Best Rainbow Six Siege Characters for Beginners. All Tom Clancy's Rainbow Six: Siege Operators All Rainbow Six Operators in One Sentence

New players from the first minutes of their stay in the world Tom Clancy's Rainbow Six Siege may experience some difficulties. To make it easier for you to get used to the game, we have selected a list of characters that are best suited for beginners.


SLEDGE

Not a bad hero for learning the game. He has the excellent ability to break walls and floors with a sledgehammer. Buck also has a similar skill, which allows him to make breaks at a distance. The main advantage of Sledge is that the sledgehammer does not make extraneous noise, and this does not attract the attention of opponents. In the secondary weapon, the SLEDGE has an excellent SMG that pairs effectively with the shotgun.


IQ

Has a strong main weapon and pistol. Using the device you can see all the protective electronics through the walls: phones, cameras, charges, traps and so on. To do this, you must have a gun in your hands.

Monica is the main counter to Valkyrie, which installs cameras on the street. Our device will allow you to check all surrounding objects for the presence of cameras, after which they can be broken. Also IQ goes well against Vigil, Pulse and all the other heroes when Dokkebi calls.

Thanks to the scanner, it is possible to remove traps, jammers and other objects through walls. This is useful if there is a destructible surface under or above a reinforced wall.


Doc

One of the best characters for beginners. He is able to heal himself and his teammates. Usually you can raise an ally with only 50 health units, Doc is able to do this with 75 units. Another great ability is to temporarily increase the health of the entire team to 140 units. The character has 3 syringes in stock, each of which restores 40 units.


Rook

The main task of this character is to place a bag of armor for the entire team at the beginning of the round, which reduces incoming damage by 20% and increases the life of the knocked-out ally. Otherwise, you are a defensive hero who must sit on a point and take enemies from windows.

PopularThis tactical shooter is developing every year, butUbisoft"Napoleonic" plans.

TomClancysRainbowSixSiege– team tactical shooter from the company Ubisoft which he won the hearts of fans with his special approach to the implementation of tactical games. In this game you control as a force operator special purpose country of your choice. Each operator has a unique ability, which creates a wide variety of tactics in the game. It is because of this fact that some gaming publications are beginning to attribute the future to Siege in the genre. MOVA. Whether this is true or not is a very controversial question, but we will talk about the developers’ plans for the coming years.

In the tradition of tactical shooters, Rainbow Six Siege offers players simple modes:

  • Hostage taking;
  • Disposal of charge;
  • Capture a point.
  • The game has been in release for two years now, and since then not a single new mode has appeared. This has created some resentment from fans who are asking for new game modes, but as it turns out, fan anger won't change that aspect of the game.

    New game modes are something we don't want to see. The map may be different, the operators may be different, but the game needs something static around which events will unfold - these are our current modes. Javier Marquis, creative director

    Command Deathmatch– a traditional mode for many games. Although the developers initially planned to introduce new modes, they ultimately came to the conclusion that the “attack-defense” principle and one life per round are the ideal basis for the game. Undoubtedly, the position Ubisoft makes sense, because "Siege" is not just another passable shooter blockbuster in the style CallofDuty with a bunch of modes. In this game, it is very important that all events unfold around one principle, because only in this way will the balance of power between operators and the correct implementation of tactics be maintained. Otherwise, the game beloved by many will turn into something terrible from a gameplay point of view.



    Having cast aside all doubts about the modes, Ubisoft firmly decided: we will introduce new operators and maps. As many people know (and those who don’t know, now will be a moment of enlightenment), Rainbow Six Siege has a stable update system: four global updates called “operations” are released every year. With these operations come two new operators and one card - 4 operations per year, 1 for each season. Total: in one year of updates, 8 operators appear in the game. At the moment, “Rainbow” includes 28 operators - remember the number? Good, because the next quote might surprise you.

    In fact, 50 operators is the bare minimum we want to achieve. We have many operators in the game, you can choose anyone and implement a certain strategy. The role of each operator significantly affects the course of the battle, but now it often happens that the choice of operator is obvious in certain battles. It is because of this that we want to see a minimum of 50 heroes in the game - with this number we will be sure that the game is at the peak of its strategic accessibility. At the same time, we are looking at MOBA games where the number of available heroes ranges from 80 to 150, and it all works great. We do not exclude the possibility that we would like to sell the same quantities. Alexandre Remy, brand director

    The developers' plans are impressive, but with the current strategy, implementation will take a long time. As you remember, the number of operators is now 28, and in order to reach the 50 mark, players will have to survive another 3 years, including this one. If Ubisoft really intends If we implement operators in such a quantity, the game will be supported for many more years. At the very least, great news for the fans. Now let’s try to calculate how many years it will take to introduce 100 operators? Turns out it's been 9 years. The idea seems too ambitious with this approach. It is worth expecting that in a year or two the French studio will decide to increase the number of operations introduced during the year, because this is the only way to speed up the process of achieving the desired minimum.

