Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  CASE II
Type (Category):  Equipment (Other)
Reference:  Tactical Operations: Advanced Units & Equipment (p. 111)

Description:
In the late 3050s and early 3060s, the Inner Sphere and the Clans independently launched projects aimed at refining the benefits of Cellular Ammunition Storage Equipment (CASE). After many attempts, both succeeded in prototype deployment of an advanced version of the standard CASE system—dubbed CASE II—just a few years before the start of the Jihad. Though CASE II is bulkier and heavier than the standard (forcing designers to trade off weapons, armor or heat sinks to accommodate the technology), it is stronger and far more effective at channeling internal explosions away from the unit.

Game Rules:
When ammunition protected by CASE II explodes (including any ammunition-like explosions, such as critical hits to Gauss weapons), only 1 point of internal damage is inflicted to the location (with the normal chance of critical effects), while any remaining damage is applied to the location’s rear armor. If the location is a limb, remove all remaining armor in the location, or half the location’s total original armor, whichever is less. Any remaining damage from the explosion does not transfer after that. (For fighters, CASE II reduces ammunition explosion effects against such units to 1 point against the unit’s SI.)

Furthermore, for any critical hits rolled up as a result of an ammunition explosion vented by CASE II, the controlling player rolls 2D6 again for each one, and disregards the critical effects on a result of 8+. Otherwise, the critical hit applies as normal. Critical hits on slots occupied by the CASE II itself have no effect and should be re-rolled.

In the case of an ammunition explosion in the head when a small cockpit is used and CASE II is present, one point of internal structure is destroyed. Then, half of the starting head armor (round up) is destroyed (i.e. if a ’Mech has 9 points of head armor it will lose 5 points of head armor, even if it currently only has 6 points remaining). No damage is transferred and the head remains operational.

CASE II does not protect against pilot damage from internal explosions.
Unit Type Availability
BattleMechsIndustrialMechs
Inner Sphere Data (BattleMechs)
Prototype Date:  3064
Production Date:  ~3082
Extinction Date:  
Recovery Date:  

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
– (–)
– (–)
E
X-X-F-D
175,000
1
1

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3064
~3081
Experimental
~3082
~3104
Advanced
~3105
Standard

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
Cellular Ammunition Storage Equipment II

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Cellular Ammunition Storage Equipment II (CASEII)
Units with this ability have superior protection against ammunition explosions and can ignore Ammo Hit critical hits.

MegaMek Output → Critical Slot:  ISCASEII
Record Sheet Output → Critical Slot:  CASE II
Clan Data (BattleMechs)
Prototype Date:  3062
Production Date:  ~3082
Extinction Date:  
Recovery Date:  

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
– (–)
– (–)
F
X-X-F-D
175,000
0.5
1

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3062
~3081
Experimental
~3082
~3104
Advanced
~3105
Standard

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
Cellular Ammunition Storage Equipment II

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Cellular Ammunition Storage Equipment II (CASEII)
Units with this ability have superior protection against ammunition explosions and can ignore Ammo Hit critical hits.

MegaMek Output → Critical Slot:  CLCASEII
Record Sheet Output → Critical Slot:  CASE II