Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  CASE
Type (Category):  Equipment (Other)
Technology:  Primitive, Inner Sphere
Available To:  BattleMechs
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.

Construction Rules:
May be mounted on any available unit type with adherence to the following construction rules:
 May only be mounted in the Torsos
Primitive/Inner Sphere Data
Prototype Date:  —
Production Date:  2476
Extinction Date:  2840
Recovery Date:  3036

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat (Aero)
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0 (0)
– (–)
– (–)
D
C-F-D-C
50,000
0.5
1

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
2476
2839
Tournament Legal
3036
Tournament Legal

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.

MTF Output → Critical Slot:  ISCASE
PDF Output → Critical Slot:  CASE