Possibly the most undesirable job that a person could have, in a world infested with zombies, would be that of the scout. By whatever name you give the job, recon, scout, forward observer, whatever, it would be a crappy occupation. Alone, or in small groups, with only what you can carry as support, surrounded by hordes of the dead that want nothing but to devour every inch of your flesh, you've got a rough job. But somebody has to do it.
Think about the people you know, is there an individual out there that is a loner, someone that enjoys to "do their own thing", that volunteers to do the bad jobs noone else wants to do. If so, this may be your scout when the dead rise to feast.
The big thing here is not finding the right person, that person will make their self known when the time comes, its more about giving these individuals the equipment they need to do their job effectively, and to come home safely at the end of the day.
There are some basic absolute requirements when equipping a person for the scout job:
1. Less is more!- What this means is that the less a scout can carry, the more ground they can cover, and the less amount of time it will take to do it. There are certain items they will have to have, but any more than that starts becomng a hindrance.
2. The more the better, almost!- One person can do the job, but it's not a wise choice. The more persons working to achieve the objective, the less work each individual will have to perform. But there is limitations to the rule. I would want to keep a scouting party at no more than 8 people, and no less than 5. With 5-8 scouts the group will have enough people to set watches during rest times, will have enough to distribute the weight of the gear effectively, and in worst case situations, will have enough people to move the injured and still effectively defend themselves. More than 8 people and you create more than a few logistics problems.
3. Find your leader, and then find his leader!- There should be ONE definative leader for the group, and this person calls the shots. It should be known by all, before one step is taken, who is in charge. It is smart, though, to appoint a 2nd and a 3rd in command as well. Who knows what will happen to the squad leader, and someone has to make the decisions.
With those simple rules being set, I have prepared a list of gear tailored to the job of the scout.
1. Primary Weapon- Your choice of weapon is completely up to you, but choose wisely. I would go with a light weapon with a detachable magazine. Another good tip is to use a weapon with a smaller, lightweight, round. Good options, in my opinion, are the .30 Carbine, AR-15, Mini-14, any handgun caliber carbine, or a .22 caliber gun with detachable magazine. I also reccomend that you carry at least 200 rounds of ammo for your primary.
2. Secondary Weapon- This is also up to you, but choose wisely again. I like a handgun as my secondary, but that is up to you. Just be sure to make it light, reliable, and acurate, and try to carry at least 50 rounds.
3. Backpack- There are thousands of options out there, and only a few that are right for the job. Try to stick with something lightweight, comfortable, tough, and if at all possible, something with an integrated hydration carrier. I see no use for a pack with a frame, whether internal or external, you wont be hauling that much weight. The hydration carrier is something that is worth its weight in gold.
4. Tactical Vest/Chest Rig- This item is based on personal taste, but one or the other makes life easier. A good rig puts your ammo in the most conveniant place they can be, making magazine changes faster and more easily performed. Some of these rigs even have extra pockets for storing you other gear.
5. Holsters and Slings- Find what is comfortable for you. Be sure it is tough, simple, and puts your weapon in the right position for a quick response to danger. I like a single point sling for my rifle, and a thigh rig for my handgun. These work for me, but might not work for you, so try out many before you decide.
6. Field Repair Kits for all Weapons- A must for any scout. Most quality kits come with replacement parts for all springs, pins, and any part that is prone to wear.
7. Binoculars- A must! Good binocs will keep you fom having to get close to any zeds, and not giving up your position. They provide an advantage that keeps you alive, invisibility.
8. Food and Water- Pack light, but be sure to pack enough. Take dried foods like jerky, dried fruits, nuts and berries, breads, and fresh vegetables. For water you need at least 2 liters a day if you are on the move. I really like the hydration carriers, but aluminum or nalgolene bottles will work. Be absolutely positive you carry water purification tablets or a water purifying unit.
These are, in my opinion, the absolute, must have items, for a scout. There are many more things, like compass, fire starters, tool kits, etc... But remember, stay light, move fast, and come back home alive, not undead.
*EDIT*
Because I have a bad tendency of going completely crazy when I am focusing hard on a subject, I left out a couple tools that are insanely important.
9. Knife- This item has more uses than most anything you could carry. I prefer a quality fixed-blade knife or a largeer folder, but choose what you are comfortable with and know will last. Thanks Nykodymus.
10. First-aid Kit- With help from ACOG I done some research and found that there are a lot of companys out their making quality and comprehensive kits that are capable of taking up very little space in your backpack. ACOG says that all kits should include these basics, "some Combat Gauze, and ETB (Emergency Trauma Bandage, also known as Isreali bandage, or elastic bandage.) some 3 in. Medical tape, a NPA (Nasal Pharengeal Airway) Some latex gloves, important to prevent contamination, or infection. and of course the most important, is the CAT tourniquit. easiest most effective way to stop external hemorraging." Thanks ACOG.
11. Small note pad and pencil- as Sanchez pointed out, what good is viewing all of this info, if you cant remember it when you get back to base. The use of a pad and pencil to jot down notes could be the difference between a succsesful mission and a flop. Thanks Sanchez.
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Gear for the post z-day scout/recon operator.

