TL06 (reconstructed)
Reconstructed. TL06 cannot be read, because its compressed file in the list's archive is damaged. This page rebuilds it from "The Dean Files", the web edition of the same designs that Robert S. Dean published in 1996. It holds the designs that the vehicle index lists for TL06, in the index's order, laid out as in the other TL files. The Dean Files do not include this design, so it is missing: Diesel Locomotive. The 1996 wording may differ slightly from the 1992 file.
Bayard Armored Personnel Carrier (Military Landcraft)
The Bayard is a limited use armored vehicle with a full tracked
suspension. Its armor is not intended to withstand direct fire by anything
larger than a machine gun. It carries a light infantry howitzer with a gun
shield on a pintle mount at the forward end of the open passenger compartment
for support of the squad, and has mounting brackets at the rear of the
passenger compartment to allow the squad's light machine gun to be carried in a
firing position.
CraftID: Bayard Armored Personnel Carrier, TL6, Cr18,501
Hull: 4/7, Disp=3, Config=4USL, Armor=7B, Unloaded=14.5t,
Loaded=20.9t
Power: 1/2, ImpIntComb=0.8MW, Dur=10hrs
Loco: 1/2, Tracks, P/W=56, Road=92kph, Offroad=55kph
Comm: Radio=VDistant(50km)
Sensors: Headlights*2
Off: Hardpoints=1
Pen/ Max Auto Dngr
Ammo Rds Attn Dmg Range Tgts Spc Sig ROF
4cm Howitzer HE 100 5 8 VLong(2)- - M 30
KEAP - 8/4 6 VLong(2)- - M 30
Def: -
Control: Mech*6
Accom: Crew=2 (Driver, Gunner), Passengers=10, Seats=Cramped*12
Other: Fuel=0.5kl, Cargo=5.7kl, ObjSize=Small,
EmLevel=Moderate
Cavalier Armored Car (Military Landcraft)
The Cavalier is an armored scout car with a limited combat capability,
intended for reconnaissance and police or paramilitary duties. The vehicle's
armor is only intended to withstand small arms and machine gun fire.
Manufacturing information for the Cavalier is available as an Imperial Data
Package, and they can be found on numerous low tech worlds throughout the
Imperium (and beyond).
CraftID: Cavalier Armored Car, TL6, Cr30,036
Hull: 2/3, Disp=1, Config=4USL+turret(30%), Armor=10B,
Unloaded=12.14t, Loaded=13.54t
Power: 1/2, ImpIntComb=0.8MW, Dur=20hrs
Loco: 1/2, Wheels=6, P/W=59, Road=123kph, Offroad=37kph
Comm: Radio=VDist(50km)
Sensors: 2*Headlights, Passive IR
Off: Hardpoints=1
Pen/ Max Auto Dngr
Ammo Rds Attn Dmg Range Tgts Spc Sig ROF
4cm HV Gun HE 150 5 8 Dist(5) - - M 15
KEAP - 14 6 Dist(5) - - M 15
HMG - 1000 6/3 3 VLong(1.5) 3 - H 80
Def: SmokeDischargers*8
Control: EnhancedMech*5
Accom: Crew=3 (Driver,Gunner,Commander), Seats=Cramped*3, Env=Basic
env
Other: Fuel=1.0kl, Cargo=0.3kl, ObjSize=Small,
EmLevel=Moderate
Freight Car (Civilian Landcraft)
Given below is a typical freight car, the Traveller vehicle design system
not being sensitive enough to distinguish between box cars, tank cars, stock
cars, gondola, hoppers and flat cars. In its variant forms it is suitable for
transport of packaged goods, livestock, containerized cargo, bulk liquids or
bulk solids. Freight trains transport more cargo tonnage by land than any
other form of transport at TL7 and below.
