I used an AI to help me create the visuals for clarification.
The attire is a black, lightly armored suit. A helmet with a green visor as trending with the other characters to have different colors.
“Active abilities”
‘Circus trick’ - Throws a smoke grenade on his location and dashes into moving direction. He will remain invisible for 1 second(s) and receive a damage 10% bonus for that duration. Invisibility can level up to 3.5 seconds and damage to 35%
(Costs 40 energy)
-Toggle - ‘Eye for danger’
A zombie ahead blocking the scout will be shot with the equipped pistol with a 50% critical chance and 0.5 second stun.
Critical chance goes up to 100% and the stun up to 1.75 seconds.
(Costs 15 energy and has a cooldown of 1 second)
-Toggle- ‘Trailblazers’
When toggled on, leaves a trail of gas that slows zombies walking through by 20% and deals an xx amount of damage per second. costs 3 energy per second.
Can be increased to 55% and damage can be tripled.
“Passives”
’Pressure training’
Damage increases with half the % of bonus movement speed. Can be increased to 100% of movement speed percentage.
’Go with the flow’
There is a set chance to evade a blocking enemy when running into them, allowing to pass them unharmed. This dodges their attack as well. Starts at 45% and can be increased to 95%
‘Bounty marker’
The first round of every magazine marks a target. Damage against this target will be increased by 20% (and stacks additively) and will cause an explosion after it dies or a reload is completed.
Damage increases to 45%, explosion will deal more damage in a larger radius.
’Sleight of hands’
Any weapon below 10% movement penalty will receive a 1% damage, reload and fire rate bonus for every % less.
Movement penalty threshold can be increased to 20% and buff can be increased to 2.25% for every percentage.
This is the default class skill and this will make it so any weapon above this threshold has double the movement penalty.
Summary
The scout unit is meant for a fast moving, high damage hit and run style. He combines lighter weapons with powerful buffs and focuses hit kit on being able to reach the right place at the right time. The scout unit is best played with lighter weapons like pistols, machine pistols, smg’s and lighter heavy-issue weapons like the Hornet and Supermarine. While extremely powerful in his damage output and swiftness the scout is drawn back by a much scarcer health pool, a heavier penalty for heavy weapons and quick energy consumption. the scout requires skill and precision to maintain alive, and is best paired with high energy regeneration, movement speed and light weaponry.
In case you like this concept, or have feedback, feel free to let me know!