Class · Control ● Confirmed

Scoundrel

Tricks & Disruption

The Scoundrel is Zero Company's disruptor — a control class that bends fights with gadgets, debuffs and dirty angles, creating the openings the rest of the squad cashes in.

Rules are just suggestions with good PR.

The Scoundrel wins fights the enemy never sees coming. This is Zero Company’s utility and control class — less about raw damage, more about tilting the board so your damage dealers can’t miss. Gadgets, debuffs and unconventional angles are the Scoundrel’s trade, and a good one quietly decides the outcome of an engagement before the shooting really starts.

How the Scoundrel plays

Think of the Scoundrel as a force multiplier. Strip an enemy’s cover or accuracy, pull a unit out of position, or open a flank, and suddenly the Assault and Sharpshooter are getting easy, high-value shots. Because the squad shares an Advantage pool, the Scoundrel’s setup work indirectly fuels everyone else’s best abilities.

The class is also the most flexible answer to a mission you didn’t plan for. When an objective demands stealth, control or improvisation rather than firepower, the Scoundrel has a tool for it. The weakness is self-reliance: a Scoundrel left to deal damage alone underperforms, so it shines brightest in a coordinated squad.

Who should pick it

Choose the Scoundrel if you like outsmarting a fight rather than out-shooting it, and if you enjoy combos where one well-placed effect unravels an entire enemy position. It has a slightly higher skill ceiling than the pure damage classes, but it’s one of the most rewarding seats in a well-drilled Zero Company.

As a standard class, the Scoundrel can be assigned to any recruit you bring aboard.

Sources