CraftID: Freight Car, TL6, Cr10,967
Hull: 9/23, Disp=10, Conf=4USL, Armor=4B, Loaded=139.6t,
Unloaded=8.6t
Power: None
Loco: 1/2, Wheels=8, RoadSpeed=Special, Offroad=0
Comm: None
Sensors: None
Off: Hardpoints=1, No weapons
Def: -
Control: BasicMech*4
Accom: None
Other: Cargo=131kl, ObjSize=Avg, EmLevel=None
Passenger Coach (Civilian Landcraft)
On worlds where individual transportation is not practical or cost
effective, railroads carry substantial numbers of passengers in coaches such as
this.
CraftID: Passenger Coach, TL6, Cr35,193
Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=17.1t,
Unloaded=17.1t
Power: None
Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
Comm: None
Sensors: None
Off: Hardpoints=1, No weapons
Def: -
Control: BasicMech*11
Accom: Passengers=55, Seats=Roomy*55, Env=basic env (.23MW from
locomotive)
Other: Cargo=0, ObjSize=Avg, EmLevel=None
Passenger Sleeper (Civilian Landcraft)
On trips lasting two or more days by rail, use of a sleeper car is more
comfortable for the passenger than attempting to ride in a coach for the entire
journey. Due to the lower number of passengers that can be carried, and the
higher cost of the car, it can be expected that a sleeper ticket will be many
times as expensive as a coach ticket for the same trip.
CraftID: Passenger Sleeper, TL6, Cr109,603
Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=24t Unloaded=24t
Power: None
Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
Comm: None
Sensors: None
Off: Hardpoints=1, No weapons
Def: -
Control: BasicMech*11
Accom: Passengers=16, Bunks*16, Env=basic env (.23MW from locomotive)
Other: Cargo=0, ObjSize=Avg, EmLevel=None
Passenger Combine (Civilian Landcraft)
The combine (combined passenger and baggage car) provides a convenient
place for travellers to deposit their bags while traveling by train. Since few
passengers carry more than a suitcase or two, one combine should be able to
service several coaches.
CraftID: Passenger Combine, TL6, Cr32,963
Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=116.6t,
Unloaded=16.6t
Power: None
Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
Comm: None
Sensors: None
Off: Hardpoints=1, No weapons
Def: -
Control: BasicMech*11
Accom: Passengers=30, Seats=Roomy*30, Env=basic env (.23MW from
locomotive)
Other: Cargo=100kl, ObjSize=Avg, EmLevel=None
Passenger Diner (Civilian Landcraft)
The diner car provides an opportunity for passengers to eat while
traveling. Seating 40 people, it is usually quite busy on a train that may
have 300 to 400 passengers. Meals are not usually included in the price of a
normal ticket.
CraftID: Passenger Diner, TL6, Cr103,648
Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=20.05t,
Unloaded=20.05t
Power: None
Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
Comm: None
Sensors: None
Off: Hardpoints=1, No weapons
Def: -
Control: BasicMech*30
Accom: Crew=10 (4 cooks, 6 waiters), Passengers=40, Seats=Roomy*50,
Env=basic env, basic ls (.46MW from locomotive)
Other: Cargo=0, ObjSize=Avg, EmLevel=None
Small Coastal Freighter (Civilian Watercraft)
This ship is typical of the small freighters in use on most water worlds,
and may be found with minimal change at tech levels substantially higher.
CraftID: Small Coastal Freighter, TL6, Cr1,378,875
Hull: 180/450, Disp=200, Conf=3SL, Armor=6B, Loaded=1800t,
Unloaded=237t
Power: 2/4, Internal Combustion 9MW, Dur=30/90
Loco: 3/6, Twin Screw, Max Speed=43kph
Comm: Radio=Continental
Sensors: none
Off: none
Def: -
Control: Mech*175
Accom: Crew=20, Small Staterooms*20, Env=basic env
Other: Fuel=518kl, Cargo=1045kl, ObjSize=Avg,
EmLevel=Moderate
Destroyer (Military Watercraft)
This ship is a typical light combat watercraft suitable for a variety of
services.
