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When it comes to Defending, its sole duty is to set up defenses such as [[Barricade]]s and [[Nitro Cell]]s meant to thwart Attacking Operators. They tend to cover entire rooms with [[Barbed Wire]] and [[Nitro Cell]]s in order to slow down or incapacitate Attackers, allowing other, offense-orientated archetypes to flank and eliminate any opposition. Reinforcing walls is much less common but is still used as more of a trapping tactic rather than for protection. |
When it comes to Defending, its sole duty is to set up defenses such as [[Barricade]]s and [[Nitro Cell]]s meant to thwart Attacking Operators. They tend to cover entire rooms with [[Barbed Wire]] and [[Nitro Cell]]s in order to slow down or incapacitate Attackers, allowing other, offense-orientated archetypes to flank and eliminate any opposition. Reinforcing walls is much less common but is still used as more of a trapping tactic rather than for protection. |
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− | When it comes to Attacking, they generally only appear in reinforced rooms (and several will appear on Defuse Bomb to reinforce the other bomb room once one of them is defused). However, on attack, they will appear with [[Ballistic Shield]]s with a [[M45 MEUSOC/Siege|M45 MEUSOC]], as well as [[Frag_Grenade/Siege|Frag Grenades]] and Exothermic Charges similar to [[Thermite]]. |
+ | When it comes to Attacking, they generally only appear in reinforced rooms (and several will appear on Defuse Bomb to reinforce the other bomb room once one of them is defused). However, on attack, they will appear with a custom [[Ballistic Shield]]s with a [[M45 MEUSOC/Siege|M45 MEUSOC]], as well as [[Frag_Grenade/Siege|Frag Grenades]] and Exothermic Charges similar to [[Thermite]]. |
They wield the [[L85/Siege|L85A2]] rifle and wear a green hoodie with a visible white vest underneath. |
They wield the [[L85/Siege|L85A2]] rifle and wear a green hoodie with a visible white vest underneath. |
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The Bomber is a less common but highly lethal archetype. The Bomber's only intention is to rush toward the Operator once their location has become known and commit a suicide bombing. The resulting explosion will easily destroy the surrounding area and inflict major damage on anyone in the vicinity. As a result, it is essential that they are eliminated first in order to easily dispatch other enemy types. |
The Bomber is a less common but highly lethal archetype. The Bomber's only intention is to rush toward the Operator once their location has become known and commit a suicide bombing. The resulting explosion will easily destroy the surrounding area and inflict major damage on anyone in the vicinity. As a result, it is essential that they are eliminated first in order to easily dispatch other enemy types. |
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− | Bombers were removed from all Terrorist Hunt missions at the start of Operation Ember Rise (Y4S3). They can still be found in the Situations Cold Zero, Neutralize Cell, and Heavily Fortified |
+ | Bombers were removed from all Terrorist Hunt missions at the start of Operation Ember Rise (Y4S3). They can still be found in the Situations No Intel, Cold Zero, Neutralize Cell, and Heavily Fortified |
Bombers can be distinguished by their bulky white attire consisting of heavy body armor strapped with explosives and flashing red and blue lights. They can also be heard approaching by their signature breathing sound, which is very slow and heavy. Outrunning rushing Bombers is ill-advised as they will eventually catch up if they aren't dealt with soon. Their heavy-duty body armor makes them incredibly impervious to body shots, making headshots the only viable way to quickly dispatch them. Bombers can drop smoke grenades and stand in the smoke, concealing their position, and from a distance their distinctive red or blue light on their head. |
Bombers can be distinguished by their bulky white attire consisting of heavy body armor strapped with explosives and flashing red and blue lights. They can also be heard approaching by their signature breathing sound, which is very slow and heavy. Outrunning rushing Bombers is ill-advised as they will eventually catch up if they aren't dealt with soon. Their heavy-duty body armor makes them incredibly impervious to body shots, making headshots the only viable way to quickly dispatch them. Bombers can drop smoke grenades and stand in the smoke, concealing their position, and from a distance their distinctive red or blue light on their head. |
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− | Shooting at the explosives strapped on the Bomber has a chance to cause the Bomber to explode instantly. This is useful for quickly dispatching Bombers, though unrecommended due to the large amounts of damage the explosion |