    In any case, new operators are always cool and the more there are, the better. Let's hope that Ubisoft implements everything in at its best, and the game will develop, increasing its fan audience.

    Rainbow Six Siege players are reminded that an update is coming out tomorrow « VelvetShell", which entered brings two Spanish operatives into the game: Jackal And to the world.

    Rainbow Six Siege debuted back in 2015, but the tactical PvP side of this team-based FPS is still evolving thanks to a constant influx of new and improved content. If you haven't played it yet, imagine the combination of "one life per round" like Counter-Strike and unique character abilities in MOBAs that make team composition crucial.

    It's a great shooter that gets better with time, but like League of Legends, the character roster continues to expand - and choosing from the 36 operators (characters in Rainbow Six Siege) can be difficult for those just starting out.

    That's where this guide comes in handy. The following operators are excellent choices for those exploring the full range of options and will help you understand the fundamentals of playing on the offensive and defensive sides. With one exception, these characters are all from different special units, which means they will have the cheapest costs to help you build your collection of operators faster.

    Also, all of these operators are from the base game, so you won't have to pay real money or have a huge amount of in-game currency to access them. Check your clip, secure your armor with straps, and let's meet the best characters for beginners - three defenders and three stormtroopers, but you have to make up the unlock sequence yourself.

    Defenders

    • Recommended Primary Weapon: MP5 SMG (ACOG Sight, Vertical Grip, Compensator)

    The unique Ruka gadget is as simple as it comes, making it ideal for beginners. At the start of the round, quickly set the armor case on the ground (ideally next to the target you're protecting) and prepare to deploy reinforced walls before running away. Your teammates will take their piece of armor before the round starts, and you'll get free points in the process.

    Body Armor is extremely useful for your entire team, reducing damage taken and ensuring that when you take fatal wounds you only go down with a chance to revive (unless it's a headshot, because there's no escaping it).

    While Rook's ability is basically a use-it-and-forget-it one, try not to throw your armor case near a window in case your enemies rush in and manage to pick up a straggler who put on the vest too late. And since the Hand has the slowest movement speed in exchange for its high base armor (even before the extra armor), your best bet is to fortify and defend the point rather than move around the map.

    • Recommended Primary Weapon: SASG-12 Shotgun (Reflex Sight, Vertical Grip)
    • Recommended secondary weapon: PMM
    • Recommended Gadget: Barbed Wire

    The barbed wire of the Trap is an unpleasant surprise to any attacker who foolishly forgets to watch where he steps; killing with this gadget is incredibly nice. You can quickly install it on any input with door frame, so don't waste time attaching the wire to concrete wall– you have five pieces that need to be set up before the offensive begins. Do not install them on windows; Anyway

    Frost will be better able to deal with the traps in this area. You need to crouch down and attach the devices to the base of the doorways to make them as stealthy as possible so that attackers simply don't notice them and destroy them with a single pistol shot before moving forward.

    With five devices at your disposal, you can get a little creative with how you place them around the target. Try to cover all possible approaches to the main capture point, but remember that once someone spots a trap, they will be extremely careful going forward, so placing them in consecutive doorways probably won't be as effective.

    Your traps also act as good alarms for approaching enemies. Next, use the shotgun (which works surprisingly well at mid-range) for an easy follow-up kill.

    • Recommended Primary Weapon: 416-C Carbine Rifle (Holographic Sight, Vertical Grip, Compensator)
    • Recommended secondary weapon: P12
    • Recommended Gadget: Deployable Shield

    Like Rook and Kapkan, Jaeger doesn't have to look after his unique gadgets to be very effective - once he sets up ADS-MK4s (read: anti-raze turrets), he's essentially completed his main objective for the rest of the round. Grenades are often an important part of an attacker's approach, so the ability to negate one of their main tools makes the Jaeger extremely useful in any situation.

    When placing his turret, use spots in the middle of the floor; this should give maximum visibility to the turret to neutralize grenades in the air. Just be careful: the Fuse charge sends a barrage of grenades into the room, with one turret neutralizing two of the total of six explosives heading your way.

    It's also wise to place one of your three turrets along a wall behind an interior object, so that attackers won't immediately notice it and remove it. Make sure you don't select a spot that needs to be reinforced; any ally who is about to reinforce the wall will automatically destroy your turret in the process.

    Jager is a fairly agile character with three movement speed points, so feel free to roam around the areas of the map and try to kill someone while your turrets help defend the central room you're defending.

