Thousand Wandering Tribes Ships

Asteroid Ships

Asteroid ships vary extensively within each class. The designs shown here are typical, though a given ship of that type might have a different weapons array, different power, more or fewer shuttles and so on. Most Wanderer ships are symmetrical, but some have different weapons or firing arcs on either side.

(RJD1.2) MT. EVEREST (EVE) : Only the richest tribes can afford to build and operate these mighty behemoths of space. Suitable asteroids of this mass are extremely rare and highly sought-after. Unconfirmed rumours persist of even larger ships, provisionally codenamed Olympus Mons.

(RJD1.3) MT. ACONCAGUA (ACO): Most substantial tribes are led by an ACO.

(RJD1.4) MT. DENALI (DEN): The DEN is the second most common asteroid ship, and the usual flagship for small tribes. There are some variants.

(RJD1.5) MT. ST. HELENS HEAVY CARRIER (STH): Two or three of these huge carriers were known to be operating in various parts of the galaxy in the mid-Y170s. They were considered prestigious but uneconomic, partly because the Wanderer fighters were not very good. There is no formal escort, but many carried Phaser Cutters for defence.

Year        Fighters
Y174+    24 x Meteor-1, 6 converted foreign
Y176+    12 x Meteor-1, 12 x Meteor-2, 6 converted foreign
Y177+    24 x Meteor-2, 6 x Meteor-P

(RJD1.6) MAUNA KEA CARGO SHIP (MNK): An inglorious vessel, the Mauna Kea was commonly treated as a punishment posting for disloyal or inefficient hetmen and their families. Its lack of substantial weaponry ensured that rebellion was not an option. Most tribes included a Mauna Kea or Mt Cook cargo vessel, though few required more than one.
The MNK can carry up to three external pods on its mech-links if required, each pod taking two links. Each pod increases the movement cost of the MNK by one quarter. Carrying two or three pods changes the ship's turn mode to G.

(RJD1.7) MT. FUJIYAMA (FUJ): The ubiquitous Fuji is considered a poor second choice compared with the Denali, and constructed only because asteroids of this size are relatively plentiful. Variants of the Fuji are common.

(RJD1.8) MT. KINABALU CARRIER (KIN): A few of these were believed to have been constructed in the Y170s. A poor compromise between the combat-optimised carrier concept and the original mining mission, they were not popular. Many reverted to carrying Prospecting Shuttles instead of fighters. There is no formal escort.

Year        Fighters
Y171+    12 x Meteor-1, 6 converted foreign
Y176+    12 x Meteor-2, 6 converted foreign
Y177+    12 x Meteor-2, 6 x Meteor-P

(RJD1.9) MT. COOK CARGO SHIP (COK): A more common but even less prestigious command than the MNK, this was the Wanderers' primary cargo vessel. Like the Mauna Kea, it can carry two external pods on its mech-links, blocking them. It cannot carry one pod. The added pods increases the movement cost of the Cook to two and its turn mode to F.

(RJD1.10) MT. EREBUS TENDER (ERE): Optimised for the construction and repair of Cutters and Gigs, the Tender was a common variant of the Fujiyama and a feature of many tribes. It can carry up to three pods (each blocking a pair of the aft tractors) but this was seldom done. Each pod increases the movement cost of the Erebus by one quarter. Carrying 2 or 3 pods increases the ship's turn mode to F.

(RJD1.11) MATTERHORN (MAT): Ships of this class were surprisingly uncommon, given the plentiful asteroids of this size, and were probably considered uneconomic, vulnerable or embarrassing.

(RJD1.12) MT. VESUVIUS CARGO SHIP (VES): A basic asteroid cargo box, scarcely better than a bulk freighter, the Vesuvius is cheap, slow and largely defenceless, and often considered expendable if there is little cargo and no valuable personnel on board. The Federation reporting name derives from the ship's tendency to explode. After Y160, these ships were considered obsolete.

(RJD1.13) ALAMUT (ALA): The only military asteroid ship, the Alamut is a Matterhorn-sized rock with the extraneous cargo space and civilian equipment replaced by power, weapons and support for small combat units. In combat, it relies on surprise or its immense bulk to withstand the punishment it will take before crushing its opponent. Like all asteroid ships, it is sluggish and relies on a fleet of cutters and metal ships to give it support and prevent its being outmaneuvered. The prospecting shuttles were frequently replaced by casual fighters.

