Weaver Skiff
The Weaver Skiff is the first alien hull a player can own in CONTRABAND: Edge of the Fold. Built by Weaver shipwrights using principles that diverge sharply from Core Worlds engineering, it features an ethereal luminescent hull material and resonant shields that displace incoming damage into other timelines. At 35,000 credits it is the cheapest Rare-tier ship, but it is also the most conceptually different from everything that came before — a pilot stepping from a Courier into a Skiff immediately notices that the ship does not feel physical in the same way.
The Skiff is also the hull used by the mysterious refuel trader known only as "ET" who appears randomly across Keros and the Verge. This NPC flies a Skiff identical to the player's purchasable one and trades fuel at below-market prices to any pilot who speaks a specific code phrase learned through the Chapter 2 Weaver dialogue. This is not a coincidence — the shipyard markup on Skiffs sold to pilots is a deliberate Weaver strategy: putting these ships into circulation with sympathetic pilots creates a network they can draw on later.
Strategy and role
The Skiff's shield (180) is nearly twice its HP (140), which fundamentally changes how combat plays. Where most hulls rely on HP as the damage buffer, the Skiff relies on shields — and shields regenerate between combat rounds while HP does not. In prolonged engagements the Skiff outlasts opponents simply by waiting for shield regeneration cycles. Against Scourge (whose energy attacks chew through most ships) the Skiff's resonant shield is especially effective, though against kinetic-heavy attackers like the Gunship it performs less well.
Abilities on Weaver hulls are distinct from Core Worlds designs:
- Phase Shift — Moves the ship slightly out of timeline sync, absorbing all damage the next turn as "timeline debt." Powerful but creates a ghost branch.
- Resonance Pulse — Energy-damage attack with a small chance to stun Scourge enemies by disrupting their Fold-link.
- Weaver Thread — Restores 30 shield per use, three uses per combat. Unique ability — most ships can't regenerate shields mid-fight.
How to acquire
The Weaver Skiff is only sold at Weaver-aligned shipyards: the Keros-7 platform (after Chapter 1), the Weaver sanctum (after Chapter 2 main path), and the Silent Fold Oracle temple docking ring (after Chapter 3 Lead B). Core Worlds stations refuse to stock the hull despite technically legal status — a political statement by Tellen's administration about Weaver involvement in galactic affairs.
A free Weaver Skiff can be earned by saving the Weaver child in the prologue AND reaching +60 Weaver reputation by the end of Chapter 2. The Weaver elder in the sanctum offers it as a gift: "Take this. It will know you." Accepting the free Skiff is the single highest-value reward for commitment to the Weaver path in early Chapter 2.
Upgrade path
From the Weaver Skiff, the Weaver-aligned upgrade path leads to the Weaver Arkship (680,000cr Legendary) — a massive leap. Intermediate options include the Phantom (165,000cr Epic) for players who enjoyed the Skiff's evasive qualities but want a non-Weaver hull. Players who want to continue the resonant-shield playstyle without spending Legendary money can stay on the Skiff longer than the tier implies; its shield/HP balance remains viable well into Chapter 3.
Best crew pairings
- Echo of a Weaver (Seer) — Thematically perfect. A Weaver crew on a Weaver ship unlocks dialogue variants and grants an additional +15 shield regeneration per turn.
- Mara Voss (Navigator) — Weaver Skiff fuel consumption is slightly above average; the 15% discount is especially valuable.
- Fragment of Oracle — If you can afford both, the interaction between Weaver and Oracle technology on the same hull creates visual and audio Easter eggs during combat.
Lore and design notes
The Weaver Skiff's model file (et.glb) shows a hull unlike any Core Worlds design: organic curves, translucent segments, no visible weapon mounts. This is deliberate. Weaver hulls use weapon systems integrated into the resonance field itself — there are no guns because the ship attacks through the shield, shifting a portion of incoming energy back at the attacker. When a player fires the Resonance Pulse ability, the in-game visual shows the ship's whole hull glowing briefly, not a gun firing.
The ET tag comes from early Weaver cross-cultural contact with the Core Worlds. When the first Weaver ship was encountered by Alliance patrols centuries ago, the pilots identified themselves simply as "visitors" — the Alliance cataloged the encounter as "extraterrestrial trader" (ET). The name stuck. Today, "ET" specifically refers to the refuel-trading Weaver subculture who maintain independent fuel caches throughout Keros for pilots they deem trustworthy.
Comparison with other Rare-tier ships
The Skiff has the lowest HP and second-lowest cargo in the Rare tier, but the highest shield. Against the Gunship MK-II (similar price), the Skiff wins against energy-based enemies and loses against kinetic-based ones. Against the Freight Hauler (55,000cr, 60 cargo), the Skiff is obviously not the trade choice, but it has dramatically better combat performance. The Strike Fighter (68,000cr) outperforms the Skiff in pure offensive combat but costs twice as much and lacks the unique Weaver utility abilities.