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  1. #1

    I have made FORTY Operator concepts, 20 ATK and 20 DEF

    I... have been busy.

    I have been playing Tom Clancy titles since 2003, my first of which being Ghost Recon and Splinter Cell : Pandora Tomorrow. Rainbow Six was something that came to me later, and with Siege, I have been playing it since the start of Year 2.

    In my many years of playing the game, I have brainstormed many Operator ideas and figured why not share them all with you on this thread? I will share each of them in alphabetical order by their callsign AND alternating between Attacker and Defender form time to time. My first reply to this post will be the details of my first proposed Attaker :

    ARIA.
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  2. #2

    Operation // soft melody - atk_aria

    OPERATION // SOFT MELODY

    ATTACKER OPERATOR //
    -------------------------------- // ARIA


    Ariadné Varga
    FEMALE


    Hungary
    T.E.K.
    (Terrorelhárítási Központ - aka : C.T.C. "Counter Terrorism Centre")


    2-ARMOR
    2-SPEED


    PRIMARY WEAPONS -
    --- 5.56 RDB - (Kel-Tec RDB - marksman rifle)
    --- R4-C


    SECONDARY WEAPONS -
    --- Keratos .357
    --- .44 Mag Semi-Auto


    STANDARD GADGETS -
    --- Frag Grenades - x2
    --- Stun Grenades - x3


    UNIQUE UTILITY GADGET -
    Sub-Decibel Sound Amplifier Headset

    ARIA comes equipped with a headset that picks up ambient sound, amplifies it, and projects a sound-wave at the bottom of her HUD showing the general direction the sound is coming from and the likely source displayed by an icon. Basically replicating a tool utilized by the Mercs in Splinter Cell : Blacklist to detect Spies not being stealthy as they move around rapidly, revealing the general direction of an enemy player's movements and warning them of certain traps; but not telling which altitude the sound was made; just the direction of the X and Z axis.

    This headset could only be used if she herself is not moving around rapidly, so sprinting will cause the system to be disabled for the time being. It will show the general direction of things such as complicated traps, the sounds of people shuffling around would be amplified, enemies moving around will become a dead giveaway. However, she will not be able to tell exactly where the amplified sounds are coming from. Sure her HUD will display a direction, but the source could be on the floor above or below her position.

    Basically she is a recon specialist, but she does have plenty of weaknesses such as MUTE, CAVEIRA, and VIGIL being able to deny her the precious intel. Plus, she will not be able to detect sounds being made on the far side of reinforced walls unless there is a hole in said wall or a MIRA mirror on the wall which will let sound waves travel through.

    Working alongside LION can be helpful as it will increase the range of her device significantly, so even if you are staying still as a Defender; the actions of leaning and changing stances can still get you detected in some way. If you see LION and ARIA active, you best be very careful with what you do when the E-E-ONE-D is active.

    MELUSI's Banshees can overload her hearing if she is caught with the headset on while in range, causing a bonus effect of vertigo as if ECHO had struck her with his Yokai.

    Like with WARDEN’s Glance-Glasses, she can only use her headset for a brief period before having to require a cooldown period in order to utilize it once again.

    CAVEIRA and VIGIL will not be heard while their Silent Step and E.R.C.-7 are active.

    MUTE's Signal Disruptors will both prevent ARIA from hearing any devices or people that are within the jammer's Area-Of-Effect and they will prevent ARIA from even using her headset when she is in range of the devices.
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  3. #3
    OPERATION // OBLIVION EYE

    DEFENDER OPERATOR //
    -------------------------------- // BALOR


    Lisa Janessa Byrne
    FEMALE


    Ireland
    Garda Síochána


    2-ARMOR
    2-SPEED


    PRIMARY WEAPONS -
    --- CZ-12 - (CZ 1012 - pump-action shotgun loaded with buckshot)
    --- K1A


    SECONDARY WEAPONS -
    --- P99 - (Walther P99 - pistol sidearm)


    STANDARD GADGETS -
    --- Barbed Wire - x2
    --- Proximity Alarm - x2


    UNIQUE UTILITY GADGET -
    Demon’s Eye” Burrowing Intel Cameras + Launcher - x3 B.I.C.s

    BALOR is very similar to ZERO. However, her cameras cannot swap sides once mounted and she is on Defense. The payload carried by her B.I.C.s is something to behold. Unlike ZERO’s Argus Cameras, the “Demon’s Eye” can eject a small flash cluster, similar to YING’s Candelas but with only half as many flashes in the cluster.

