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For other versions of the gamemode in previous installments, see Bomb.

Bomb is a PVP gamemode featured in Tom Clancy's Rainbow Six Siege and Tom Clancy's Rainbow Six Mobile. It is the only game mode available in Ranked Mode.

Key Objects[]

Site[]

Two bombs have been placed in the objective location, known in short as "site". They are typically placed in rooms next to each other or in close proximity. Some map however feature split Bomb Sites, in which the site will be split between corridors (such as Skyscraper or House), or in very rare case, floors (Consulate).

The combination of the two sites are always in a fixed pair. If the attacker found the bomb in one site, the other will also be revealed. Most of the time, the different sites in the map would be set in different rooms. But some map has a site room that is shared between two site combinations (such as Oregon and House).

The Bomb[]

The bomb is bulletproof, explosive-proof, and immune to all damage and destruction. It also cannot be moved from its standing location.

It is electronic, and can be detected by IQ's Electronics Detector. It however cannot be disabled by EMP (Thatcher or EMP Grenade), or hacked by Brava's Kludge Drone.

Defuser[]

The Attackers must attempt to defuse one of the bombs by activating (planting) the defuser.

During a round, whenever available, up to one Attacker is designated to hold onto the Defuser, and would be known as the "Carrier".

The Carrier has an absolute right to the defuser, and other teammates cannot take away the defuser without injuring the Carrier.

Objectives[]

Preparation Phase[]

At the start of each round, after the player had selected their spwan point, Operator, and loadout, a player on the Attacker team may also take the Defuser. They can also withdraw their decision and drop the defuser to be picked by other, but only up to before the timer locks.

During the Preparation Phase, while the Attacker can change their operators and spawns, they can also change the Defuser holder, the same with the initial selection.

If the defuser has not been picked up at the end of the Preparation Phase, when the operators have locked, it will be given to the Operator who prioritizes the defuser the most (such as Thermite over Ash due to their respective roles).

Action Phase[]

The defuser can be manually dropped by the carrier at any time. It will also drop if the carrier is killed or put in DBNO.

While dropped, the Defuser must be manually picked up by an attacker by getting in the radius of 1 meter around the Defuser, but not necessarily looked at.

The Defuser is electronics, and can be spotted with Solis's SPEC-IO Electro Sensor. However, the Defuser cannot be damaged or destroyed by any means, except being counter-defused.

Planting the Defuser[]

When the carrier is at any spot in the designated site room, even on tables or other levitation from the ground, they may initiate the plant sequence. In Ranked, the planting sequence takes 7.5 seconds, 0.5 second for the animation initiation, and 7 second for the plant sequence. Once planted, the defuser will take 45 seconds to disarm the bomb.

Once the sequence is completed, the Action Phase timer is stopped and replaced with a plant timer. Every Operator will be warned that the Defuser has been planted. A loud beeping sound will be emitted from the Defuser, with the volume level increaising or decreasing rapidly acording to the distance from the defuser.

A plant timer is a countdown circle without any digital number. The timer line decreases by moving clockwise along the circle. At the middle of the timer, the site letter (A or B) is indicated for the Attackers, and then the Defenders if any of them spotted the Defuser.

Counter-Defusing[]

After the Defuser is planted, any Defender may approach the Defuser and start the Counter-Defusing sequence.

The sequence also takes 7.5 second like the defusing sequence, being 0.5 second for the animation and 7 second for the counter-defusing. However, the entire counter-defusing sequence must be finished within the plant timer, unlike the plant sequence which can extend beyond the Action Phase timer.

Victory Conditions[]

A round of Bomb is won by one team in the following ways. The victory condition achieved for the round will be recorded in the scoreboard. A round cannot end in tie.

Attacker[]

  • All Defenders are killed at any point of the round before the timer is up. This is marked with a Crosshair icon.
  • The Defuser is planted, and the Defenders fail to finish the Counter-Defuse sequence in time. This is marked with a Diamond with Checkmark icon.
    • If all Defenders are eliminted after the Defuser is planted, it is marked with this icon instead.

Defender[]

  • All Attackers are killed at during the Action Phase while the Defuser is yet to be planted. This is marked with a Crosshair icon.
    • If the Defuser is planted, the Defenders cannot win by eliminating all Attackers.
  • The Attackers fail to initiate a Defuse sequence in time. This is marked with an Hourglass icon.
    • While an Attacker is in planting sequence, the Attacker may continue to finish the plant sequence.
    • If an attacker abandons the planting sequence, or is killed or put in DBNO before the sequence completes, the Attackers lose by time out.
  • The Defuser is planted, but the Defenders finish the Counter-Defuse sequence in time. This is marked with a Diamond with Checkmark icon.
    • If the Defuser is planted on a hatch, and said hatch is later destroyed, the Defender wins.

Miscellaneous[]

  • In case the last Attacker and Defender died at the same time, the Victory is determined by the Defuser status. If planted, the Attackers win. If not planted, the Defenders win.
  • The Defuser Timer is 60 seconds in Terrorist Hunt.

Terrorist Hunt[]

The mode is playable on Terrorist Hunt, with slightly different rules then in multiplayer. The bombs spawn in random rooms, usually separated from each other. Each bomb site will usually have the walls reinforced and doors barricaded. If the room is big enough, several Ambushers might hide behind Deployable Shields. The diffuser will take 60 seconds to disarm, during that time White Masks will spawn in and swarm the area, relentlessly attacking the players trying to stop the diffuser. After the first bomb is diffused, the survivors will reinforce the area and set up defensive positions around the second bomb. In Article 5, they will place barbed wire around the area. When the second bomb is being diffused another wave of White Masks will attack, with more terrorists using shields. If all the players die while the diffuser is active they will still fail the mission even if they are on the second bomb.

Gallery[]


References[]

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