Scout
Recon & Mobility
The Scout is Zero Company's eyes — a fast, stealthy recon class that controls information and tempo, revealing the enemy and setting up the squad's biggest plays.
I see them long before they see us.
Information wins turn-based fights, and the Scout controls it. This is Zero Company’s recon and mobility class — a fast, low-profile operative who ranges ahead of the squad, reveals what’s waiting and finds the angle everyone else needs. A good Scout means your squad is never fighting blind.
How the Scout plays
The Scout’s job is to see first and move best. Scouting a flank before the squad commits turns a dangerous push into a safe one, and the class’s mobility lets it claim key ground — high perches for the Sharpshooter, safe lanes for the Assault — before the enemy can contest it. Vision also feeds target priority: knowing where the enemy heavy is lets the whole squad plan its turn around removing it.
The Scout isn’t a heavy damage dealer, so its value depends on the squad acting on what it reveals. Left to fight alone it’s underwhelming; as the front half of a coordinated plan it’s indispensable.
Who should pick it
Choose the Scout if you like playing the tempo and enabling other operatives rather than topping the kill count. It rewards map-readers and forward thinkers, and on harder difficulties the information it provides is often the difference between a clean mission and an ambush.
As a standard class, the Scout can be assigned to any recruit, and most balanced squads carry one to keep the team a step ahead.