer towards the torso of the mech whilst destroying the affected location. So, for example, an explosion in the left arm will transfer to the left torso of the 'Mech assuming that the remaining ammo there would deal damage in excess of the remaining internal structure value of that arm. If that location isn't protected by CASE ''and'' damage destroys the left torso in the transfer from the arm, then the remaining damage will transfer to the center torso, until the 'Mech is destroyed, or the damage is dissipated.
 
  
A unit ''with'' CASE mounted can reduce the damage taken from an ammunition explosion. Any time an ammo explosion enters a location with CASE, the damage will be applied as normal, but the excess damage, if applicable will not transfer to the next location. If using the example above, an ammo explosion occurs in the left arm, destroying it. The damage will spread to the left torso, but this time the left torso mounts CASE. Regardless of how much excess damage remains after destroying the left torso, the damage cannot transfer to the center torso as the CASE vents the explosion, saving the 'Mech from total destruction.
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<div class="gamerules">
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For [[BattleMech]]s, locations protected by CASE take internal damage normally until all internal structure in the location is destroyed. Regardless of how much excess damage remains after destroying the location, all further damage is reduced to 0.<ref name="TWp133">''Total Warfare'', p. 133-4 , "CASE"</ref> The pilot or crew of the damaged unit still takes feedback damaged from the ammunition explosion.<ref>''Total Warfare'', p. 125</ref>
  
Unfortunately, Inner Sphere CASE can't be mounted in the arm or leg of a 'Mech. Clan CASE is automatically mounted on all units however, and is included, even in ammo bins in the arm or leg of a 'Mech.<ref name="TWp133">''Total Warfare'', p. 133-4 , "CASE"</ref>
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Inner Sphere CASE cannot be mounted in the arm or leg of a 'Mech. Clan CASE is automatically mounted on all units however, and is included, even in ammo bins in the arm or leg of a 'Mech. Inner Sphere CASE weighs half a ton and takes up one critical slot. Clan CASE is presumed to be mounted in all Clan 'Mechs unless otherwise noted, with no weight or critical space required.<ref name="TRO:2750p12"/><ref name="TRO:3050p221"/><ref name=TMp210>''TechManual'', p. 210, "Cellular Ammunition Storage Equipment (CASE)"</ref>
  
Inner Sphere CASE weighs half a ton and takes up one critical slot. Clan CASE is presumed to be mounted in all Clan 'Mechs unless otherwise noted, with no weight or critical space required.
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Mounting CASE in [[Combat vehicles|combat vehicles]] is notably different. ''All'' ammunition in combat vehicles are protected by a single, CASE-lined ammunition bunker in the body of the vehicle. Ammunition explosions in a CASE-protected combat vehicle apply all damage to the vehicle's rear-facing external armor, with 0 damage to the internal structure. The explosion will also cause a "Crew Stunned" effect.<ref name="TWp133"/><ref name=TWp194>''Total Warfare'', p. 194 , "Vehicular Critical Hits"</ref>
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</div>
  
[[Combat vehicles]] are notably different, when mounting CASE. Instead of location based damage in the event of an explosion, based on where the ammo is mounted, unlike a 'Mech when a combat vehicle suffers an ammo explosion ''all'' the ammo goes off in the vehicle at once. This explosion is nearly guaranteed to destroy the unit as it applies damage to their respective internal structure location where the critical causing damage was taken. If a combat vehicle mounts CASE however, all the damage caused by the explosion is vented out the back of the unit, simultaneously destroying the rear armor, but will not damage internal structure. This will stun the crew however, akin to how a 'Mech pilot would take damage due to the explosion feedback.<ref name="TWp133"/><ref name=TWp193>''Total Warfare'', p. 193 , "Vehicular Critical Hits"</ref>
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==Related Equipment==
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* [[CASE II]] - Pioneered in the mid-[[thirty-first century]], CASE II offers improved protection from internal explosions compared with standard CASE.
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==Notes==
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* When first introduced in ''[[Technical Readout: 2750]]'', excess damage was applied to the rear, external armor of the CASE-protected location, per ''Technical Readout: 2750'', p. 12, "Cellular Ammunition Storage Equipment (CASE)". With the addition of Clan CASE, and the ability to mount CASE in the arms, external arm armor would take the excess damage from an explosion in an arm, as per ''Technical Readout: 3050'', p. 221, "Cellular Ammunition Storage Equipment (CASE)".<br>This was changed in later editions of BattleTech. In many cases, armor in the section would already be destroyed; otherwise, destruction of the internal structure effectively destroys the location, making accounting for the excess damage mostly academic, and unnecessary for the current game. Therefore, ''[[Total Warfare]]'', pp. 133–134, does not require any need for transferring excess damage to the external armor in BattleMechs.
  