    Each of BALOR’s cameras come with one flash cluster, so use it wisely.

    When the Flash-Cluster is ejected, the camera will not be able to be used for the next 5 seconds due to an overheat penalty of ejecting the flash charge.

    When not in use, the camera has no light. When in use, the camera emits a Pink light. When in use by an Attacker and hacked by DOKKAEBI, the light is Yellow like all other Attacker controlled gear.

    Like with ZERO’s ARGUS, these cameras can be shot out when noticed, leaving a hole in soft-materials and no hole in hard-materials.

    Also like with ZERO's Argus, if these are launched onto a surface that it cannot burrow through, such as a stone wall or ceiling; her cameras will instead provide a camera perspective inside the room itself. This means that she essentially turns into VALKYRIE but with the added bonus of a surprise flash-cluster that can be deployed.

    To let everyone know that she is launching a camera, her launcher will emit a Pink laser to better distinguish her from NOMAD and ZERO; all while alerting Attackers that she is around the corner and attempting to mount a camera, meaning she is unable to defender herself from a quick rush attack.

    NŘKK is able to move about undetected by the "Demon's Eye" Cameras when her H.E.L. device is active.

    THATCHER can use his E.M.P.s to short out the cameras, denying BALOR her intel and flash-cluster surprise.

    I.Q. can use her Unique Utility to spot and hunt down BALOR's B.I.C.s as well as warn her teammates of potential camera angles.

    TWITCH and ZERO can make use of their gadgets to eliminate BALOR's cameras when spotted.
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  4. #4
    OPERATION // SLEIGHT HAND

    ATTACKER OPERATOR //
    -------------------------------- // DECOY


    Ivana Ida Vuchetich
    FEMALE


    Croatia -
    A.T.J. Lučko
    ([I]Antiteroristička jedinica Lučko - aka : Lučko A.T.U. "Anti-Terrorist Unit"/I])


    1-ARMOR
    3-SPEED


    PRIMARY WEAPONS -
    --- Agram - (Agram 2000 - sub-machine gun)
    --- OTs-03


    SECONDARY WEAPONS -
    --- GSh-18
    --- GONNE-6


    STANDARD GADGETS -
    --- Smoke Grenades - x2
    --- Breaching Charges - x3


    UNIQUE UTILITY GADGET -
    False Gunfight” Blank Gunfire Decoys - x3 B.G.D.s

    DECOY lives up to her namesake as she tosses out specialized grenades that are filled with blank shell-casings. Each B.G.D. sounds like a different gun being fired and they fire their blanks at random intervals and amounts of blanks fired per burst.

    These are meant to be decoys that serve a multitude of purposes.

    For one, they can trick Defenders into believing that more than one player is rushing them with weapons firing on their position. Another, which also affects Roving Terrorists, will cause them to investigate the sound in the hopes of finding someone to shoot at that might be distracted or not aiming towards their position. The final purpose is noise pollution, allowing Attackers to move around a bit more noisily without being heard by other players who are deafened by the noise of gunfire.

    These decoys are housed in a squishy foam-rubber housing. As the blanks are firing, these “False Gunfight” grenades bounce around, simulating movement so that it is a believable decoy as it would be unlikely that a shooter would not be moving to avoid potential return fire.

    Should a “False Gunfight” Decoy Grenade pass through ALIBI's Prisma Projection, it will actively ping the location of the bouncing B.G.D., further deceiving the Defenders.