Metal Ships

(RJD1.14) HEAVY CRUISER (CA): Built on a stretched CL hull, the CA is more accurately considered a Command Cruiser. It is used to lead a detachment of metal ships sent on a raid. When the tribe itself is in combat, command usually defers to the chieftain on board his asteroid flagship. More than most Wanderer ships, the CA is optimised for combat.
The CA was rare, and no larger metal ships were ever seen. It is assumed that few tribes had the facilities to fabricate the large hull plates needed for a ship of this size.

(RJD1.15) LIGHT CRUISER (CL): The Wanderers' workhorse combat vessel, small enough to be made by any respectable tribe or risked in combat but large enough to be safe.

(RJD1.16) SHORT CRUISER (CS): A slightly cheaper version of the CL, with two of the larger (10-box) engines and no centre engine, the CS is a little slower and has slightly less firepower. The extra torque provided by the shorter hull and larger side engines gives it improved maneuverability compared to the CL.

(RJD1.17) SURVEY CRUISER (SV): Based on the CL, the SV is used to explore new asteroid fields for valuable ores or as an advance warning vessel. It commonly carries Scout and Combat Cutters when operating alone.
There are rumours of a Short variant, but these have never been confirmed. It is believed that the lower speed of the Short Cruiser would be less attractive in a survey ship.

(RJD1.18) TUG (TUG): Based on the CL, the Tug is variously used as a PF Tender or to tow pods. The option boxes are usually configured either as Repair, Fab or Cargo depending on the mission.
Unusually for a tug, this ship loses phasers but retains what other races would consider its heavy weapons. The Wanderers consider the Accelerators and AMC to be mining tools and the phasers superfluous.
The tug can carry one or two pods, each increasing its movement cost by 1/3. If carrying two, they are attached to and block the rear flank tractors. If carrying one, it blocks all four of the midships tractors.
The internal mech-links on the left and right rear flank tractors are associated with option boxes 4 and 5 respectively. Only Repair in those boxes can be used on those links. Use of Repair with the external collapsible bay link is unrestricted.

(RJD1.19) PF TENDER (PFT): A specialised version of the Tug, the PFT was used as a combination of scout, Cutter maintenance vessel and conventional PFT. It retained the Tug's AMC, as this function could not be performed by the cutters, and the Wanderers were loath to reduce its commercial potential still further. The Wanderers preferred the versatility of a full tug with a separate, more capable scout vessel, so the PFT was not often built.
The PFT cannot carry pods. Any repair-capable mech-link can be used with any repair box.

(RJD1.20) CARRIER (CV): A simple conversion of the CL, the CV was used as much for prospecting operations as for combat. The fighters were found convenient for performing quick searches of asteroid fields when hostile bases were suspected to exist. In more peaceful areas, some of the fighters might be replaced by prospecting shuttles and the fighters returned to storage.
The CV had no formal escort but would often carry phaser cutters for defence.

Year        Fighters
Y170+    6 x Meteor-1, 6 converted foreign
Y176+    6 x Meteor-2, 6 converted foreign
Y177+    12 x Meteor-2

(RJD1.34) FAST CRUISER (CF): The Wanderers had little use for a 'Fast' ship, but a couple of these units were seen making long-range journeys. The 'Lab' replacing the weapon in the nose of the ship provided navigation data during high-speed travel.

(RJD1.21) DESTROYER (DD): Usually used as an escort and home vessel for a squadron of cutters, the DD is a viable combat unit, well equipped with accelerators but short of phasers.

When the FFE was found to be too small to survive in a fleet battle, some tribes modified their destroyers to provide increased phaser firepower. They were not used as carrier escorts in the conventional sense and did not have Ready Racks for fighters.
Phaser-1 fire control, originally developed on the minesweeper, was standard for the rear engine phasers. Aegis fire control was never available and the result was unimpressive, so most DDEs were converted back and the escort duties delegated to Cutters and fighters.

(RJD1.23) SCOUT (SC): A cheaper alternative to the Survey Cruiser, the undergunned Scout seldom operated alone. In most cases the smaller FFS could fulfil the same role, albeit wthout Cutter support.

