CASE

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CASE

CASE is short for Cellular Ammunition Storage Equipment. In an internal explosion event, CASE prevents the explosion from traveling to adjacent 'Mech compartments. While it does not prevent damage from occurring in the protected area, it does prevent it from passing through, helping to prevent ammo explosions to reach the center torso of a mech.

Manufacturer: Lostech
Tonnage: 0.5
Critical Slots: 1
Install Location: CT/LT/RT
Value: 50,000
Gear ID: emod_case


Equipped Effects:

  • Contains explosions in the equipped component

Critical Effects:

  • None

Notes:

  • While CASE in a 'mech with an Inner Sphere XL engine won't prevent it from being incapacitated if ammo does explode, the CASE acts as insurance that you'll be able to recover the 'mech afterwards. More information on the subject can be found here


Found On These 'Mechs: (Click Expand For List)


CASE (C)

Clan CASE is automatically installed as part of Clan armor, it protects every 'Mech component (arms and legs included) and requires no additional tonnage or critical slots. This is a transferable quality, if you install Clan Ferro-Fibrous armor in an Inner Sphere 'Mech it will have Clan CASE equipped.

Manufacturer: Clan
Tonnage: 0
Critical Slots: 0
Install Location: N/A
Value: 0
Gear ID: N/A


Equipped Effects:

  • Contains explosions in the equipped component

Critical Effects:

  • None

Found On These 'Mechs:

All Clan Mechs equipped with either Clan Standard or Clan Ferro-Fibrous armor.


CASE II

CASE II is an experimental version of standard CASE. When an internal explosion occurs, CASE II reduces the damage to the Internal Structure of the installed location, making it take only three points of damage. Unlike the classic Star League era standard CASE, Inner Sphere CASE II also mimics the standard Clan version's ability to be installed in the arms and legs, preventing any explosion in those components from affecting the local side torso

Manufacturer: Generic
Tonnage: 1
Critical Slots: 1
Install Location: Any
Value: 100,000
Gear ID: emod_case2


Equipped Effects:

  • Contains explosions very effectively. Ammo explosions in components with CASE II will only do a maximum of 3 damage to structure

Critical Effects:

  • None
Found On These 'Mechs: (Click Expand For List)


CASE II (C)

CASE II is an experimental version of standard CASE. When an internal explosion occurs, CASE II reduces the damage to the Internal Structure of the installed location, making it take 10 points of damage instead of the full damage from the explosion. Clan-spec CASE II is lighter than the Inner Sphere version, weighing only half a ton instead of the IS version's full ton.

NOTE: Clan CASE II requires some type of Clan armor to be installed on the 'mech before you can put the CASE II in.

Manufacturer: Generic
Tonnage: 0.5
Critical Slots: 1
Install Location: Any
Value: 100,000
Gear ID: emod_clancase2


Equipped Effects:

  • Contains explosions very effectively. Ammo explosions in components with CASE II will only do a maximum of 10 damage to structure

Critical Effects:

  • None

Found On These 'Mechs:


SHIELD (S)

A natural evolution of the old CASE system that the Sanctuary Worlders took with them on their exodus from the Inner Sphere, the SHIELD system is an advanced CASE-like system. Essentially the same principle as Inner Sphere CASE, the SHIELD is a series of interlocking and overlapping armor plates that surround explosive components such as ammunition and expels explosions back out through specially constructed channels to prevent damage to the unit.

Manufacturer: Sanctuary Manufacturing
Tonnage: 0.5
Critical Slots: 1
Install Location: Any
Value: 100,000
Gear ID: emod_SHIELD


Equipped Effects:

  • Contains explosions very effectively. Ammo explosions in components with SHIELD will only do a maximum of 3 damage to structure

Critical Effects:

  • None


Found On These 'Mechs: (Click Expand For List)