+ | Shooting at the explosives strapped on the Bomber has a chance to cause the Bomber to explode instantly. This is useful for quickly dispatching Bombers, though unrecommended due to the large amounts of damage the explosion will cause. |
There typically were two Bombers per Terrorist Hunt game session on Normal difficulty (Classic, Disarm, and Extract), and only one during the last wave of Protect Asset. |
There typically were two Bombers per Terrorist Hunt game session on Normal difficulty (Classic, Disarm, and Extract), and only one during the last wave of Protect Asset. |
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'''''Situation specific counters''''' |
'''''Situation specific counters''''' |
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− | - Glaz's OTS rifle can dispatch the bomber in Cold Zero in one shot to the head or by hitting them in their chest in 12 - 15 shots, |
+ | - Glaz's OTS rifle can dispatch the bomber in Cold Zero in one shot to the head or by hitting them in their chest in 12 - 15 shots, however, with only 10 rounds, this can be hard to pull off. His smoke grenades can cause a bomber to not locate Glaz and begin their rush if used correctly |
− | - Iq's R.E.D. MK3 Spectre can detect a bomber's explosive vest from 18 meters away on the Neutralize Cell Situation. |
+ | - Iq's R.E.D. MK3 Spectre can detect a bomber's explosive vest from 18 meters away on the Neutralize Cell Situation. Players can use this intel to land a headshot or s\detonate the explosives |
-In Heavily Fortified, Thatcher's EMP grenades will disable a bomber's explosive device. |
-In Heavily Fortified, Thatcher's EMP grenades will disable a bomber's explosive device. |
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==Behavior== |
==Behavior== |
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− | White Masks can be heard speaking. They exchange intel on suspicious movements, send commands to each other, inform others of their action, and taunt downed Operators. In the final |
+ | White Masks can be heard speaking. They exchange intel on suspicious movements, send commands to each other, inform others of their action, and taunt downed Operators. In the final 4 single player situations, roamers will move towards the location of a bomber detonation. Headshots can prevent this. |
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In a [[Terrorist Hunt (Siege)|Disarm Bombs]] gamemode, the White Masks will try to stop the Bomb Defuser from deactivating their bombs. Even if one of them were to initiate disabling the defuser, they can still be stunned from [[Stun Grenade]]s or [[Ying|Ying's]] Candelas, interrupting them. |
In a [[Terrorist Hunt (Siege)|Disarm Bombs]] gamemode, the White Masks will try to stop the Bomb Defuser from deactivating their bombs. Even if one of them were to initiate disabling the defuser, they can still be stunned from [[Stun Grenade]]s or [[Ying|Ying's]] Candelas, interrupting them. |
Revision as of 02:31, 21 January 2020
- "They are the very definition of an unknown quantity. Our only action is to meet force, with force"
— Six during the reactivation of the Rainbow program
The White Masks are a terrorist organization featured in Tom Clancy's Rainbow Six Siege. They are the main enemy faction in Terrorist Hunt, easily identifiable by the white masks concealing their faces. While their motives are not explicitly clear, it is known that they are easily capable of carrying out attacks anywhere in the world and are known to be indiscriminate to their victims, disregarding age, religion, gender, or nationality. They have become a big enough threat that the Rainbow program has been reactivated as a result.
Archetypes
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.
Ambusher
The Ambusher is the most common archetype of the White Masks. They are typically found hiding behind objects such as Deployable Shields, waiting to ambush the unsuspecting Attacking Operator. This is usually done in groups, so they can usually be eliminated in just a few shots. Unlike other enemy types, they will typically stay stationary until engaged. Even if engaged, they will not always pursue the Attacker, but they will use Stun Grenades to blind the enemy.
They are easily identifiable by their dark grey hoodies and bright white vest underneath it. They usually wield the M590A1 shotgun or the L85A2 assault rifle. They are only seen on the Defending side, never the Attack.
Roamer
Roamers are another common archetype of the White Masks. While essentially the same as Ambushers, Roamers will actively leave the structure occupied by the White Masks and seek out Operators. They will only stop moving around the entire area upon gaining a visual on an Operator and will open fire or throw a Frag Grenade. They are also more likely to follow when he moves out of sight after engaging. When they are attacking Defending Operators, they are the most common enemies and are also equipped with Smoke Grenades and Breach Charges.
