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ClassesScout

Scout

Overview

The Scout is one of the eight standard classes (called Specializations in game) available to any operator in Star Wars Zero Company. EA describes it as:

The Scout is a tactical Operator trained in ambush and reconnaissance tactics. Their planning and timing benefit their entire team, creating opportunities where none exist.

Abilities

AbilitySlotActionCostEffect
AmbushUltimateSpecial ActionAll banked AdvantageExecute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage. 14 base damage plus 2 per Advantage spent, requiring at least 4 Advantage to fire, once per turn. At its top rank each Advantage adds 5 damage, so a full pool of 10 adds 50
Combat ReconStandardFast Action1 APAssess threats in the target area, granting Advantage for each enemy in the assessment area. A Target Area Fast Action granting +1 Advantage per enemy assessed and revealing hidden enemies, once per turn, with a 4.0m area effect inside a 14.0m assessment range at base rank and 7.0m inside 24.0m at its top rank
Tactical TimingPassiveAlways activeNoneProvides a 20% chance to gain +1 Advantage when this Operator defeats an enemy
The SpotterPassiveAlways activeNoneWhen this Operator damages an enemy with their blaster, that enemy is Spotted

Ambush

The Ultimate is a well-timed surprise attack on an enemy. The more Advantage used in the attack, the greater the damage.

A Ranged Special Action that spends all banked Advantage rather than a set price, requiring at least 4 Advantage to fire and adding +2 damage per point spent on top of its 14 base damage, once per turn. It is the only Ultimate without a fixed Advantage cost. An in-combat card was listed at 19 damage with Advantage already banked.

Combat Recon

Assesses threats in a target area, granting Advantage for each enemy in the assessment area.

Shown at Combat Recon IV: a Fast Action costing 1 AP, once per turn, granting +1 Advantage per enemy assessed and revealing hidden enemies, across a 5.5m area effect within a 20.0m assessment range.

Tactical Timing

Provides a 20% chance to gain +1 Advantage when this operator defeats an enemy.

The Spotter

When this operator damages an enemy with their blaster, that enemy is Spotted.

Confirmed interactions

  • The squad gains +1 Advantage each time it successfully damages an enemy, and the pool holds a maximum of 10. Combat Recon and Tactical Timing are the only confirmed sources of Advantage outside that. See Combat System
  • Combat Recon’s reveal applies to cloaked enemies; Zero Company otherwise has no Fog of War, so ordinary enemy positions are visible from the start
  • Class Ultimates are the largest Advantage spends; Sweeping Salvo III and Open Fire II both cost 7 Advantage at the ranks shown
  • Hawks can spend Advantage to refresh 1 AP for a squadmate, once per turn

Upgrade ranks

Every ability above continues past its base values through the Focus Tree, where each rank costs Focus Points and improves the effect. Ranks with no recorded value are left out rather than filled in by inference.

Ambush Ultimate

RankEffect
I14 base damage, spends all Advantage, once per turn. Execute a well-timed surprise attack on an enemy: the more Advantage used, the greater the damage. Each Advantage spent increases damage by +2. Requires at least 4 Advantage to use
IIEach Advantage spent increases damage by +2.5
IIIEach Advantage spent increases damage by +3
IVEach Advantage spent increases damage by +3.5
VEach Advantage spent increases damage by +4
VIEach Advantage spent increases damage by +5, so +50 bonus damage at 10 Advantage

An in-combat card for Ambush was listed at 19 damage with Advantage already banked; the 14 here is the base before any Advantage is spent.

Combat Recon Standard

RankEffect
I1 AP, once per turn. Assess threats in the target area, granting Advantage for each enemy in the assessment area and revealing hidden enemies. 4.0m area of effect, 14.0m assessment range
II4.5m area of effect, 16.0m assessment range
III5.0m area of effect, 18.0m assessment range
IV5.5m area of effect, 20.0m assessment range
V6.0m area of effect, 22.0m assessment range
VI7.0m area of effect, 24.0m assessment range

Tactical Timing Passive

RankEffect
IProvides a 20% chance to gain +1 Advantage when this operator defeats an enemy
II40% chance of +1 Advantage on a kill
III60% chance of +1 Advantage on a kill
IV80% chance of +1 Advantage on a kill
V100% chance of +1 Advantage on a kill

Capped at rank V, where the rest of the class runs to rank VI.

The Spotter Passive

RankEffect
IWhen this operator damages an enemy with their blaster, that enemy is Spotted

Higher ranks exist but carry no recorded values.


If information is missing, it has not yet been confirmed. Corrections are welcome.

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