    JÄGER and WAMAI are obvious counters to her B.G.D.s being well deployed.
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  5. #5
    OPERATION // NOBLE CASTLE

    DEFENDER OPERATOR //
    -------------------------------- // BASTION


    Klara Lindström
    FEMALE


    Sweden
    S.S.G.
    (Särskilda Skyddsgruppen - aka : "Special Protection Group")


    3-ARMOR
    1-SPEED


    PRIMARY WEAPONS -
    --- CBJ-MS - (Saab Bofors Dynamics CBJ-MS - sub-machine gun)
    --- FO-12


    SECONDARY WEAPONS -
    --- USP40
    --- Bailiff 410


    STANDARD GADGETS -
    --- Deployable Shield - x1
    --- Proximity Alarm - x2


    UNIQUE UTILITY GADGET -
    Advanced Structural Reinforcement Panels - x1 A.S.R.P. Type-Cs & x2 A.S.R.P. Type-Ds

    BASTION is unique as their Utility is entirely dedicated to site setup during the prep-phase. Usually, Defenders can reinforce walls using Type-A Structural Reinforcement Panels and reinforce hatches using Type-B Structural Reinforcement Panels. But BASTION has designed and brings about two more types of Structural Reinforcement Panels.

    The A.S.R.P. Type-C is a specialized panel that is capable of blocking off a hallway. It is a panel that is mounted wall-to-wall in a hallway, essentially adding a new wall to the structure as a whole in order to block off an avenue of approach for the Attackers. This wall has the same bonuses as a regular reinforced-wall, so MIRA can still deploy her Black-Mirror onto the wall but ZERO can still deploy his ARGUS Cameras.However, Hard-Breach methods are still able to break through this reinforcement, so if MUTE, BANDIT, or KAID aren't in play; all this will do is slow down the Attackers and White Masks. Unless no one went a Hard-Breacher or has a Hard-Breach Charge.

    The Type-C doesn't fully block off the hallway. Sure it stops foot-traffic, lines of sight, and gunfire; but the reinforcement has a few gaps. It doesn't reach all the way to the top, allowing throwables to still be tossed over. At the corners on the floor, there are small gaps that allow drones to slide through; still allowing Attackers, ECHO, and MOZZIE to use drones through the blocked-off hallway. Since they are in the corners, it is VERY unlikely that someone can shoot through these gaps at peoples toes.

    She only comes with one Type-C so make it count. And be sure to coordinate with your fellow Defenders so as to not screw over your roamers that want to wander the map.

    The A.S.R.P. Type-D is a specialized panel that is capable of pseudo-reinforcing a hatch from below. What BASTION does is deploys a specialized rod on one side of the hatch from below. This rod mounts its two ends into the ceiling and then uses simple robotic mechanisms to extend it's lattice design across the hatch. Once fully extended, the pegs in the lattice and the far side of the dual-rod structure will mount into the ceiling and the hatch. This gives a visual indicator to Attackers that the hatch has been reinforced from below by putting those reinforcement pegs over the wooden surface above.

    The Type-D is meant to save time on reinforcing the hatches that lead into your objective areas and to reinforce hatches that are usually inaccessible to Defenders because they are on the rooftops. However, due to their light-weight yet sturdy lattice design, there are gaps between the metal bars. Sure they prevent Attackers from dropping down from above without a hard-breach method, but be wary as bullets and gadgets can still pass through the gaps which can still be problematic.

    For example, sure you prevented Attackers from dropping in, but FUZE can still bomb you from above. Sure you saved time by reinforcing objective hatches from above, but it still gave FUZE an opening to deploy his Matryoska Cluster Charges and decimate the room below. Keep in mind, this goes both ways. PULSE can toss his nitro-cell to decimate anyone trying to use their hard-breach tools to break through, which will result in the wooden hatch breaking but the lattice staying in place. This would earn PULSE a kill or two, prevent Attackers from dropping in as you can now easily shoot through the lattice to the area above.