(RJD1.24) MINESWEEPER (MS): The threat of mines became an effective area denial weapon employed by the galactic races to keep the Thousand Tribes off their territory. With considerable reluctance, many tribes converted a destroyer or two for minesweeping duties. They were never used as minelayers, as the Wanderers never developed advanced mine technology, declaring it dishonourable, wasteful and churlish.
The forward shielding units (the system used in the CA) were not quite adequate to the task, meaning that the ship relied on large amounts of power for reinforcement. The light accelerators were retained for minesweeping and prospecting operations, while the less accurate medium accelerators were replaced by tractors, carrying the ubiquitous cutters.The AMC was replaced with extra phasers, the improved fire control being useful for safe minesweeping.
All prospecting shuttles aboard were fitted with the minesweeping system (RJD1.F2M) when it became available.

Another simple conversion, the CVL was merely a destroyer carrying fighters in the option boxes. There is no formal escort.

Year        Fighters
Y170+    6 x Meteor-1, 3 converted foreign
Y176+    3 x Meteor-1, 6 x Meteor-2
Y177+    9 x Meteor-2

(RJD1.26) FRIGATE (FF): Considered a little too small for combat, and unable to mount mech-links for cutters, the frigate was not a popular vessel. It was nevertheless fast and cheap so had value for harassing enemy prospecting operations.

(RJD1.27) ESCORT FRIGATE (FFE): When the Accelerator was found to be an inadequate weapon for dealing with fighters, drones and especially plasma, the Frigate was produced with extra phasers for defensive work. It was not entirely successful, being considered too small and lacking any improvements to its fire control (ie, it does not have Aegis or Phaser-1s). They were not used as carrier escorts in the conventional sense and did not have Ready Racks for fighters.

(RJD1.28) SCOUT FRIGATE (FFS): A common variant until around Y165, when it became excessively vulnerable to enemy action, the FFS was used for the same missions as the Scout.

(RJD1.29) ESCORT CARRIER (CVE): The CVE was often used in a genuine escort role, its fighters supporting prospecting operations in hazardous areas. Some tribes used the CVE to support an asteroid carrier, providing alternative reload and repair facilities.  There is no formal escort.
Year        Fighters
Y170+    3 x Meteor-1, 3 converted foreign
Y176+    3 x Meteor-1, 3 x Meteor-2
Y177+    6 x Meteor-2

(RJD1.36) CARGO FRIGATE (FFC): This was an unusual variant replacing the wing engines with small cargo pods and a single rear engine. The extra bulk and length made the ship rather unmaneuverable.

(RJD1.37) TRANSPORT FRIGATE (FFT): A more common variation of the Cargo Frigate, this had much greater cargo capacity at the cost of weapons and speed. The larger cargo pods blocked some of the phasers, which were removed.


Simple metal boxes similar to those in use by many races, Wanderer pods could be towed on the mech-links on the Cargo and Tender variants of the asteroid ships or the Tug, requiring two links per pod. Pods cannot be mounted on any other ship but can be towed or fitted into conventional freighters. An asteroid ship carrying a pod cannot use Asteroid Disengagement.

Wanderer pods are Size Class 4.

(RJD1.30) CARGO POD (P-C): A simple metal box similar to those in use by many races, the cargo pod could be towed on the mech-links on the Cargo and Tender variants of the asteroid ships or the Tug, requiring two links per pod. It cannot be mounted on any other ship. An asteroid ship carrying a pod cannot use Asteroid Disengagement.

(RJD1.31) PROSPECTING POD (P-P): A cargo pod could be fitted with workshops, laboratories, spartan accommodation and a small impulse engine for use as a field workshop. When docked to a ship, the pod can use its engine for power but not movement.

(RJD1.32) ACCOMMODATION POD (P-A): Accommodation Pods were often used as 'site huts' to provide convenient worker housing, temporarily affixed to asteroids being mined or converted to ships.
They were also used in rare cases when living space was required in a hurry, perhaps after an asteroid ship had suffered a mishap and its crew needed somewhere to stay until a replacement could be found. A cargo pod could be converted to accommodate these unfortunates relatively quickly.
No such pod would be found anywhere near a combat zone if this could possibly be avoided.

(RJD1.33) CARRIER POD (P-V): Several tribes operated carrier pods, which served a dual role as a prospecting shuttle base when fighters were unavailable or unnecessary.