Roamers are typically armed with Assault Rifles, such as the 552 Commando, AUG A2 or L85A2, but rarely carry the M590A1 shotgun. They wear light-grey hoodies, compared to the Ambusher's dark-grey.
Engineer
The Engineer archetype has two different functions, depending on whether or not they are Defending or Attacking.
When it comes to Defending, its sole duty is to set up defenses such as Barricades and Nitro Cells meant to thwart Attacking Operators. They tend to cover entire rooms with Barbed Wire and Nitro Cells in order to slow down or incapacitate Attackers, allowing other, offense-orientated archetypes to flank and eliminate any opposition. Reinforcing walls is much less common but is still used as more of a trapping tactic rather than for protection.
When it comes to Attacking, they generally only appear in reinforced rooms (and several will appear on Defuse Bomb to reinforce the other bomb room once one of them is defused). However, on attack, they will appear with a custom Ballistic Shields with a M45 MEUSOC, as well as Frag Grenades and Exothermic Charges similar to Thermite.
They wield the L85A2 rifle and wear a green hoodie with a visible white vest underneath.
Bomber
The Bomber is a less common but highly lethal archetype. The Bomber's only intention is to rush toward the Operator once their location has become known and commit a suicide bombing. The resulting explosion will easily destroy the surrounding area and inflict major damage on anyone in the vicinity. As a result, it is essential that they are eliminated first in order to easily dispatch other enemy types.
Bombers were removed from all Terrorist Hunt missions at the start of Operation Ember Rise (Y4S3). They can still be found in the Situations No Intel, Cold Zero, Neutralize Cell, and Heavily Fortified
Bombers can be distinguished by their bulky white attire consisting of heavy body armor strapped with explosives and flashing red and blue lights. They can also be heard approaching by their signature breathing sound, which is very slow and heavy. Outrunning rushing Bombers is ill-advised as they will eventually catch up if they aren't dealt with soon. Their heavy-duty body armor makes them incredibly impervious to body shots, making headshots the only viable way to quickly dispatch them. Bombers can drop smoke grenades and stand in the smoke, concealing their position, and from a distance their distinctive red or blue light on their head.
Shooting at the explosives strapped on the Bomber has a chance to cause the Bomber to explode instantly. This is useful for quickly dispatching Bombers, though unrecommended due to the large amounts of damage the explosion will cause.
There typically were two Bombers per Terrorist Hunt game session on Normal difficulty (Classic, Disarm, and Extract), and only one during the last wave of Protect Asset.
Bombers were generally equipped with the same weapons as roamers. However, in Article 5 and the last wave of Protect Asset, they could be equipped with the 6P41 light machine gun. Currently, Bombers are almost always equipped with the 552 Commando.
Situation specific counters
- Glaz's OTS rifle can dispatch the bomber in Cold Zero in one shot to the head or by hitting them in their chest in 12 - 15 shots, however, with only 10 rounds, this can be hard to pull off. His smoke grenades can cause a bomber to not locate Glaz and begin their rush if used correctly
- Iq's R.E.D. MK3 Spectre can detect a bomber's explosive vest from 18 meters away on the Neutralize Cell Situation. Players can use this intel to land a headshot or s\detonate the explosives
-In Heavily Fortified, Thatcher's EMP grenades will disable a bomber's explosive device.
Behavior
White Masks can be heard speaking. They exchange intel on suspicious movements, send commands to each other, inform others of their action, and taunt downed Operators. In the final 4 single player situations, roamers will move towards the location of a bomber detonation. Headshots can prevent this. On all terrorist hunt missions and situations, enemies will try to shoot through walls and to flank Operators from behind. As terrorists are not detected when outside like in PvP, players need to take special attention to their back.
In a Disarm Bombs gamemode, the White Masks will try to stop the Bomb Defuser from deactivating their bombs. Even if one of them were to initiate disabling the defuser, they can still be stunned from Stun Grenades or Ying's Candelas, interrupting them.
Quotes
White Masks Quotes |
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Gallery
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