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Terrorist Hunt is a gamemode in Tom Clancy's Rainbow Six Franchise. It tasks players will eliminating a set number of terrorists on maps. Each installment has their own rules and variants on the gamemode.

Rainbow Six/Rogue Spear[]

Terrorist Hunt was first introduced as a variant of the Team Survival gamemode in Tom Clancy's Rainbow Six in the Eagle Watch expansion pack. The mode and its variant later returned in Tom Clancy's Rainbow Six: Rogue Spear. Aside from engaging the enemy team in timed matches, the gamemode added AI controlled terrorists. The match is won if all members of the enemy team or more than half of the terrorists have been eliminated.

  • Scatter Hunt - A subvariant with the same rules as Terrorist Hunt except that players are scattered throughout map, away from their teammates.

Raven Shield[]

The gamemode was changed considerably in Tom Clancy's Rainbow Six 3: Raven Shield. Instead of a PvP environment, the gamemode is played alone or with another player on singleplayer missions and multiplayer maps. Players can set to the number of terrorists between 5 and 35 before the start of each match. Matches are won once all terrorists have been eliminated. The Athena Sword expansion added several variants of the gamemode to the multiplayer.

  • Terrorist Hunt Adversarial - The original version of Terrorist hunt. Matches are won by either eliminating over half of the terrorists or the enemy team.
  • Scatter Hunt Adversarial - Has the same rules as Terrorist Hunt Adversarial except that players are scattered throughout map, away from their teammates.

Rainbow Six 3 - Vegas 2[]

Terrorist Hunt remains largely unchanged as an available gamemode in the following installments:

Like Raven Shield, matches are played alone or with another player on singleplayer missions and multiplayer maps. Matches are won once all terrorist have been eliminated.

Siege[]

Training Grounds (previously known as Terrorist Hunt) was a PVE playlist featured in Tom Clancy's Rainbow Six Siege. While similar to past iterations of the Terrorist Hunt, it features additional game types similar to Multiplayer. This gamemode was removed from the game in year 8 season 4.

Map Layouts[]

The White Masks had different methods of impeding the on-site Operators. They would often trap rooms and hide behind shields or other objects.

Lone White Masks[]

Sometimes, a White Mask on the map would be by themselves. This can include Ambushers hiding behind deployable shields, or Roamers moving around one of the floors and hiding in rooms.

Reinforced Rooms[]

Generally, a Terrorist Hunt match would only contain one or two reinforced rooms. These rooms usually contained the objective. In a reinforced room, most doors and windows were barricaded. The walls would be reinforced and the room would contain an Engineer, as well as several Ambushers hiding behind deployable shields and other kinds of cover. Roamers that are not patrolling the hallways had a chance to be in these rooms as well, but this was rare.

A supply box may also be found in those rooms; depending on the difficulty, each box may be used infinitely, 7 times or 5 times. In the Article 5 situation, the boxes could be used infinitely. Supply boxes take 5 seconds to use. In addition to replenishing reserve ammunition, using one also reloaded both primary and secondary weapons. They refilled most generic gadgets, but did not provide extra Deployable Shields and Operators unique abilities (unless it's Castle's armor panels).

Variations[]

Terrorist Hunt featured four different game mode variations. Each game mode featured three difficulties that increased the stakes of each mode as well as a number of enemies. They are Normal, Hard, and Realistic.

The difficulty modes affected enemy precision, damage, and Operator health on revival. Enemy behaviors also changed with increasing difficulty: on Hard games, enemies sometimes guess-fired through walls and flanked Operator by going outside; on Realistic games, both behaviors became much more aggressive.

Elimination[]

Elimination (previously known as Terrorist Hunt Classic) was the normal mode of Terrorist Hunt. Similar to the original Terrorist Hunt, this mode simply involved eliminating a set number of White Masks in a map. The only possible ways to lose was for the entire Attacking team to die or let the timer run out.

Depending on the difficulty setting, the number of enemies and the allotted time would be different:

Difficulty setting Enemies Allotted time
Normal 22 N/A
Hard 26 12 minutes
Realistic 30 15 minutes

On Realistic difficulty, not all terrorists were spawned when the map begins. More waves of enemies would arrive, sometimes from outside, after a set amount of kills.

On all difficulties, when the number of living White Masks is down to 3, they would all immediately learn the location of the Operators and would attempt to hunt them down (on hard it is 4, on realistic, 5 enemies).

Protect Hostage[]

Protect Hostage involved defending a civilian in a room from five waves of an increasing number of enemies. It was the only gamemode where the players played as Defenders rather than Attackers.

The Defenders had a preparation phase to fortify their position and create an improvised defense before being assaulted by waves of White Masks.

Difficulty setting Round 1 Round 2 Round 3 Round 4 Round 5 Preparation time
Normal 8 enemies 8 enemies 10 enemies 11 enemies NO ROUND 5 30 seconds
Hard 7 enemies 8 enemies 9 enemies 10 enemies 12 enemies 25 seconds
Realistic 11 enemies 9 enemies 12 enemies 12 enemies 14 enemies 25 seconds

Upon defeating all enemies in the round, players will then have another short preparation phase before the next round begins.

The Defenders will lose the game if all of them have been eliminated or their hostage has died.

Running outside will cause an Operator's death instead of being simply spotted. They will have 10 seconds to return inside before they die instantly from enemy overwatch.

No Ambushers will spawn on Protect Asset, the main enemy being Roamers and Engineers.

Extract Hostage[]

Hostage Extraction tasks players with extracting a hostage. In this mode, the Hostage will spawn in a random location from the usual "Hostage" multiplayer choices. The White Masks will usually place the hostage in a reinforced room, and there will often be one other reinforced room on the map, which may be located above or below the hostage room.

Floors containing reinforced rooms will usually contain a large number of White Masks, while other floors will contain a minimal amount of them. If a map has three floors or more, there will often be a floor that is completely empty. When the Hostage has been retrieved, more White Masks will spawn around the Extraction Site. All White Masks in a certain radius, as well as a few from the extraction point, will move to the operator which grabbed the hostage.

If the White Masks kill the hostage (most likely by luring their gunfire via a drone), the Attackers will lose.

Disarm Bomb[]

Disarm Bombs tasks Attackers with infiltrating the building and individually disarming two chemical bombs the White Masks have set up. Upon planting the defuser within the Bomb's room, the team must defend the defuser from the White Masks attempting to disable it for 60 seconds before moving on to the next Bomb. There will almost always be two reinforced rooms on the map containing the bombs, these may be on the same floor or on two different floors.

Similar to Extract Hostage, floors without a reinforced room will contain few White Masks, and there may be a floor with none of them.

When the first bomb is defused, multiple Engineers will spawn on the map and reinforce walls around the map.

Attackers are notified when the defuser is being attacked, with the progress shown with a red icon. The White Masks can be interrupted with Stun Grenades and Ying's Candelas, or shooting them outright.

Enemy Archetypes[]

Main article: White Masks
The White Masks, the primary enemies in Terrorist Hunt mode, are trained to barricade, reinforce and set up traps and ambushes but are separated into archetypes that specialize in different tactics developed to combat against the outnumbered Rainbow team.

Unnamed OPFOR Units[]

In addition to the White Masks, Situations 1, 2 and 6 feature these enemies of unknown agenda and affiliation. These enemies use the AI and weaponry of the Ambusher enemy archetype when on defense. On attack, they act the same as attacking Roamers and Engineers but non-Ballistic Shield users will only use the L85A2.

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