Year        Fighters
Y170+    3 x Meteor-1, 3 converted foreign
Y176+    2 x Meteor-1, 4 x Meteor-2
Y177+    4 x Meteor-2, 2 x Meteor-P

No other types of Wanderer pod have been confirmed to exist. It is extremely doubtful that the mountings for a pod could withstand the shock of an Accelerator launch or the torque generated by an AMC, so battle pods are regarded as impossible. In any case, such a pod would prevent the carriage of Cutters, more useful in both war and peace.

Tournament Ships

(RJD1.T1) MT. BLANC TOURNAMENT ASTEROID (TAS): The Mont Blanc follows all normal asteroid ship rules (RJD1.1), except that its CDR is limited to its Damage Control rating (ie, 4 boxes). To confirm - it does take half internal damage and it does suffer the usual maneuver restrictions. It starts the game with Accelerators fully charged. It has the overload and overheat refits.
It carries two prospecting shuttles which do not have minesweeping ability.

(RJD1.T2) TOURNAMENT HEAVY CRUISER (TCA): This is a conventional metal ship. It starts the game with Accelerators fully charged. It has the overload and overheat refits.
It carries two prospecting shuttles which do not have minesweeping ability.

Cutters and Gigs

(RJD1.PF0) GENERAL: The Thousand Tribes use Cutters and Gigs for prospecting work. These were easily able to deal with or outrun any threat from the younger races during the Early Years, but after about Y125 the use of the slower Gig began to decrease. As time went on, even the Cutter came under threat from ships that could match it for speed with power to spare for weapons. Only with the advent of Warp Packs provided by the Orions did the Cutter regain its edge.

Cutters and Gigs act in all ways as PFs and Interceptors respectively, except that they cannot use Warp Packs until Y182 and most have lesser EW capabilities. They do not normally operate in formal flotillas, though Scout Cutters are sometimes configured to support a group of up to 5 other Cutters or Gigs (in which case these operate as a flotilla). Variants occasionally turn up on all ships.

No Fi-Cons have been observed, but massed Combat Cutters on an independent strike might each carry a fighter, usually a Meteor-P, on its mech-link.

The cargo boxes on Cutters and Gigs can hold 25 cargo units each.

As with PFs and Interceptors, the BPV shown assumes that the unit has Warp Booster Packs. If these are not included, reduce the BPV by 3 for a Gig or 5 for a Cutter.

A civilian prospecting unit needs only enough ECCM to see clearly through asteroids and dust. It does not need to hide. As a result, non-combat Gigs and most non-combat Cutters have only 2 free ECCM, and do NOT have the free 'swing' EW points usual on a PF. All Scout and Combat variants do have two 'swing' points.

Gigs and all Non-Combat Cutters except the Scout can control a number of seeking weapons equal to half their sensor rating. Scouts and all Combat versions of Cutters except the Phaser Cutter can control a number of seeking weapons equal to their sensor rating.

The Prospecting Cannon (E19.35) fitted to Gigs and Cutters has four charges. Reloads (and the reloads for the Prospecting Shuttles) may be carried in Cargo space. The SSD shows the ammunition track; ignore it for scouts and other variants without Prospecting Cannons.

Combat Gigs and Combat Cutters may receive the Overload
(FRJD1.5) and Overheat (FRJD1.6) LNA refits. Non-combat units have no batteries, so would not benefit.

Regarding the PF DAC (K5.1), the following definitions are used
Neutronium Accelerator is hit on WPN-A
Tractor and Prospecting Cannon are hit on WPN-B
Phaser-2 and Phaser-3 are hit on WPN-C
Works is hit on Battery
Cargo is hit on Hull

Most Wanderer ships can carry PFs and almost all of them have one or more repair-capable mech-links. If the ship has no Repair boxes, it cannot repair cutters during a scenario but can use its own (D9.4) repair capacity on the cutter(s) between scenarios.
A flotilla can be carried by any Wanderer ship with 6 or more mech-links, even if it is not a true PFT.

(RJD1.PF1) GIG (GIG): The Gig is a cheap Interceptor-sized mining unit. It is essentially a civilian vessel and is not intended for combat, where it is slow and performs poorly against modern opposition. While similar in size to a Skiff, it is not expected to operate alone for extended periods. While the cargo bays could be fitted out with extra supplies and fuel, the Gig is unable to flush its own engines. The Gig is regarded a a cheap second best to the Cutter, used mostly by poorer tribes. There are no Leader Gigs; they are led by Cutters instead.
The Gig can control a number of seeking weapons equal to half its sensor rating; it has no 'swing' EW points.

