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Weapon & Equipment Information |
General Details
Name: CASE
Type (Category): Equipment (Other)
Reference: TechManual (p. 210)
Description: One of the oldest examples of so-called “lost” technologies, CASE (as we know it today) actually predates the Star League by nearly a hundred years. Indeed, its earliest progenitors can be traced back even farther. Developed as a damage-control technology in the event of catastrophic internal explosions, CASE—then as now—became an intrinsic part of the armor system on BattleMechs, Combat Vehicles and fighters, intended to save crews and machines for later salvage. When heat or damage triggers an ammunition explosion in a CASE-protected location, specially designed blow-away panels direct the force of the explosion outward, through the rear of the machine. Though any remaining internal structure in the affected section is typically damaged in these blasts, CASE has spared many a machine that once would have been fully consumed by an internal explosion.
Game Rules: If ammo (or any other explosive component, such as a gauss rifle) in a CASE-equipped location explodes, it still damages the internal structure in that location as normal. However, any excess damage simply dissipates, rather than transferring to an additional internal structure location. Remember that the loss of all internal structure in a side torso location also blows off the corresponding arm, though the arm is not damaged by the explosion and can still be used as a club.
If an ammo explosion transfers into a location protected by CASE, the internal structure in that location takes damage as normal. All excess damage is dissipated, as above. For example, if an Inner Sphere ’Mech suffered an arm ammo explosion and damage transferred to a side torso equipped with CASE, the internal structure of the side torso would suffer damage as normal, and then the excess damage would harmlessly blow out the CASE panels.
Critical Hits: Critical hits on slots occupied by CASE have no effect and should be re-rolled.
CASE systems are automatic, and are considered active even if the unit is shut down or its pilot/crew is rendered incapable of acting in combat.
Unit Type Availability
BattleMechsIndustrialMechsCombat Vehicles
Primitive/Inner Sphere Data (BattleMechs)
Prototype Date: | — |
Production Date: | 2476 |
Extinction Date: | 2840 |
Recovery Date: | 3036 |
BattleMech Specific Construction Rules
May be mounted on Primitive/Inner Sphere units in accordance with the following construction rules:
May only be mounted in the Torsos WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
– (–)
– (–)
D
C-F-D-C
50,000
0.5
1
—
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
— — — — Cellular Ammunition Storage Equipment
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
Cellular Ammunition Storage Equipment (CASE) Units with this ability can minimize the catastrophic effects of an ammunition explosion and thus can survive Ammo Hit critical hits, but will suffer additional damage.
MegaMek Output → Critical Slot: ISCASE
Record Sheet Output → Critical Slot: CASE
Primitive/Inner Sphere Data (IndustrialMechs)
Prototype Date: | — |
Production Date: | 2476 |
Extinction Date: | 2840 |
Recovery Date: | 3036 |
IndustrialMech Specific Construction Rules
May be mounted on Primitive/Inner Sphere units in accordance with the following construction rules:
May only be mounted in the Torsos WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
–
–
D
C-F-D-C
50,000
0.5
1
—
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
— — — — Cellular Ammunition Storage Equipment
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
Cellular Ammunition Storage Equipment (CASE) Units with this ability can minimize the catastrophic effects of an ammunition explosion and thus can survive Ammo Hit critical hits, but will suffer additional damage.
MegaMek Output → Critical Slot: ISCASE
Record Sheet Output → Critical Slot: CASE
Inner Sphere Data (Combat Vehicles)
Prototype Date: | — |
Production Date: | 2476 |
Extinction Date: | 2840 |
Recovery Date: | 3036 |
Combat Vehicle Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
May only be mounted in the Body WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
–
–
–
D
C-F-D-C
50,000
0.5
1
—
—
—
RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
— — — — Cellular Ammunition Storage Equipment
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
Cellular Ammunition Storage Equipment (CASE) Units with this ability can minimize the catastrophic effects of an ammunition explosion and thus can survive Ammo Hit critical hits, but will suffer additional damage.
MegaMek Output → Critical Slot: ISCASE
Record Sheet Output → Critical Slot: CASE
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