CraftID: Destroyer, TL6, Cr4,127,780
Hull: 274/685, Disp=300, Conf=3SL, Armor=6B, Loaded=2408t,
Unloaded=541t
Power: 8/16, Internal Combustion 40MW, Dur=14/42
Loco: 6/12, Twin Screw, Max Speed=59kph, Cruise=44kph
Comm: Radio=Planetary
Sensors: Radar=VDist(50km), ActAudio=Dist, PassAudio=Dist,
ActObjScan=Diff, ActObjPin=Diff, ActAudScan=Form, ActObjPin=Form
Off: 4 turrets each with 1 12cm HV gun, 16 4cm autocannon
Def: -
Control: Mech*1000
Accom: Crew=88, Troops=20, Small Staterooms*8, Bunks*100, Env=basic
env
Other: Fuel=1040kl, Magazines=787kl (9675 12cm rds, 200000 4cm rds),
ObjSize=Avg, EmLevel=Moderate
Tank Landing Craft (Military Watercraft)
While originally designed as a landing craft for tracked vehicles,
variations on this design are frequently pressed into service in other
applications where low cost and a beaching capability are desirable, such as
harbor utility work and river transport. They are also built pretty much
without change up to TL8 or TL9. The TLC is open topped, and lightly armored.
One or two vehicles weighing a total of no more than 142 tons may be
accommodated in the cargo well. A bow ramp allows delivery directly onto a
beach. As many as 80 standing combat loaded infantrymen could be accommodated
in lieu of tanks for very short trips. A small cabin provides sleeping space
for the two required crew members as well as a minimal galley. Crew fatigue
would ordinarily prevent extended continuous operations.
Common modifications include the addition of canvas covers for the cargo
well, light armament such as machine guns and 2cm autocannons, additional fuel
tankage, smoke dischargers, and equipment such as cranes, diving support
compressors, dredges, pile drivers and so forth. Many of these would require
an auxiliary power installation.
CraftID: Tank Landing Craft, TL6, Cr112,000
Hull: 27/54/81/108, Disp=30, Conf=4USL, Armor=8B, Loaded=182.3t,
Unloaded=31.3t, Length=24.4m, Weight Limits 60.8/182.3 min/max
Power: 1/2, ImpIntComb=2.0MW, Dur=4days at 75% power
Loco: 1/2, Propeller*1, P/W=11, Max Speed=25kph, Cruise=23kph
Comm: Radio=Regional(500km)
Sensors: none
Off: none
Def: none
Control: Mech*32
Accom: Crew=2 (Helmsman, Engineer), Bunks*2, Env=basic env for 40.5kl
only
Other: Fuel=9kl, Cargo=342kl (142t max), ObjSize=Avg, EmLevel=Faint,
AcousticSig=Moderate
Motor Gun Boat (Civilian Watercraft)
The motor gun boat (MGB) is a fast coastal warcraft for short duration
operations. As such, it includes no long term accommodations for the crew.
Specializing in stealthy night operations, the MGB frequently approaches its
targets at minimum speed to reduce the possibility of premature discovery due
to engine noise. The maximum speed is reserved for escape and evasion after an
attack. Cruising speed is rated at 50% power. The wooden hull design minimizes
the possibility of damage from magnetic mines, always a consideration when
operating close to shore, and reduces the radar signature somewhat.
The armament consists of a 40mm autocannon at the bow, a 20mm autocannon at
either side amidships, and a dual heavy machine gun mount at the stern. Each
autocannon gunner has a loader to assist him.