(RJD1.PF2) COMBAT GIG (GGC): The Combat Gig is a Gig with the Prospecting Cannon replaced with another Light Accelerator, the Works replaced by a battery and the shields strengthened. These would sometimes be used to disrupt mining operations or as extra firepower on a raid, but were generally unpopular. They were considered too small and painfully slow for serious combat and uneconomic in mining operations.
The Combat Gig can control a number of seeking weapons equal to half its sensor rating; it has two 'swing' EW points.

(RJD1.PF3) SCOUT GIG (GGS): The Scout Gig has the  Combat Refit, but the Prospecting Cannon and Light Accelerator are replaced with Interceptor EW pods (K3.75). These are of little value in prospecting, so all are normally used for combat support..About one Combat Gig in ten is a GGS. The pods are hit on WPN-A.
The Scout Gig can control a number of seeking weapons equal to its sensor rating; it has two 'swing' EW points.

(RJD1.PF4) MINESWEEPER GIG (GGM): No minesweeping Gigs have been observed in operation, though it is assumed that the Thousand Tribes would have adapted the prospecting cannon of a standard Gig as they did on the CTM (RJD1.PF11) and MSS (RJD1.F2M).
The GGM has the shields of a Combat Gig, and the Cargo is replaced by a tractor with a shuttle mech-link. It is treated as a minesweeper (M8.3), but it is otherwise similar to a normal Gig.

(RJD1.PF22) INTERCEPTOR (INT): The Interceptor is a slightly upgunned Combat Gig. No better than a Cutter in combat and of little economic use, they were very rare.
The Interceptor can control a number of seeking weapons equal to half its sensor rating; it has two 'swing' EW points. Warp packs were standard, and the overload and overheat refits were included.

(RJD1.PF5) CUTTER (CT): The Cutter is a larger and more capable version of the Gig. It is treated in most ways as a PF. Like the Gig it cannot operate alone for extended periods. It carries a Prospecting Shuttle on a mech-link.
The Cutter can control a number of seeking weapons equal to half its sensor rating; it has no 'swing' EW points.

(RJD1.PF6) COMBAT CUTTER (CCT): Like the Gig, the Cutter has a combat variant, more common than the Combat Gig. In later years, some carried fighters on the mech-links, though they could not rearm any fighter weapons beyond Prospecting Charges. With Warp Packs and the Overheat refit, the CCT is almost a match for a PF, though it is still saddled with its prospecting heritage.
The Combat Cutter can control a number of seeking weapons equal to its sensor rating; it has two 'swing' EW points.

(RJD1.PF7) SCOUT CUTTER (CTS): Approximately one cutter in ten has scout systems. These are used to search for valuable ore deposits, but have value in early warning and combat. Like the normal Cutter, it carries a Prospecting Shuttle.
The Scout Cutter can control a number of seeking weapons equal to its sensor rating, and can use a scout channel to improve this. It has two 'swing' EW points.
The combat variant (CCS) adds shields and replaces the Works with a battery.

(RJD1.PF8) LEADER CUTTER (CTL): The expensive 'stretched' version of the Cutter is not a conventional PF Leader, in that it is not usually assigned to command a group of Cutters, and the only extra facility it offers is a Transporter. About one cutter in ten is a Leader, but this varies wildly amongst tribes. The CTL can carry a T-bomb in one cargo box and a dummy in the other.
The Leader Cutter can control a number of seeking weapons equal to half its sensor rating and has no 'swing' EW points.The Combat variant (CCL) increases this and has two 'swing' EW points.

(RJD1.PF9) CARGO CUTTER (CTC): Some tribes operate a few cargo cutters. The CTC has no Accelerator, but retains the Prospecting Cannon and Works. There is no Combat variant.
The Cargo Cutter can control a number of seeking weapons equal to half its sensor rating; it has no 'swing' EW points.

Defence against fighters and seeking weapons remained a longstanding problem for the Wanderers. Many tribes experimented with replacing the Accelerators on some of their Combat Cutters with phasers; the CCP had negligible long-range firepower and results were mixed.
The Phaser Cutter can control a number of seeking weapons equal to half its sensor rating, despite the Combat refit. It has two 'swing' EW points.

(RJD1.PF11) MINESWEEPING CUTTER (CTM): A few Cutters sport the adapted prospecting cannon used on the MSS (RJFD16.F2M). The CTM has the shields of a Combat Cutter and is treated as a minesweeper (M8.3), but it is otherwise similar to a normal cutter.
The combat refit (CCM) is similar to a CCT but is treated as a mineweeper.

