Difference between revisions of "Cellular Ammunition Storage Equipment"

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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><ref>'''Note''': 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)", and ''Technical Readout: 3050, p. 221, "Cellular Ammunition Storage Equipment (CASE)". However, this was change 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.</ref>
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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><ref>'''Note''': 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.</ref>
  
 
Inner Sphere CASE can not 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 can not 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>

Revision as of 13:13, 11 October 2022

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

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.[1][3] If CASE is installed in a unit, the location with CASE mounts its armor with failure-prone fastenings, combined with ferro-fibrous-armored containers for the explosive components[4]. 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, although they will still feel the shock of the explosion.[4][1][5][6]

Early CASE prototypes (CASE-P) had a small chance of failure due to a variety of early flaws. About 33% the time[7], 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.[8][3]

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][5][6]

Rules

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.[9][10]

Inner Sphere CASE can not 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.[5][6][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.[9][11]

Related Equipment

  • CASE II - Pioneered in the mid-31st Century, CASE II offers improved protection from internal explosions compared with standard CASE.

References

  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. 4.0 4.1 Technical Readout: 2750, p. 12, "Cellular Ammunition Storage Equipment (CASE)"
  5. 5.0 5.1 5.2 Technical Readout: 2750, p. 12, "CASE"
  6. 6.0 6.1 6.2 Technical Readout: 3050, p. 221, "CASE"
  7. 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.
  8. Historical: Reunification War, p. 179, "CASE (CASE-P)"
  9. 9.0 9.1 Total Warfare, p. 133-4 , "CASE"
  10. Note: 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.
  11. Total Warfare, p. 194 , "Vehicular Critical Hits"

Bibliography