Ammunition: This result means the hex's ammunition explodes.Unlike a 'Mech, where only a single slot explodes, the hex losesall its ammunition. Count the total damage for all ammunitioncarried and apply the damage directly to the hex's ConstructionFactor. If CASE is mounted in a hex with an Ammunition critical hit,divide the total damage by 10 (round down) and apply that valueto the hex's Construction Factor. As usual, ammo that cannotexplode (such as Gauss and Plasma) is still destroyed and cannotbe used for the rest of the scenario.
AmmunitionIn Standard Rules play, the destruction of a unit by an ammoexplosion has no affect on any other unit in the vicinity. However,some ammo explosions can be truly titanic. For those wishingto have more spectacular results from an ammo explosion, useall the rules above for an engine explosion, with the followingmodification.When a unit without CASE in the proper location to stop anammunition explosion from destroying a unit is destroyed by anammunition explosion, determine the total amount of damagecaused by the detonation (generally equal to the amount of shotsremaining times the maximum damage of each shot). Divide thisamount by 10 (round down) and apply it as an area-effect attackin the destroyed unit's hex, with all units in adjacent hexes takinghalf this damage (round down).