ā 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 programā
The White Masks were a terrorist organization featured in Tom Clancy's Rainbow Six Siege. They were the main enemy faction in Terrorist Hunt (later called Training Grounds) and situations. They are easily identifiable by the white masks concealing their faces.
Background[]
While the White Masks' motives were initially not explicitly clear, it is known that they were easily capable of carrying out attacks anywhere in the world and were known to be indiscriminate to their victims, disregarding age, religion, gender, or nationality. They were a big enough threat that the Rainbow program had to be reactivated as a result in 2015.
It was later revealed that the White Masks had been contracted and given resources by former operator Deimos, to get Team Rainbow reactivated after the former's mistake during an operation from years earlier, that resulted in Rainbow being disbanded. While the White Masks were initially successful carrying out their first mass attack on Bartlet University, they were defeated by a team of five operators deployed from a newly reactived team Rainbow.
Following their defeat at Bartlet, Rainbow committed to tracking down the White Masks' remaining cells.
The White Masks were finally defeated by Rainbow just as Aurelia Arnot left the program, with their bank accounts being taken by Rainbow and the remaining unorganized cells being quickly wiped out until being completely nuetralized in 2023.
Following the White Masks' defeat, their previous supporter, Deimos, formed the Keres Legion as a sort of successor and began taking direct action against Rainbow.
Archetypes[]
The White Masks were the primary enemies in the Terrorist Hunt game mode. They were trained to barricade, reinforce, set up traps and ambushes and were separated into archetypes that specialized in different tactics to combat against the Team Rainbow's operation to eliminate them.
An Ambusher White Mask in Siege
Ambusher[]
The Ambusher is the most common archetype of the White Masks. They are easily identifiable by their dark grey hoodies, bright white vest underneath it. They are only on the defending side and never the attack.
Ambushers had 125 health and wielded the M590A1 shotgun or the L85A2 assault rifle in addition to their stun grenades and deployable shields.
Ambushers were typically found hiding behind objects such as their and holding down choke points, waiting to ambush unsuspecting Operators. In the Bomb and Hostage game modes, they helped to hold down the objective like anchors. In Elimination Ambushers typically gathered in groups, to make taking down operators faster. Unlike other enemy types, they would typically stay stationary and in cover until engaged. If engaged, they wouldn't always pursue Attackers, but they would use their Stun Grenades to try and blind enemies.
The Roamer archetype with an Engineer behind him
Roamer[]
Roamers were another common archetype of the White Masks. They wore light-gray hoodies and looked lightly armored. They were the most common type of White Mask on the Protect Hostage game mode.
Roamers had only 100 health, the lowest of the White Mask archetypes, but were equipped with an offensive oriented loadout, being the 552 Commando, AUG A2 or L85A2. Roamers were also equipped with smoke and frag grenades, as well as breach charges to catch their enemies off guard.
When defending, Roamers usually would walk around and patrol the structure. If an attacking operator's location becomes known, Roamers would begin moving to that operator's location to try and engage them, sometimes going outside in an attempt and flank the enemy. Roamers would only stop moving around the area upon gaining a visual on an Operator, in which they would either open fire or throw a Frag Grenade if their target goes into cover. They would sometimes use a tactic of covering themselves with Smoke Grenades when reloading.
When they are attacking in Protect Hostage, The Roamers will sometimes breach walls and hatches that have not been reinforced by defending operators to get to the hostage and catch enemies off guard.
Engineer Archetype
Engineer[]
The Engineer archetype wore a green hoodie with a visible white vest underneath. Engineers had 110 health and used a unique array of gadgets and gizmos to help them take out their enemy. Engineers had two different functions, depending on whether they are Defending or Attacking.
When defending, their sole duty was to set up defenses such as Barricades and wall Reinforcements around the objective site. Engineers would generally only appear in objective rooms, setting up traps and defenses (several will appear on Defuse Bomb to reinforce the other bomb room once one of them is defused). Engineers wielded the 552 Commando, AUG A2 and L85A2 rifles when defending.
