(RJD1.1B2) EFFECT:
When a Wanderer asteroid ship takes internal damage from
any source, half of the damage is completely ignored, each volley being
considered separately. Retain any odd points. The remaining damage is
scored normally on the DAC.
For example, a Matterhorn takes 15 internal damage. 7 points are
ignored, and 8 are marked on the SSD.
(RJD1.1B4) NON-DIRECTIONAL: Wanderer armour applies equally to damage from any direction regardless of the amount of damage.
(RJD1.1B4) UNAFFECTED: Wanderer armour cannot be destroyed by damage or by hit-&-run raids, is unaffected by the ship's being crippled, does not require power, cannot be repaired, reinforced or replaced by other systems and has no effect on Transporters.
(RJD1.1B5) SPECIAL CASES:
Shuttle bay chain reactions cause one point of
damage to the bay and one point to the ship. Each of these is
considered a separate volley and so the full damage is done.
(RJD1.1C) MANEUVER
The warp engines of Wanderer asteroid ships are concealed deep inside
the hull. This restricts their maneuverability, especially at low
speeds where the engines can provide little torque. Wanderer "metal"
ships do not suffer any of these restrictions.
(RJD1.1C1) NO WARP TACs:
Asteroid ships cannot perform Warp Tactical Maneuvers. They can perform
Impulse TACs and zero-energy turns as normal.
(RJD1.1C2) NO HET: Asteroid ships cannot perform High-Energy Turns and have no free breakdown bonus.
(RJD1.1C3) ACCELERATION LIMITS: An Asteroid ship can accelerate at up to 5 hexes per turn, or to double the current speed, whichever is greater.
(RJD1.1C4) DISENGAGEMENT: An Asteroid ship cannot drop its warp engines, so cannot disengage by sublight. It can disengage by acceleration but must spend two turns at the 'maximum practical speed' (C7.11) before it can disengage. See Asteroid Disengagement for an alternative method.
(RJD1.1C5) MOVEMENT IN REVERSE:
An Asteroid ship cannot use warp power to
move in reverse. It can use warp power for braking as usual, and can
move in reverse using impulse power.
(RJD1.1D) NON-STANDARDISATION
(RJD1.1D1) OPTIONS:
pretty
much as module F1, but can also have Flag Bridge. Cannot have Special
Sensors. Can have APR, AWR or Btty after Y180.
(RJD1.1D2) OTHER VARIANTS:
No Asteroid ships carried special sensors. It
was deemed more efficient to mount scout systems aboard metal ships
which could be deployed more rapidly to lookout points without
compromising the caravan's prospecting abilities.
(RJD1.1E) ASTEROID DISENGAGEMENT
(RJD1.1E1)
[Adjustment to module F1 (R16.1D5)], A Wanderer Asteroid
ship can generate APR power from its impulse engines to avoid revealing
itself, though each impulse box generates only half a point of power in
this mode. If it generates any impulse power (even if it isn't used)
the ship is exposed.
(RJD1.1F) DAMAGE CONTROL
(RJD1.1F1) INCREASED LIMIT:
An asteroid ships can use CDR to repair a number of boxes equal to 5 times
its Damage Control rating during a scenario.
Thousand Wandering Tribes Ships