(RJD1.PF12) LONG CUTTER (LCT): A few tribes operate a different design of cutter, which uses three Gig engines rather than the two larger engines on the standard cutter. It is believed that while the Long Cutter might be cheaper and more reliable, using low-temperature engines, it occupies two mech-links on the tender. Theoretical analysis suggests that it might be less maneuverable than the standard cutter but practice has not borne this out. It is otherwise identical to the standard Cutter. The usual variants are known.

(RJD1.PF13) SKIFF (SKF): The Skiff uses a Leader Cutter hull with a single 6-box engine from a Frigate. As such, it is capable of long journeys without any risk of engine degradation (K7.0), unlike a normal cutter. It has an acceleration of 10 or to double its current speed and cannot mount Warp Packs, but is otherwise considered a PF.
The Skiff is used for independent long-distance journeys, carrying small amounts of valuable freight or personnel. It is not expected to enter combat, and there are no combat variants.
It can carry a pair of inflatable cargo packs (shaded on the SSD), which increase its movement cost to 1/4 and remove its Nimble status. These can be dropped as though from a tug, but are then considered destroyed. It must carry two packs or none.
It can control a number of seeking weapons equal to its sensor rating and has two EW swing points. Like a Long Cutter, it occupies two mech-links on the tender.

(RJD1.PF14) SURVEY SKIFF (SKS): The Survey Skiff is a Skiff optimised for searching out valuable prospecting material. It is sometimes used as a better-defended version of the normal Skiff, albeit with reduced cargo space.
It can carry the same cargo packs as the normal Skiff.

(RJD1.PF15) FAST PATROL SHIP (PF): Forced to recognise the inadequacy of the Combat Cutter when faced with real PFs, the Wanderers produced this no-compromise variant. PFs replaced Combat Cutters and were occasionally deployed in conventional flotillas. They were cramped and lacked long-term space-keeping ability even compared with normal PFs so were unpopular with crews and seldom went far from the supporting ships.
The PF can control a number of seeking weapons equal to its sensor rating; it has two 'swing' EW points. Warp packs were standard, and the overload and overheat refits were included.

(RJD1.PF16) PF SCOUT (PFS): A very rare and expensive variant, the PF Scout was used only to support PF flotillas.

(RJD1.PF17) PF LEADER (PFL): The PF Leader returned some of the prospecting facilities to the PF while providing the facilities and extra storage space required for long-range offensive missions.

(RJD1.PF18) Small Cargo Pouch (PCS): The Small Cargo Pouch is an Interceptor-sized cargo box that can be towed on a normal PF mech-link. The large pouch is more common.

(RJD1.PF19) Large Cargo Pouch (PCL): The Large Cargo Pouch is an PF-sized cargo box that can be towed on a normal PF mech-link.

(RJD1.PF20) Accommodation Pouch (PAL): This is a Large Pouch-sized version of the Accommodation Pod.

(RJD1.PF21) Large Prospecting Pouch (PPL): This is a Large Pouch-sized version of the Prospecting Pod, though it cannot move and has no shields, so is usually attached to a promising asteroid rather than moving from one to another.

Shuttles and Fighters


(RJD1.F1) ADMINISTRATIVE SHUTTLE: The Thousand Tribes have always operated shuttles essentially similar to those of the terrestrial races. They also use many of the common variants, including heavy transport (R1.F5), recovery (R1.F22), (R1.F23), salvage (R1.F24) and advanced shuttles (R1.F17), (R1.F18), (R1.F19). They do not operate Ground Assault, minelaying, minesweeping (but see
(RJD1.F2M) ) or rescue shuttles.

(RJD1.F2) PROSPECTING SHUTTLE: as (R1.F12). Any or all spare shuttles (including fighters) on a Wanderer ship might be Prospecting shuttles. Advanced versions as per (R1.F17), are available after Y180.

(RJD1.F2M) MINESWEEPING SHUTTLE: The Thousand Tribes managed to modify the fire control of the prospecting cannon on the prospecting shuttle to sweep mines. After Y158, any PS can be fitted with this system for 1 BPV. This enables the shuttle, operating by remote control, to sweep mines as an MSS (M8.3), but can make only one attempt per turn and each attempt uses a prospecting charge.
The Wanderers never developed a conventional MSS, though a very few were captured or bought from the Orions.
Wanderer fighters with prospecting charges could use this adaptation, but this was very seldom done.