CraftID: Motor Gun Boat, TL6, Cr431,645
Hull: 27/54/81/108, Disp=30, Conf=2SL, Armor=5W, Loaded=107.8t,
Unloaded=84.8t, Length=24.4m, Weight Limits 60.8/182.3 min/max
Power: 2/4, ImpIntComb=9.2MW, Dur=24 hours at full power
Loco: 1/2, Propeller*2, P/W=85, Max Speed=64kph, Cruise=41kph
Comm: Radio=Regional(500km)
Sensors: none
Off: Hardpoints=1
Pen/ Max Auto Dngr
Ammo Rds Attn Dmg Range Tgts Spc Sig ROF
4cm Autocannon HE 2K 5 8 Distant(5) 7 - H 1280
KEAP - 14 6 Distant(5) 7 - H 1280
*2cm autocannon HE 4K 2 6 VLong(2) 7 - H 1280
KEAP - 8 4 VLong(2) 7 - H 1280
1*dual HMG - 10K 6/3 3 Vlong 4 - H 160
Def: none
Control: Mech*129
Accom: Crew=10 (Commander, Helmsman, Engineer, 7 Gunners),
Seats=ExtOccRoomy*10, Env=basic env
Other: Fuel=14kl, ObjSize=Avg, EmLevel=Faint,
AcousticSig=Moderate
Motor Torpedo Boat (Civilian Watercraft)
The motor torpedo boat (MTB) is a fast coastal warcraft for short duration
operations. As such, it includes no long term accommodations for the crew.
Specializing in stealthy night operations, the MTB frequently approaches its
targets at minimum speed to reduce the possibility of premature discovery due
to engine noise. The maximum speed is reserved for escape and evasion after an
attack. Cruising speed is rated at 50% power. The wooden hull design minimizes
the possibility of damage from magnetic mines, always a consideration when
operating close to shore, and reduces the radar signature somewhat.
The armament consists of a 40mm autocannon at the bow, a 20mm autocannon at
either side amidships, and a dual heavy machine gun mount at the stern. Four
torpedo tubes are carried in fixed mounts, two port and two starboard. The
tubes may only be reloaded at a base. Each autocannon gunner has a loader to
assist him. The commander fires the torpedoes.
CraftID: Motor Torpedo Boat, TL6, Cr481,720
Hull: 27/54/81/108, Disp=30, Conf=2SL, Armor=5W, Loaded=129.3t,
Unloaded=96.3t, Length=24.4m, Weight Limits 60.8/182.3 min/max
Power: 2/4, ImpIntComb=9.2MW, Dur=24 hours at full power
Loco: 1/2, Propeller*2, P/W=71, Max Speed=54kph, Cruise=36kph
Comm: Radio=Regional(500km)
Sensors: none
Off: Hardpoints=1
Pen/ Max Auto Dngr
Ammo Rds Attn Dmg Range Tgts Spc Sig ROF
4cm Autocannon HE 2K 5 8 Distant(5) 7 - H 1280
KEAP - 14 6 Distant(5) 7 - H 1280
*2cm autocannon HE 4K 2 6 VLong(2) 7 - H 1280
KEAP - 8 4 VLong(2) 7 - H 1280
1*dual HMG - 10K 6/3 3 Vlong 4 - H 160
*Torpedo Tubes 4 42 50 Distant(6) - - M 4
Def: none
Control: Mech*144
Accom: Crew=10 (Commander, Helmsman, Engineer, 7 Gunners),
Seats=ExtOccRoomy*10, Env=basic env
Other: Fuel=14kl, ObjSize=Avg, EmLevel=Faint,
AcousticSig=Moderate
Unguided Electric Torpedo (Civilian Watercraft)
This is a general purpose torpedo with a 450kg explosive warhead, and can
be found in air, surface and submarine launched versions.
CraftID: Torpedo, TL6, Cr31,778
Hull: N/A Disp=0.093, Conf=1AF, Armor=2B, Loaded=1.25t, Length=7.34m
Power: N/A Batteries=.0124MW-hr, Dur=0.1hr@0.12MW
Loco: N/A Propeller, P/W=96, Speed=58kph
Comm: none
Sensors: none
Off: Hardpoints=1
Pen Dmg Max Range
450kg warhead 42 50 Distant(5990m)
Def: none
Control: Mech*1.6
Accom: none
Other: ObjSize=Small, EmLevel=Faint, AcousticSig=Minimal
Ibis Medium Bomber (Military Aircraft)
The Ibis is a typical medium bomber produced from pre-imperial era data
packages on scores of low tech worlds throughout the Imperium.
