Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Light Active Probe
Type (Category):  Equipment (Other)
Reference:  TechManual (p. 204)

Description:
Description not provided

Game Rules:
Game rules not provided
Unit Type Availability
BattleMechsIndustrialMechsProtoMechsCombat Vehicles
Clan Data (BattleMechs)
Prototype Date:  ~2890
Production Date:  2900
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
– (–)
–/–/–/3 (Short)
F
150,000
0.500
1
7.000 †
Defensive Battle Value

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~2890
2899
Experimental
2900
Standard

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
Light Active Probe, Recon

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Light Active Probe (LPRB)
Light active probes function in the same way as standard active probes, but only have an effective range of 12”. As with standard probes, light probes automatically confer the Recon (RCN) special ability upon their users, and enable them to detect hidden units, identify incoming sensor blips, or discover the capabilities of unknown hostile units that fall within this range.

Hostile ECM systems, including Angel ECM (AECM) and standard ECM (ECM) will overwhelm the light active probe’s abilities.

 Recon (RCN)
The recon ability works in conjunction with the Mobile Headquarters (MHQ#) ability.

MegaMek Output → Critical Slot:  CLLightActiveProbe
Record Sheet Output → Critical Slot:  Light Active Probe