    The A.S.R.P.s will consume from the Defender Reinforcement Pool, which means that if you focus on the unique reinforcements too much, you might leave a vital gap in your fortifications, resulting in a window of opportunity for Soft-Breach Attackers to exploit; as you could end up only reinforcing seven walls rather than ten.
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  6. #6
    OPERATION // STALKING PREY

    ATTACKER OPERATOR //
    -------------------------------- // FOX


    Ananias Valorie Ortiz
    FEMALE


    Portugal
    G.O.E.
    (Grupo de Operaçőes Especiais - aka : "Special Operations Group")


    2-ARMOR
    2-SPEED


    PRIMARY WEAPONS -
    --- KS-12 - (Kel-Tec KSG - pump-action shotgun loaded with buckshot)
    --- C7E


    SECONDARY WEAPONS -
    --- P12
    --- Super-Shorty


    STANDARD GADGETS -
    --- Frag Grenades - x2
    --- Breaching Charges - x3


    UNIQUE UTILITY GADGET -
    V.O.S.-M.II - (Visual Olfactory Scanner Model-II)

    FOX is similar to JACKAL, however she doesn’t track her enemies in the same way. She uses the V.O.S. M-II in order to see the scent trails left behind by players that have recently been in an area. An arrow is displayed showing which direction the person was going when the scent trail was left behind. The trail is thin so as to not block FOX’s view from any potential enemies walking about.

    The trail is at the prey’s head height at the time they were walking. Meaning if they were crouched as they were moving, the smoke will be at crouch-head height.

    Scent trails are colored Red, Orange, Yellow, Green, Light Blue, Dark Blue, Purple, or White; depending on that Defender operator’s icon color. This can allow you to make a well estimated guess on who exactly you are tracking based on who was detected via Red-Ping during the match. If you are facing players who chose RECRUIT, their icon will dictate which RECRUIT you are tracking individually. This color coordination results in the following -
    RED is the trail of ---
    • Red Beret RECRUIT
    • KAPKAN
    • TACHANKA
    • ECHO
    • MOZZIE
    • THUNDERBIRD
    • Bomber White Masks

    ORANGE is the trail of ---
    • Orange Beret RECRUIT
    • CASTLE
    • PULSE
    • LESION
    • ARUNI

    YELLOW is the trail of ---
    • Yellow Beret RECRUIT
    • JÄGER
    • BANDIT
    • VALKYRIE
    • KAID
    • Engineer White Masks

    GREEN is the trail of ---
    • Green Beret RECRUIT
    • CAVEIRA
    • MAESTRO
    • ALIBI
    • GOYO

    LIGHT BLUE is the trail of ---
    • FROST
    • ELA
    • WAMAI
    • MELUSI

    DARK BLUE is the trail of ---
    • Blue Beret RECRUIT
    • DOC
    • ROOK
    • CLASH
    • Roamer White Masks

    PURPLE is the trail of ---
    • SMOKE
    • MUTE
    • MIRA
    • WARDEN
    • ORYX

    WHITE is the trail of ---
    • VIGIL
    • Ambusher White Masks

    To help with people who are colorblind, the icons of whoever the scent trail might belong to is displayed on the hud below the targeting reticle, so whenever you aim at the scent trail; it will show the icons of whoever it is you might be tracking.

    If the scent trail is rising like smoke, that means that someone is hiding behind cover at that location, or that they had dropped down from a railing to the next floor down.

    Defenders walking through smoke screens can prevent their scent trail from being spawned for a few seconds. MUTE's Signal Disruptors also have this effect, and will prevent FOX from using her V.O.S.-M.II if she is in range of the device.

    Being shocked by any shocking gadget (TWITCH, BANDIT, MAESTRO, CLASH, KAID, ZERO, and ARUNI's utilities) will damage FOX and force her out of her V.O.S.-M.II system for a brief period. This effect also applies if FOX is within range of MELUSI's Banshees.

    Scent trails will dissipate after 10 seconds, showing only recent foot traffic in the area.

    SMOKE's Gas Canisters show up on the V.O.S.-M.II, revealing their locations if they were already pre-deployed.