CraftID: Ibis Medium Bomber, TL6, Cr206,000
Hull: 64/160, Disp=71.2, CleanWt=16t, FullLoad=16t, Airframe=Fast
Subsonic, Armor=none
Power: 0.256MW drawn from engines
Loco: 4/10, HighPerformanceProp*2, Thrust=12.8t, Endurance=8.5hrs
MaxAccel Drag MaxSpeed Cruise Range Agility
Clean 0.72 12 760 570 4845 1
Comm: Radio=Regional(500)
Sensors: none
Off: 5 ton bomb bay, no external ordnance
Def: 3 turrets (chin, tail, top) with 6 heavy machine guns, 4800rds
Control: Simple
Accom: Crew=5 (Pilot, Copilot/Bombardier, 3 gunners), Simple
cockpit*2, Crew Stations*3, Env=oxygen tanks and mask
Other: Fuel=5.1kl, ObjSize=Small, EmLevel=Faint
Rocket Interceptor (Military Spaceship)
The rocket interceptor is capable of flight beyond a planetary atmosphere,
and thus provides some limited capability for planetary defense at fairly low
tech level. With no onboard radar, the pilot is completely dependent on ground
based intercept instructions. Usual operating mode is to use 70-80% of the
fuel to reach a suborbital trajectory, retaining the remainder for final attack
maneuvers. The pilot then makes a deadstick landing upon reentry.
To land the rocket interceptor after a suborbital flight: Formidable, Pilot,
Dex, Hazardous, Fateful, Time=Absolute 5 minutes
CraftID: Rocket Interceptor, TL6, Cr2,927,000
Hull: 80/200, Disp=88.9, CleanWt=20t, FullLoad=20.05t,
Airframe=Hypersonic, Armor=none
Power: 1.56 MW from engines, Endurance=10 minutes
Loco: 4/10, High Performance Rockets*2, Thrust=78tons
MaxAccel Drag MaxSpeed Cruise Range Agility
Clean 3.90 - 3200 2400 400 9
Comm: Radio=Continental (5000km)
Sensors: None (relies on ground based radar for interception)
Off: 1 Light Hardpoint, typical external ordnance load=1 ship
missile
(usually imported)
Def: -
Control: Powered
Accom: Crew=1, simple cockpit with rocket escape, oxygen tank and
mask
Other: Fuel=8.37kl, ObjSize=Small, EmLevel=Faint
Typhoon Light Attack/Fighter Aircraft (Military Aircraft)
The Typhoon is a typical single-engine multipurpose aircraft. It performs
substantially better as an attack plane than as a fighter, but is often forced
into the latter role in the absence of anything better.
CraftID: Typhoon Light Attack/Fighter, TL6, Cr42,750
Hull: 16/40, Disp=17.8, CleanWt=4t, FullLoad=5.08t, Airframe=Fast
Subsonic, Armor=cockpit
Power: 0.04MW drawn from engines
Loco: 4/10, BasicProp*1, Thrust=2t, Endurance=4hrs
MaxAccel Drag MaxSpeed Cruise Range Agility
Clean 0.45 - 540 405 1620
1
Loaded 0.35 18 344 258 1030 0
Comm: Radio=VDist(50)
Sensors: none
Off: 18*launch rails, 4*20mm autocannons w/1200rds, Typical external
ordnance load=18 12cm rockets
Def: -
Control: Simple
Accom: Crew=1, Armored simple cockpit*1, Env=oxygen tanks and mask
Other: Fuel=0.6kl, ManeuverEnhancement=8.5%, ObjSize=Small,
EmLevel=Moderate