Scout MK-I
The Scout MK-I is the cheapest, lightest, and most available ship in CONTRABAND: Edge of the Fold. It is the default starting vessel for any player who does not choose otherwise in the prologue, and it costs only 5,000 credits if purchased new from any Verge Station shipyard. Its design is generations old — the MK-I designation refers to an original production run from nearly two centuries before the events of the game, and most active Scout MK-I hulls are salvaged, refitted, or passed down rather than freshly manufactured.
Despite its age, the Scout MK-I remains viable throughout Chapter 1 and, with smart pilot decisions, well into Chapter 2. Its low HP and modest cargo capacity are offset by above-average speed and agility, which let it evade fights it cannot win and escape from ambushes that would destroy heavier ships. Many veteran players keep a Scout MK-I in their fleet long after upgrading — a light hull is useful for scouting missions, and its low fuel consumption makes it economical for long jumps.
Strategy and role
The Scout MK-I is designed around the principle that speed is armor. Its 80 HP and 40 shield will not survive prolonged combat, so the pilot must win fights quickly or avoid them entirely. Three abilities are available by default:
- Basic Laser — Reliable low-damage kinetic attack. Cheap on energy. The workhorse.
- Evasive Maneuver — Reduces incoming damage by 50% next turn. Use when your HP is below 40.
- Emergency Repairs — Restores 20 HP. One use per combat.
Winning combat with a Scout MK-I is about maintaining an HP buffer. Open with Basic Laser twice to soften the enemy, then Evasive before their big ability fires, then repair if you dipped under 40. A skilled pilot can defeat a Raider (mid-common enemy) without breaking 30% HP loss. Interceptors are harder because they outspeed you and can chain attacks — escape is often the better option against them.
How to acquire
The Scout MK-I is available at any Verge Station shipyard from the start of the game for 5,000 credits. It is also the default hull if the player declines to customize their starting ship in the prologue. Two additional acquisition methods exist:
- Free replacement — If your active ship is destroyed and you choose to "Continue anyway" from the Game Over screen, you are restored at the nearest station with a basic Scout MK-I loaded onto your account, regardless of what you were flying. This is a safety net, not a feature to exploit; the free replacement has no cargo and minimal fuel.
- Trade-in credit — If you sell a Scout MK-I back to a shipyard, you get 3,000 credits (60% of purchase). Useful when upgrading to a Tier 2 ship and needing cash.
Upgrade path
The most common upgrade path from Scout MK-I is directly to the Courier (9,000cr common) for players focused on trade, or to the Raider (14,000cr common) for players focused on combat. Skipping straight to a Rare-tier ship in Chapter 2 is also viable if you have saved 40,000+ credits, but expect to struggle in Chapter 1 combat without at least one combat-oriented upgrade.
For the experimental pilot: the Scout MK-I can be fitted with any of the three common ship upgrades (Shield Stabilizer, Cargo Expansion, Jump Capacitor), though its limited hull space means you can typically fit only one upgrade at a time. The Jump Capacitor is the highest-value upgrade for a Scout — it turns the ship into an efficient scout that can explore Keros systems at minimal fuel cost.
Best crew pairings
The Scout MK-I has three crew slots. Optimal pairings depend on your playstyle:
- Mara Voss (Navigator) — -15% fuel cost synergizes with Scout's light frame. Recommended first hire.
- Brood-7 (Engineer) — +10 HP per jump partially compensates for the Scout's low HP pool.
- Kairos (Gunner) — +15% damage turns the Scout into a viable glass-cannon fighter. Expensive at 20,000cr but transformative.
Lore and design notes
The Scout MK-I was originally designed for peacetime exploration by the Core Worlds Alliance's precursor organization. Its boxy, functional silhouette reflects an era before ships were styled for psychological intimidation — the MK-I looks like what it is: a utility vessel built for pilots who were expected to come home. Later war-era designs like the Interceptor and Gunship prioritize aggression in their hull lines. The Scout's lineage shows.
Most Scout MK-Is in active service have been refit multiple times. A typical hull has been sold through five or six owners, each of whom made their own modifications. This is why Scout hull cosmetics in the game are procedurally varied — dented panels, replacement wings, mismatched thruster housings. No two Scouts look identical, even though they share the same GLB model file internally.
Comparison with other Tier 1 ships
Against the Courier, the Scout has lower HP and less cargo but more speed and agility. Against the Raider, the Scout has less damage potential but survives longer if you play defensively. Against the Interceptor, the Scout is outclassed on every metric except price and cargo — the Interceptor is strictly better if you can afford 18,000cr.
The Scout MK-I's real value is as a no-commitment hull. You can buy one, lose it, buy another, and still have credits for a backup. Higher-tier ships are investments. The Scout is a consumable.