Third Release, p. 299, CASE II
New corrected text, Game Rules, first paragraph:
"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—such as described on p. 161, TW—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."
And delete the third paragraph ("In the case of an explosion in an arm or leg...")