It just so happens that the AMC can be used to control the angular momentum of other bodies as well, bodies such as enemy ships.
(EJD1.11) SSD: Each 'AMC' box on the SSD represents one Angular Momentum Corrector. Each is armed, recorded and fired separately.
(EJD1.12) DESTRUCTION: The Angular Momentum Corrector system is destroyed on "drone" hits on the DAC (D4.21).
(EJD1.121) Damage Priority: The Angular Momentum Corrector comes after Web Caster and before Web Breaker.
(EJD1.13) REPAIR: An AMC costs 8 points to repair. There is no Hasty Repair option.
(EJD1.14) TECHNOLOGY RESTRICTIONS: The AMC is Thousand Tribes technology and can be used only on Wanderer ships or in a simulator.
(EJD1.15) SIZE CLASS RESTRICTIONS: An AMC cannot be mounted on any unit of Size Class 5 or smaller.
(EJD1.16) CREW QUALITY, LEGENDARY OFFICERS: Crew and Legendary Weapons Officers affect the AMC as a normal direct-fire weapon.
(EJD1.17) TACTICAL INTELLIGENCE: The AMC is distinguished at TacIntel level F (D17.4). The arming state (armed or unarmed) of the AMC is distinguished at level L, and the exact level at level M.
(EJD1.2) ARMING PROCEDURE
(EJD1.21) ENERGY: The AMC requires from 1/10 to 8 points of warp power on the turn of firing, depending on the target (EJD1.32). It can be armed with fractional points of power.
(EJD1.211) Firing the AMC uses all the energy in the weapon, regardless of the energy stored therein or the amount required.
(EJD1.22) NO HOLDING: The AMC cannot be held. If not fired on that turn, it must be discharged (E1.24).
(EJD1.23) RESERVE POWER: The AMC can be armed and fired with reserve warp power; reserve power could be used to increase the arming level of a partially-loaded AMC.
(EJD1.24) WEAPON STATUS: The AMC cannot be held and is always empty at any Weapon Status.
(EJD1.3) FIRING PROCEDURE
(EJD1.31) IMPULSE: The AMC is fired as a conventional weapon in the Direct Fire Weapons Segment (6D2). The effect of a hit is noted in step 6D4 with other weapons, but is irrelevant until the next impulse.
(EJD1.32) PROCEDURE: Roll one die and cross-reference the effective range with the "Hit" row on the AMC Firing Table (EJD1.33).
(EJD1.321) Firing the AMC requires an amount of energy from the AMC's capacitor equal to twice the target's move cost (ie, 2 for a typical heavy cruiser, 1 for a typical destroyer, 2/3 for a typical frigate, etc). If there is insufficient energy in the weapon, it has no effect. Excess energy is wasted.
(EJD1.322) Firing the AMC at a size class 6 or 7 unit requires 1/10 of a point of power.
(EJD1.323) The energy cost of firing at a base depends on the target's size class:
SC 1: 8 (eg Starbase)
SC 2: 4 (eg BATS)
SC 3: 2 (eg BS)
SC 4: 1 (eg SAMS)
SC 5: 0.5 (none in the game yet)
(EJD1.33) ANGULAR MOMENTUM CORRECTOR FIRING TABLE
(EJD1.34) EFFECT: The AMC does no damage to the target vessel. It merely restricts its movement.
(EJD1.341) A unit hit by the AMC has its turn mode reset; the target's Turn Mode counter is placed in the target's hex. The target also cannot turn, HET or TAC at all within the next 4 impulses.
(EJD1.342) A unit hit by the AMC cannot perform a zero-energy turn (C5.13) for 32 impulses.
(EJD1.343) Sideslips, Erratic Maneuvers, Emergency Deceleration, speed changes, docking, launching and landing, displacement, hoverwarp and disengagement are unaffected.
(EJD1.344) If the affected unit enters an asteroid (P3.2), ring (P2.231) or Small Moons (P2.231) hex on the next impulse, it adds one to the roll for a collision.
(EJD1.345) A rotating base hit by the AMC will slow down by 1 hex facing per turn. The base can accelerate normally thereafter as per (R1.1G6). Movement in a Standard Orbit is unaffected.
(EJD1.35) MAXIMUM RANGE: The maximum range of the AMC is 25 hexes.
(EJD1.36) FEEDBACK DAMAGE: The AMC causes no feedback effect of any description to the firing ship.
(EJD1.37) OVERLOADS: The AMC can be armed at varying power levels, but none is regarded as an 'overload' with any of the usual consequent restrictions.
(EJD1.37) FIRING RESTRICTIONS: The AMC requires Active Fire Control and a lock-on to the target.
(EJD1.371) Multiple AMCs acting on the same target are not cumulative, except when fired at bases (EJD1.345)
(EJD1.38) FIRING RATE: The AMC can be fired once per turn with at least 8 impulses between firings on separate turns.
(EJD1.4) SPECIAL CASES
(EJD1.41) TERRAIN: The AMC cannot be fired through a hex containing a planet (P2.321), moon [Exception: (P2.3221)], star (P12.1), black hole (P4.23) or pulsar (P5.32). It can be fired into such a hex. It can be fired through asteroid (P3.33) and ring (P2.223) hexes with the standard EW penalties. It cannot be used to clear a path through asteroids.
(EJD1.411) An AMC will not function anywhere where a tractor cannot operate, including in a nebula or under Sunspot activity (P11.0).
(EJD1.42) ATMOSPHERES: The AMC cannot be fired through an atmosphere hex or at a target on a planet.
(EJD1.43) SIZE CLASS SEVEN TARGETS
(EJD1.431) The AMC is subject to the Small Target Modifiers and the Firing At Drones (FD1.52) penalties.
(EJD1.432) The AMC can be fired at plasma torpedoes with the usual effects.
(EJD1.433) The AMC cannot be used to sweep mines or for mass driver point defense. It has no effect on Defsats.
(EJD1.44) WEBS: The AMC cannot be fired through web or damage a web. It can hit a target that is held in web and can be fired out of a web hex.
(EJD1.45) NVC: An AMC can use Non-violent Combat (D6.4) without penalty.
(EJD1.46) ESG: An AMC can be fired through ESGs just as phasers could be.
(EJD1.47) OTHER INTERACTIONS: The AMC cannot be affected by transporters or tractors.
(EJD1.471) A unit affected by an AMC (and still within the 4-impulse no-HET period) will not change facing if struck by a Heel Nipper on the same impulse, though it takes damage as normal.
(EJD1.472) Firing an AMC will blind Special Sensors. Being hit by one will not.
(EJD1.473) A tumbling unit hit by an AMC stops rotating but continues moving in a straight line. It will stop as usual.
(XEJD1.11) CAPACITOR: An X-Technology AMC is fitted with a capacitor. This holds up to 10 points of power.
(XEJD1.111) Energy in the capacitor is retained for 25 turns from the point it was added.
(XEJD1.112) Firing the weapon uses as much energy as required; any remaining energy in the capacitor is retained.
(XEJD1.112) Energy in the capacitor can be held for no cost.
(XEJD1.12) WEAPON STATUS: The capacitor holds 4 points of power at WS-2 and 10 points at WS-3.
The Wanderers primarily use AMCs to restrict a target's movement, making it much more likely to be struck by an Accelerator round. It is also useful in keeping an enemy's down shield in arc or weapons out of arc, to prevent an opponent approaching or retreating as appropriate, or to make navigation in asteroid fields much more hazardous. It is often vital in removing a pursuer from an (extremely unmaneuverable) asteroid ship's tail.