    Because of her similar loadout and tracking ability, this will allow players to have an alternate option for tracking people down should JACKAL be banned and vice-versa.
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  7. #7
    OPERATION // SURPLUS PACKAGE

    DEFENDER OPERATOR //
    -------------------------------- // CACHE


    Lewis Mason
    MALE


    United Kingdom
    S.A.S. / R6 C.B.R.N. Threat Unit / R.E.A.C.T.
    (Special Air Service)
    (Rainbow Six Chemical-Biological-Radiological-Nuclear Threat Unit)
    (Rainbow Exogenous Analysis & Containment Team)


    3-ARMOR
    1-SPEED


    PRIMARY WEAPONS -
    --- SCAR-B3 - (FN SCAR-H equipped in an SR Union SRU-BUP-H/L Kit - assault rifle)
    --- M590A1
    --- MP5-K


    SECONDARY WEAPONS -
    --- P226 Mk 25
    --- SPSMG9


    STANDARD GADGETS -
    --- Impact Grenades - x2
    --- Barbed Wire - x2


    UNIQUE UTILITY GADGET -
    Surplus Supply Satchel

    CACHE deploys a duffel bag that serves a few varying purposes depending on the game mode.

    In PvP, it allows two Defenders to gain some surplus ammo for their weapons and allows them to receive an extra Secondary Gadget to utilize (So 2 Impact Grenades becomes 3 and 3 Stun Grenades becomes 4.). For Attackers, it also does the same but also provides the Attacker with a bonus standard drone. Each team can have two members utilize the S.S.S., which can be used as bait for Defenders to lure in Attackers that wish to seek the benefits the S.S.S. provides.

    In PvE modes like TH and Outbreak, the S.S.S. acts like a buffed Resupply Pack, providing ammo and secondary gadgets. HOWEVER, it will also soft-buff EVERY Operator’s Unique Gadget for the duration of the match and supply them with more of their Unique Utility to deploy during the match. The PvE S.S.S. will be able to be used once per round by all players, resupplying their Unique Utility Gadget for Defense. What makes CACHE unique is that he is able to be played in Attacker TH modes.

    The resupply in Outbreak has a cooldown period for each player, meaning you can only resupply every twenty seconds to regain a Unique Utility. You can only carry one extra of your Unique Utility until it is deployed or utilized.

    I believe that he would also be ideal to add to not only Siege but to R6 Extraction as well.


    FUN FACT ABOUT CACHE’S OUTFIT !! -
    CACHE is wearing a slightly modified version of the Uniform worn by the Rainbow Six Operators during the Article Five mission. Players that complete the Article 5 Mission will unlock the headgear and Black HAZMAT colors for CACHE to equip in order to fully resemble the outfit.
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  8. #8
    OPERATION // GHOST WARRIOR

    ATTACKER OPERATOR //
    -------------------------------- // GHOST


    Andrew "Nomad" Perryman
    MALE


    United States of America
    G.S.T. / R.O.S.
    (Group for Specialized Tactics "Ghost Recon")
    (Rainbow Operation Staff)
    ******crossover between Rainbow Six and Ghost Recon


    2-ARMOR
    2-SPEED


    PRIMARY WEAPONS -
    --- ACR - (Remington ACR - assault rifle)
    --- C8-SFW - (Minus the Under-Barrel Shotgun. Modify stats to allow for fore-grip options, so recoil increase and ADS speed be decreased when compared to BUCK's C8-SFW.)


    SECONDARY WEAPONS -
    --- 1911 TACOPS


    STANDARD GADGETS -
    --- Hard-Breach Charge - x1
    --- Frag Grenades - x2


    UNIQUE UTILITY GADGET -
    Optical Camouflage B.D.U. Module

    GHOST comes equipped with the same active-camo technology we saw in Tom Clancy’s Ghost Recon Future Soldier. This B.D.U. will allow him to cloak and become very hard to spot visually at long ranges, but still able to be seen at short range due to 3D distortion effects being noticeable.

    The cloak lasts as long as NŘKK’s H.E.L. Presence Reduction Device, and has the same recharge timer limit. Just like with NŘKK, rapid movements and certain actions will distort the cloak or even cause it to end prematurely.