(RJD1.F3) MULTI-ROLE SHUTTLE: The Wanderer Multi-Role Shuttle is essentially a very capable Prospecting Shuttle. It acts as all ways as an MRS. Its weaponry consists of a 360º phaser-3, a 4-shot Prospecting Cannon (FA), a single-shot LNA, which is armed by the carrying ship and can hold up to 2 power, and a tractor-lifter. There is an Advanced version ((R1.F21) available after Y180.


The Thousand Tribes found themselves forced to compete on an unexpected new playing field, as enemy fighters proved their maneuverability in asteroids. The Wanderer native fighters were based on the Prospecting Shuttle with captured or Orion technology and retained much of their mining heritage. Some tribes used fighters captured from other races.

The Wanderers were never very fond of fighters, finding them generally inferior to their own Cutters. They were used primarily as combat support for Cutters and to assist in drone defence. There are no reliable reports of native Wanderer Heavy Fighters, though they did convert some captured ones.

Unlike the terrestrial races, the Thousand Tribes never adopted a formal doctrine on fighter deployment. The listings given for the various carriers are guidelines. Some tribes (who refused to deal with the Orions) never used captured foreign fighters; others used them exclusively.

Prospecting Charges on fighters can be rearmed on Cutters' mech-links. They cannot be used in a dogfight.

LNAs mounted on fighters are armed by the carrier and can hold up to 2 power. They cannot be Overloaded or Overheated and cannot be used in a dogfight. They cannot be rearmed on mech-links.

(RJD1.F4) METEOR-1 FIGHTER: This is an armoured Prospecting Shuttle with bigger engines, the tractor lifter and cargo bay being replaced with a phaser. It is not streamlined and cannot operate in atmosphere or land on planets.

(RJD1.F5) METEOR-2 FIGHTER: An improved version of the Meteor-1 with a Accelerator in place of the prospecting cannon. Some used warp packs. Unlike the Meteor-1, it can land or take off from planets using the powered system, but is still unstreamlined and incapable of atmospheric flight.
Meteor-2B : The warp pack technology provided by the Orions allowed the Thousand Tribes to improve the performance of the basic Meteor-2 engine, beginning in Y179. This became standard by late Y182, though is not shown on the SSD.

(RJD1.F6) METEOR-E FIGHTER: An EW version of the Meteor-2, replacing the Accelerator with a pair of EW pods.
Meteor-EB: There is a B refit.

(RJD1.F7) METEOR-P FIGHTER: Another attempt to combat plasma races resulted in the Accelerator's replacement by a phaser. This was found advantageous in dogfighting and the Meteor-P was often used against enemy fighters. It was sometimes carried by Combat Cutters to augment their firepower, as the Cutters could not reload the Accelerator on a normal fighter. It was however frowned upon as useless for prospecting, and was slightly slower than the Meteor-2 due to the phaser's power requirements.
Meteor-PB: There is a B refit, which overcame the phaser's power drain and the allowed the Meteor-PB the same speed as the Meteor-2B.

(RJD1.F8) CONVERTED FIGHTERS: The Wanderers attempted to adapt numerous types of captured fighter to their own technology, but the results were seldom as effective as the original. To convert foreign fighters:

Plasma fighters replace each D-torp with a single 1-shot LNA, and each F-torp with a 2-shot LNA (can fire 1 shot per turn).

Fusion fighters replace each fusion beam with a single shot LNA (can fire both on the same turn) or a dual-shot Prospecting Cannon..
Hellbore, Disruptor and Photon fighters replace each weapon with a single shot LNA or dual-shot Prospecting Cannon.

Drone fighters replace each type-I rail with a 1-shot Prospecting Charge (cannot fire both on the same turn), and each Special or Type-IV rail with a single-shot LNA. Type-VI rails are removed. ADD racks are replaced with a chaff thrower (1 extra chaff pack per ADD shot).

Phasers remain unchanged, except that the Wanderers cannot maintain Gatlings and replace them with single Phaser-2s.

Thousand Wandering Tribes Home

The Master Ship Chart

The Master PF Chart

The Master Fighter and Shuttle Chart

Created by Jim Davies.
Submitted to and copyright © 2005 ADB, Inc.