    Stormtroopers

    • Recommended Primary Weapon: 556xi Assault Rifle (Holographic Sight, Vertical Grip, Compensator)
    • Recommended Secondary Weapon: M45 MEUSOC
    • Recommended Gadget: Claymore

    Thermite will always serve as an advantage to attackers thanks to its unique gadget that will completely change the approach to your target. As with the Hibana, Thermite is almost always chosen for its ability to penetrate reinforced walls, but unlike the Hibana and its annual running prices, Thermite is completely affordable.

    Simply place a Thermite charge on any fortified wall and you can destroy it, creating multiple approaches against whoever is waiting for you on the other side. You can even kill the enemy on the other side who is pressed against the wall, which will be destroyed. But only if he doesn't have time to react in time,

    Be careful that some Defenders can effectively negate your abilities if played correctly. Muta's Jamer will render your charges useless, and the Bandit's wire will destroy it (so be aware of crackling electricity on any walls). If your hacked charge doesn't work, don't try again in the same place - find another position to open a hole in your opponent's defenses instead. Oh, and make sure your teammates are far enough away from the charge before activating it so they don't get accidentally killed by the explosion.

    • Recommended Primary Weapon: L85A2 Assault Rifle (ACOG Scope, Vertical Grip, Flash)
    • Recommended secondary weapon: SMG-11
    • Recommended Gadget: Frag Grenades

    Sledge and the large hammer he carries can fit into any attack team and be useful. For new players, explore complex circuits and the many passages for many maps can be challenging - so they're lucky that Sledge's hammer effectively destroys everything in its path, allowing you to brute force your way through what might otherwise result in your death.

    With one button you can make giant holes in the wall to open fire from unusual angles, or smash wooden boards temporary barricade with one blow. The hammer can also be a melee weapon (though bullets are usually a better option).

    Remember not to get too carried away with destroying the area; It's always better to stick with your teammates instead of wandering around on your own and breaking down doors and walls. That's what makes Sledge's L85A2 rifle fantastic: it's a weapon to take down enemies at any range, especially with an ACOG scope. Don't disappoint your team by throwing a point and immediately killing with a hammer in hand. Instead, bypass your opponents by changing the structure of the map, and then destroy opponents who were unaware of you.

    • Recommended primary weapon: F2 assault rifle (ACOG sight, vertical grip, compensator)
    • Recommended secondary weapon: LFP586
    • Recommended Gadget: Shock Bot

    Making good use of your scout drone during the setup phase is a key component to being an effective attacker, and playing as Twitch is a great way to implement this. For example, don't just scan enemies when your drone is in sight so they immediately notice and shoot it; instead, sneak around like an unnoticed mouse, peering around corners to mark your target before returning to the shadows. The fact that Twitch's drone can stun enemies is a big nuisance for the opposing team. It can be used to create a distraction while your teammate advances.

    But the biggest contribution Twitch can make for her team is to fly her drone through a fortified position, picking out cameras on the ceiling and any enemy gadgets in sight. You can effectively ruin the day of characters Kapkan, Jaeger and Mut by disabling their precious gadgets one by one. And because Twitch is focused on her two drones - one at the beginning of the round and one during the round - she maintains good game for all attackers. You should explore the area rather than attack and hope your drone doesn't get knocked out. Plus, playing as Twitch will improve your skills in this game in all directions.

    Back in April, we told you about the best defense fighters in Tom Clancy’s Rainbow Six Siege. It's time to talk about attack operatives.

    Rainbow Six Siege Operative - Hibana



    What makes Hibana an extremely effective operative? Her gadget is X-KAIROS. This is a cannon that fires six explosive clusters that can cut a small rectangular hole in reinforced surfaces. In total, Hibana has three charges for X-KAIROS in its arsenal. This means that the player gets the opportunity to create one large hole in the wall that teammates can walk through while standing. If an entry point is not needed, X-KAIROS can be used to create surveillance lines in reinforced walls. Such a trick will make it possible to observe a wide area of ​​​​the room and catch stunned enemies making mistakes when, for example, they decide to look out of cover or run to another position.

    The X-KAIROS can also destroy reinforced windows and thin walls, much like the Ash Grenade Launcher. However, installing X-KAIROS charges may be useless if there are Mute or Bandit operatives on the enemy team: they can place their generators under destructible surfaces and Hibana saws will become useless. The operative cannot saw through reinforced walls as quickly and efficiently as Termite, but she does not need to risk her life by placing a charge in well-shot points: X-KAIROS shoots at a fairly long distance.

    However, Hibana has something to offer besides its gadget. The operative has a third level of speed, which allows her to quickly move across the map and attack multiple entry points - ideal for overwhelming and disorienting defenders. Hibana has one of the best assault rifles in the game, the Type 89F. The weapon has a fairly small magazine, but its stopping power and accuracy make the Type-89 an incredibly effective offensive weapon. But Hibana also has one more trump card - the Bearing 9 submachine gun. Some players use this gun as their main weapon, which, in general, is not surprising, because in terms of damage the Bearing 9 is not much inferior to the Type-89, and in terms of the number of cartridges in the store even surpasses the main barrel. The only negative is that the submachine gun is not very effective at long distances due to the large dispersion of shells.