    However, unlike NŘKK, his cloak will not dampen his sound-production; which means that even though he is cloaked; his movements will still be very audible. And to both make him not overpowered and to keep with the lore of the tech; he cannot remain cloaked while moving unless crouched or prone. It will destabilize when he stands up and begins to move. He can remain cloaked if stationary while standing. He cannot cloak while rappelling.

    He can still be seen on Camera feeds, but most players will likely not think of using Red Ping with that camera since he will be hard to see if standing still or moving slowly. However, Thermal Vision cameras can easily see him, as well as certain operators like PULSE or WARDEN who's gadgets will easily mark him for death.

    MUTE's Signal Disruptors will prevent him from being camouflaged in range of the jammers.

    If he is zapped by TWITCH, BANDIT, MAESTRO, CLASH, KAID, ZERO, or ARUNI; his cloak will destabilize and expose him to the naked eye.


    PROPOSED ELITE SKIN -

    John D. Kozak
    GHOST will be equipped in an up-to-date replica of John D. Kozak's outfit from Ghost Recon Future Soldier.
    The MVP Animation will have GHOST approach his teammates, radioing in that the mission was complete and that he is heading for the extraction point for a stealthy exfiltration. He walks past his teammates, activating the cloak to turn invisible. As he walks away from the camera, the player-model slowly fades out so that he becomes truly invisible before the screen fades to black.


    BATTLE PASS PROPOSAL -
    Bring back FUZE and BUCK's Ghost Recon sets in this battle pass for players to unlock once again.
    Also add in new set-ups for the following Operators :
    • GHOST receives his outfit to allow him to resemble his appearance in GR Breakpoint.
    • THATCHER gets a Ghost Recon style outfit
    • ASH gets a Ghost Recon style outfit
    • TWITCH gets a Ghost Recon style outfit
    • FINKA gets a Ghost Recon style outfit
    • ROOK gets a Wolves style outfit
    • VALKYRIE gets a Wolves style outfit
    • CAVEIRA gets a Wolves style outfit
    • LESION gets a Wolves style outfit
    • VIGIL gets a Wolves style outfit
    • MAESTRO gets a Wolves style outfit
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  9. #9
    OPERATION // TEMPERED STEEL

    DEFENDER OPERATOR //
    -------------------------------- // DAMASCUS


    Lydia Laskaris
    FEMALE


    Greece
    E.K.A.M.
    (Ειδική Κατασταλτική Αντιτρομοκρατική Μονάδα - aka : "Special Suppressive Antiterrorist Unit")


    2-ARMOR
    2-SPEED


    PRIMARY WEAPONS -
    --- M500 - (M500 Shotgun - pump-action shotgun loaded with buckshot.)
    --- Caribe 9x19 - (CAVIM Caribe - sub-machine gun)


    SECONDARY WEAPONS -
    --- PRB92


    STANDARD GADGETS -
    --- Bullet-Proof Camera - x1
    --- Deployable Shield - x1


    UNIQUE UTILITY GADGET -
    Damastine” Breach Mending Nets + Net Launcher - x3 “Damastine” B.M.N.s

    DAMASCUS utilizes a net-launcher that has been modified to launch specialized nets. These nets, when deployed; will soon trigger their contents. Small canisters on the net’s cords will burst, causing a highly durable foam to suddenly expand and harden.

    This is done so that if a breacher has opened up a hatch or a hole in the wall but hasn't quickly moved in to take advantage of the new sight-lines or approach the next room; she can launch these nets and seal the breach. Like with ARUNI’s Surya Laser Gates, the effect this device has will effect the entire section of the wall. So if MAVERICK has poked a lot of holes, only one net is needed to seal the breaches.

    If the Attackers are quick enough, they can use an explosive or another soft-breach method to neutralize the nets and make them fall slack onto the ground. This means that Frag Grenades, SLEDGE, ASH, BUCK, ZOFIA, and KALI can make quick work of the net before it sets.