When Attacking, Engineers would appear armed with Ballistic Shields and a M45 MEUSOC pistol, as well as Frag Grenades and Thermite's Exothermic charges. These would allow the Engineers use hard breach reinforced walls and hatches. Attacking Engineers were usually the first enemy to enter the building and the room where the hostage is, due to their ballistic shield serving as cover for other White Masks.
When defending, engineers would use the 552 Commando, AUG A2 and L85A2 assault rifles. Prior to the North Star update (still in situations however), Engineers would be equipped with 2 barbed wire and nitro cells. In situations only, they tended to cover entire rooms with Barbed Wire and Nitro Cells to slow down or incapacitate Attacking operators, allowing other offense-orientated archetypes to flank and eliminate any opposition.
Bomber[]
A pair of Bombers
The Bomber was a less common but highly lethal archetype. They could be distinguished by their bulky white attire consisting of heavy body armor strapped with explosives. They could be heard approaching by their signature breathing sound, which was very slow and heavy. Bombers had 360 health due to their armor, which made headshots the only viable way to quickly dispatch them.
Being suicide bombers, the Bomber's only intention was to rush towards Operators once their location had become known and commit a suicide bombing. The resulting explosion would easily destroy the surrounding area, such as destructible walls and gadgets, and inflict major damage on anyone in the vicinity most likely killing them. As a result, it is essential that they are eliminated first. Outrunning rushing Bombers was a terrible tactic because even though they were as slow as a 125-health operator, they would eventually catch up if they weren't dealt with. An alternative to killing bombers one could use was shooting the console with a blue light on a bomber's oxygen tank; this would cause the Bomber to explode instantly if he had his explosives armed (light would be red during this). This could quickly dispatch Bombers, though would cause due large amounts of damage the the sourounding structure and people, both Rainbow or While Masks alike. If the light was blue while shot, it would simply disable the explosives instead.
Bombers were equipped with the 552 Commando, Aug A2, and L85A2 when defending, and equipped with the 6P41 light machine gun when on the attacking side. They have smoke grenades when on both sides, which they will use in combination with their Thermite-like exothermic charges while attacking and can also hide in the smoke using the grenade while reloading.
Bombers were removed in Operation Ember Rise in order for the terrorist hunnt to be more representative of multiplayer gamemodes.[1] They could still be found in the Situations No Intel, Cold Zero, Neutralize Cell, and Heavily Fortified before the removal of the Situations playlist.
Counters
- Glaz's OTS rifle can dispatch a bomber in one shot to the head or by hitting them in their chest in 12 - 15 shots, however, with limited rounds, this could be hard to pull off. Glaz's smoke grenades can cause a Bomber to not locate Glaz if used correctly while hiding in the smoke. These abilities to eliminate bombers quickly is taught to the player in the situation "Cold Zero".
- Iq's R.E.D. MK3 Spectre can detect a bomber's explosive vest from 18 meters away. Players can use this intel to land a headshot or disable the explosives from behind. This is taught to players in the "Neutralize Cell" Situation.
- Thatcher's and other EMP grenade gadgets will disable a bomber's explosive device. Players learn this in the Situation "Heavily Fortified".
- Jackal can scan a Bomber's footprints to locate and track them, reducing the chances of
- It takes 3 melee attacks to kill a Bomber at full health, so don't even try otherwise they'll blow up before you can kill them.
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. Bombers are the only White Masks who do not talk, due to wearing a hazmat suit that muffles their sounds.
Roamers will move towards the location of gunfire and bomber detonations. Suppressors can prevent this, as well as head shotting bombers so they don't explode.
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 game mode, 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 Blitz's, stun shield Stun Grenades, or Ying's Candelas which will interrupt them.
If a player has been down for a period of time and not revived, the White Masks will sometimes stand over the downed player taunting them, then execute them by stomping on their head (though this action of execution is very rare).
Quotes[]
| White Masks Quotes |
|---|
Reloading
Spotting drone
Idle
After the Hostage has been grabbed
When the Defuser is planted
After a bomb has been defused
|
Gallery[]
References[]
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