Easily now the most worthless ship in the game! Without a pod great care must be used in moving it and some effort to protect your other resources must be made. It's turn rate offers no aid to this ship as others of the same class out perform it. It's one saving grace may be the combat odds. With the aid of a script it can be made to invade a poorly defended planet that lacks a Q-cannon and has a mil reaction of zero. Other then that it's worthless space junk. The lack of a Holo-scanner hampers even it's use for scouting out new pairs effectively. If it were altered to move at a turns per warp of 1 and had it's holds reduced to 1-2 it could again regain the role of scout. As it is now only a fool would buy it.
Q: Is it worth the time and the all around turns to go back and forth with your Scout Marauder taking out crap?
A: Not if you have a corp member "with a bigger ship there to feed figs as you need them. Early in the game they are THE BEST ASSAULT SHIP. So if you have three people in Tholians it only makes sense to use the scout marauder and save yourself a fair number of figs. And they are the best sub-L3 planet attacker. They can be used against L3's and up. The point is that Scouts can be VERY useful. (AX.BBS/TW.NET - [email protected], 5/18/96)
Q: "Can a Scout Marauder be captured? I haven't been able to capture any, this must be a game setting?" A: "Nope, can't capture scouts or pods." (AX.BBS/TW.NET - ML: sheesh@pcs, 6/4/96).
Unusual discovery in version 3.01 at day 548. Scouts are invisible on a density scan and when viewing sector but visible when exporting to them (DMD, 1/14/99).