    With the advent of the Hard-Breach Charge from OPERATION // SHADOW LEGACY, she can be less of a hassle to deal with more people are equipped to breach in. Meaning she might be able to be easily taken care of if players are equipped with enough Hard-Breach tools. She is a priority target upon breaching a new hole through fortified walls. Hard Breaching tools can be used to still break through the B.M.N.s when hardened.
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  10. #10
    OPERATION // FIRM GRASP

    ATTACKER OPERATOR //
    -------------------------------- // HIJACK


    Francis Muller
    MALE


    Luxembourg
    G.D.P.
    (Grand Ducal Police)


    2-ARMOR
    2-SPEED


    PRIMARY WEAPONS -
    --- M60E4 MK43 - (previously cut weapon from Siege - light-machine gun)
    --- K1A
    --- TCSG 12


    SECONDARY WEAPONS -
    --- P-10C


    STANDARD GADGETS -
    --- Claymore Tripmine - x1
    --- Smoke Grenades - x2


    UNIQUE ABILITY TALENT -
    Utility Hijacking Specialist

    HIJACK is the embodiment of the term "Jack-of-all-Trades". What does this mean? Well he is a very smart and talented individual. As such, he doesn't just specialize in one aspect of Siege's sandbox. Mainly because he can take the Unique Utility Gadgets of other operators and use them in the match.

    Lets say that HIJACK managed to eliminate WAMAI or at least come across his location-of-death. There will be WAMAI's OPSTAT Phone and HIJACK can take it in order to swap the team orientation of WAMAI's Mag-NETs so that they work against the Defenders and in favor of the Attackers. Any of WAMAI's Mag-NETs that are on his person / have yet to be ready to deploy will be given to HIJACK to toss out and make use of. He can do this to any Operator that has a passive Unique Gadget that they deploy.

    Obtaining and syncing a Defender's OPSAT Phone with his own will also grant him access to any passive standard gadgets that they might have deployed. This means that if I were to deploy two Proximity Alarms and then HIJACK gets his hands on my OPSAT; my two Proximity Alarms would then change their team affiliation to Attackers. Same goes for any Bullet-Proof Cameras that I have deployed now being able to be viewed ONLY by Attackers for the remainder of the round.

    HIJACK has come across CLASH's C.C.E. Shield. He can choose to holster his Primary Weapon in order to take up the shield and become essentially CLASH on Attack, making him a problem for Defenders to deal with as he will be essentially an angry MONTAGNE. However, if he chooses to drop her C.C.E. Shield, it will take a moment to drop the shield, unholster his weapon, and take the safety off; so for a brief moment he will become vulnerable.

    He can also take up the utilities of his fallen comrades, which can be problematic for the Defenders. Lets say that THATCHER was killed via spawn-peek. Now the Defenders would usually have to not worry about his EMP effect. But with HIJACK on the field, he can pick up THATCHER's E.M.P. Grenades and make use of them; which can catch the Defenders off guard as they did take THATCHER out.

    HIJACK can do this with any operator in the game that has a Unique Utility Gadget. When it comes to Shields, he will temporarily holster his Primary Weapon to make use of the shield and his pistol. However, when it comes to swapping out Unique Utilities that are part of the primary weapon in question (GLAZ, TACHANKA, BUCK, BLACKBEARD, NOMAD, and KALI for example), Francis will then trade his current primary weapon for the new weapon he is picking up, ammo and all. Be sure you execute this action wisely, as it takes slightly longer than swapping between Primary and Secondary Weapons.

    HIJACK CANNOT take the gadgets and gear of fellow Attackers if the player controlling him has the Reverse Team Damage activated. This is to prevent griefing as players might try to attempt to TK a teammate just to get the gadget of their favorite operator that their teammate "stole." This is also done so that teammates cannot TK the desired operator you want to "steal back" for you. So if your teammates have given you the reverse damage, then by all means; you cannot pick up any of your fellow Attacker gear. So be sure to be careful with your lines of fire.

    HIJACK also cannot take the Unique Ability Talents of the other Operators. Meaning that when he takes BLITZ’s Shield, he cannot Sprint with it so he will not be as effective as BLITZ himself. When he takes CAVEIRA’s Knife and Luison, he will not be silent when he performs silent-step, just producing audio at 50% sound noise. He cannot copy ORYX’s Hatch Jump or Remmah Dash.
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