 
==References==
 
==References==
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*''[[Historical: Reunification War]]''
 
*''[[Historical: Reunification War]]''
 
*''[[Interstellar Operations]]''
 
*''[[Interstellar Operations]]''
*''[[Tech Manual]]''
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*''[[TechManual]]''
 
*''[[Technical Readout: 2750]]''
 
*''[[Technical Readout: 2750]]''
 
*''[[Technical Readout: 3050]]''
 
*''[[Technical Readout: 3050]]''

Latest revision as of 19:01, 7 April 2024

CASE.jpg
Cellular Ammunition Storage Equipment (CASE)
Production information
Type Equipment (Physical Enhancement)
Tech Base Clan[1]

IS[1]

Year Availability Clan = 2825

IS = 3036[1]

Year Introduced Clan = 2825 CCY[2]

IS = 2452 TH[3]

Year Extinction IS = 2840 [1]
Year Reintroduced IS = 3036 DC[1]
Technology Rating D
Availability Ratings C/F/D
Technical specifications
Heat 0
Tons Clan = 0

IS = 0.5

Critical Slots Clan = 0

IS = 1

Cost (unloaded) 50,000
BV (1.0) C
BV (2.0) C

Description[edit]

CASE, short for Cellular Ammunition Storage Equipment, was pioneered by the Terran Hegemony in the mid-twenty-fifth century in order to prevent the complete destruction of a unit in the event of an internal explosion. Earlier Age of War BattleMechs and combat vehicles had a tendency to be destroyed much more easily, due to the hazards of carrying volatile or explosive equipment, especially ammunition. CASE was designed to redirect internal explosions away from the interior of combat units, thus saving most of the unit for salvage or even maintaining part of it's combat capabilities. However, early CASE prototypes (CASE-P) that first appeared in 2452 had a modest 33% failure rate due to a variety of early flaws[4][3]. By 2476, these flaws were refined or removed, becoming the standard version of CASE thereafter.[1][3]

When CASE is installed in a unit, the location with CASE combines two safeguards against internal explosions. The rear-facing, external armor and ammunition bin doors are mounted with fastenings designed to fail in the event of an internal explosion. Additionally, hardened ferro-fibrous-armored containers are used to physically store the explosive components.[5] This places a high-threshold barrier for exploding ammunition reaching its equilibrium when escaping into the interior of the unit, and a very low-threshold barrier against reaching equilibrium when escaping outside the unit, effectively redirecting the blast of the explosion out of the unit. However, the ferro-fibrous containment for the ammunition is not perfect. If an explosive component in a CASE-protected location detonates, the location's internal structure is still damaged from the explosion, along with the armor in the stricken location, as the fastenings fail and the armor is blown off in the blast. However, any further damage from the blast exits out of the unit. While CASE is invaluable for preventing excessive internal damage, it does not stop ammunition explosions, and the unit will likely be crippled or nonfunctional, albeit repairable, as a result of venting the explosion. In addition, CASE may prevent excess injury or fatalities among pilots and/or crew, although they will still feel the shock of the explosion.[5][1][6][7]

While Inner Sphere CASE has to be built into the armor of a location, Clan CASE does not require any additional tonnage, nor does it take any addition space, because it is integrated into the armor.[1][6][7]

Rules[edit]

For BattleMechs, locations protected by CASE take internal damage normally until all internal structure in the location is destroyed. Regardless of how much excess damage remains after destroying the location, all further damage is reduced to 0.[8] The pilot or crew of the damaged unit still takes feedback damaged from the ammunition explosion.[9]

Inner Sphere CASE cannot be mounted in the arm or leg of a 'Mech. Clan CASE is automatically mounted on all units however, and is included, even in ammo bins in the arm or leg of a 'Mech. Inner Sphere CASE weighs half a ton and takes up one critical slot. Clan CASE is presumed to be mounted in all Clan 'Mechs unless otherwise noted, with no weight or critical space required.[6][7][1]

Mounting CASE in combat vehicles is notably different. All ammunition in combat vehicles are protected by a single, CASE-lined ammunition bunker in the body of the vehicle. Ammunition explosions in a CASE-protected combat vehicle apply all damage to the vehicle's rear-facing external armor, with 0 damage to the internal structure. The explosion will also cause a "Crew Stunned" effect.[8][10]

Related Equipment[edit]

  • CASE II - Pioneered in the mid-thirty-first century, CASE II offers improved protection from internal explosions compared with standard CASE.

Notes[edit]

  • When first introduced in Technical Readout: 2750, excess damage was applied to the rear, external armor of the CASE-protected location, per Technical Readout: 2750, p. 12, "Cellular Ammunition Storage Equipment (CASE)". With the addition of Clan CASE, and the ability to mount CASE in the arms, external arm armor would take the excess damage from an explosion in an arm, as per Technical Readout: 3050, p. 221, "Cellular Ammunition Storage Equipment (CASE)".
    This was changed in later editions of BattleTech. In many cases, armor in the section would already be destroyed; otherwise, destruction of the internal structure effectively destroys the location, making accounting for the excess damage mostly academic, and unnecessary for the current game. Therefore, Total Warfare, pp. 133–134, does not require any need for transferring excess damage to the external armor in BattleMechs.

References[edit]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 TechManual, p. 210, "Cellular Ammunition Storage Equipment (CASE)"
  2. Interstellar Operations, p. 39, "Universal Technology Advancement Table"
  3. 3.0 3.1 3.2 Interstellar Operations, p. 71, "CASE-P"
  4. Historical: Reunification War, p. 179, "CASE (CASE-P)"
  5. 5.0 5.1 Technical Readout: 2750, p. 12, "Cellular Ammunition Storage Equipment (CASE)"
  6. 6.0 6.1 6.2 Technical Readout: 2750, p. 12, "CASE"
  7. 7.0 7.1 7.2 Technical Readout: 3050, p. 221, "CASE"
  8. 8.0 8.1 Total Warfare, p. 133-4 , "CASE"
  9. Total Warfare, p. 125
  10. Total Warfare, p. 194 , "Vehicular Critical Hits"

Bibliography[edit]