Armor and Speed is a gameplay mechanic in Tom Clancy's Rainbow Six Siege, Tom Clancy's Rainbow Six Extraction, and Tom Clancy's Rainbow Six Mobile. It determines how much damage an Operator can sustain as well as how fast they can move.
Armor was replaced with Health (HP) in Tom Clancy's Rainbow Six Siege in the Crystal Guard expansion.
Overview[]
Armor and Speed is a determining factor for an Operator's likely play style, although they do not need to abide by it. If they are Light Armored, they are geared towards quick plays, such as hit-and-run or rush tactics. On the other end of the spectrum, Heavy Armored Operators are more obligated in hunkering down, as they perform better at defending a position than moving with their slower speed.
Multiple sources of damage are not affected by Armor Rating, such as damage from gadgets (eg. hits from Twitch's Shock Drone), along with fall damage. Bleedout time does not change either between Operators of different Armor Ratings.
Strike Zones[]
Strike Zones define how much damage an Operator (or any enemy) will take based on where they were hit. Each Operator has three "strike zones": the Head, the Body, and the Legs.
- Head: Shots to the head are most explicitly one-shot kills for any Operator. Only in the rare case that other factors lessen the damage (obstacles, etc.), or for Caveira's Luison pistol, where a headshot will not kill its target.
- Body: Shots to the body will deal their advertised damage at 100% effectiveness. Originally, the arms were part of the Legs' strike zone (thus were called the Limbs' strike zone), but have become a part of the upper body to become a part of the Body strike zone.
- Legs: Shots to the legs will deal reduced damage, at 75% effectiveness. The damage hitbox is from the waist down.
Armor and Health Ratings[]
An Operator's Armor or Health rating determines how much damage they can sustain before either being killed or entering DBNO.
Siege[]
Tom Clancy's Rainbow Six Siege utilizes the new Health system. In this system, Health (HP) has replaced Armor and removed previous damage resistances. Health ratings along with how damage is taken in Strike Zones should be taken into account when engaging in firefights.
The game has three Health ratings:
- Light - Operators have 100 HP
- Medium - Operators have 110 HP
- Heavy - Operators have 125 HP
Any heals can heal an Operator up to their maximum Health value for the duration of the round. Rook's Armor Plates will buff an Operator’s maximum HP by 20 until the end of a round.
Extraction[]
Tom Clancy's Rainbow Six Extraction utilizes a modified version of the original Armor rating system found in its predecessor. Armor ratings determine how much resistance an Operator will have to damage but will not affect how much Health they have. These damage resistance multipliers will stack on top of the Strike Zone multipliers.
The game has five Armor rating slots:
- Armor I - 0% damage resistance
- Armor II - 10% damage resistance
- Armor III - 20% damage resistance
- Armor IV - 30% damage resistance
- Armor V - 40% damage resistance
Base Armor ratings can be further increased by obtaining Operator Advancement levels through experience earned from gameplay. This becomes essential to completing incursions on higher difficulties.
Rook's Armor Plates offer an additional 20% damage resistance and will cause an Operator to enter DBNO instead of KO status once critical damage is taken.
Speed Ratings[]
Operator Speed Ratings determine how fast they move. Speed Ratings are normally determined by an Operator's Armor or Health rating. Three Speed Operators move at about 5 meters per second. In a comparison, Two Armored Operators move at 90% of that speed, which is around 4.5 meters per second. One Speed Operators only move at 75% of a Three Speed Operator at around 3.75 meters per second.
In Tom Clancy's Rainbow Six Extraction, Four and Five Speed ratings have been introduced to further increase movement speed. These ratings can be obtained by earning Operator Advancement levels.
Equipment Factors[]
Several Operators feature equipment that affect their listed Speed rating. Shields and Blackbeard's Rifle-Shield will reduce their Operators' speed.
- For Montagne and Fuze, who are both Heavy Armored Operators, their speed reduction is minor, reducing their speed by 10% multiplicatively to 67.5% (~3.375mps), even if the shield is not out.
- For Blitz, who is a Medium big Armored Operator, his speed reduction is much more grave, reducing his speed multiplicatively by 20% to 71% (~3.6mps). As with the other shield Operators, unusing the shield does not change the speed.
- For Blackbeard, his speed is reduced to about 62.5% (~3.125mps), only when he has his Rifle Shield out; taking out his pistol or removing the Shield will restore his Medium Armored Speed of 90%.
Operator Ratings[]
Siege[]
Light Health[]
Light Health Operators take the full damage of a weapon but can traverse the fastest. Specializing in movement over defense, these Operators have an affinity to hit-and-run and roaming tactics.
Attackers[]
Defenders[]
Medium Health[]
Medium Health Operators are the Jack-of-all-Trades of the three Health ratings and traverse at a decent rate. Specializing in versatility above all else, these Operators are suited for the changing, dynamic tides of Siege.
Attackers[]
Defenders[]
Heavy Health[]
Heavy Health Operators are slow, but have the most health. They are more suited to holding down areas with their better durability, these Operators are better used for straight, one-on-one engagements and defending locations.
Attackers[]
Defenders[]
Extraction[]
Gallery[]
Trivia[]
Siege[]
- Before Armor was replaced by Health, Armor ratings had the follow damage resistances:
- Light Armored Operators 0% damage resistance.
- Medium Armored Operators had 10% damage resistance.
- Heavy Armored Operators had 20% damage resistance.
- When Health was initially introduced in the Test Server, Heavy Armor/Health Operators had 140 HP.
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