    Rainbow Six Siege Operative - Thatcher



    The inability to cut a hole in the wall due to the presence of Mute or Bandit fighters on the team is an unpleasant moment. In this case, there is always Thatcher, who can easily cope with enemy devices. This operative uses EMP grenades that destroy enemy electronics even while behind a wall. This applies, however, not only to Mute or Bandit generators. EMP grenades also work against GU traps, traps, ECHO drones and other electronic devices. The only thing Thatcher should be wary of is the SOG (Grenade Reflection System) of the Jager operative. These guns can shoot down any projectiles without any problems, including Thatcher EMP grenades.

    Thatcher is an extremely useful support fighter. He will easily clear the way for his teammates from traps and turn off enemy generators, thereby helping Hibana and Thermit make cuts in the walls. It's best to play Thatcher in constant contact with the team. And only when all the EMP grenades run out can you switch to single-handed tracking of enemies.
    The Operator has average armor and speed, making him easily adaptable to most playstyles. Thatcher can use the powerful M590A1 shotgun for close-quarters combat or take down opponents from afar with the L85A2 and AR33 rifles. All three guns have exceptional stopping power, but the shotgun can be useful in breaking through walls and thin barriers.

    Rainbow Six Siege Operator - Ash



    Ash has been the main choice of players since the launch of Rainbow Six Siege. To this day, she continues to be one of the most popular, versatile, and lethal operators in the game.

    The reason Ash is so popular is her mobility (and a bit of a problem with hitboxes, which makes it difficult for enemies to hit her model). In the roster of attacking fighters, the operative is one of the few who has the third level of speed. This makes her a real nightmare and horror, which is capable of breaking into a point in the first seconds of a round where the defenders are still busy strengthening walls and setting traps.
    The compact M120 CREM grenade launcher, which provides the player with two explosive charges, copes well with doorways, windows and unreinforced walls.

    Since Ash's main role is to act as the vanguard of the assault team, the developers made sure that the operative has one of the best assault rifles in the game - the R4-C. Yes, the weapon has strong and unpredictable recoil, but in the hands of an experienced player it can cause a lot of problems for the enemy team.

    Rainbow Six Siege Operator - Buck



    As attack strategies become more complex, Buck gains more popularity in the game. The fact is that this fighter can simultaneously use a shooting rifle, a shotgun and a pistol. Equipped with an under-barrel Skeleton Key shotgun with a decent supply of ammo, the Buck can shoot through floors, ceilings, and unfortified walls. Very often, the trick of destroying surfaces above/below/behind a point gives the attacking team a certain advantage, because in this way the assault fighters can take the enemy by surprise. At the same time, a shotgun can be used much more effectively in close-range battles than the same rifle or pistol. Fortunately, switching between the grenade launcher and the main weapon occurs almost instantly.

    Buck also gained popularity among players thanks to its primary weapon: here the gamer can choose the fast-firing C8-SFW assault rifle or the powerful but rather slow CAMRS.

    Rainbow Six Siege Operator - Thermite



    Very often, players prefer the Thermite operative. And there’s nothing you can do about it, because besides this guy, only Hibana can saw through fortified walls. It is also not uncommon to see these two fighters on the same team. Hibana and Thermite can play well together. The advantage here is not so much that thanks to this duet you can destroy everything around, but this choice of players is rather due to the fact that thanks to the presence of two “sawyers” in the composition, you can be sure that at least one of them will get to the point and not fall under a hail of enemy bullets.

    In some cases, sawing through walls at points can be key to victory. This is where Thermite's two exothermic charges come into play. All you have to do is put one of them on the wall and very soon a huge hole will appear in it. This will allow the attack team to quickly enter a point or conduct suppressive fire from a variety of angles.

    Thermite also boasts a nice combination of weapons and gadgets. The 556xi assault rifle will allow you to conduct effective firefights at any distance. Thermite can use flash-bang grenades or Claymore mines as support gadgets. Grenades are great for offensive use, when, for example, you need to blind the enemy and break through the defense. Well, the Claymore is more of a defensive weapon. Usually these mines are placed under windows or in passages, where an enemy may appear at any moment.

    Equipment

    Basics
    Shotgun SASG-12
    Submachine gun 9x19VSN

    Secondary
    pistol GSH-18
    PMM pistol

    Gadgets
    Impact Grenade (x2)
    Explosive C4

    Special gadget
    As a special gadget, the Kapkan operative has five EDD MKII mine traps that can be installed in any door or window opening. If an enemy passes through an opening with a trap installed, it explodes and, depending on the level of armor, the enemy receives damage in the amount of 45-60 units.
    You can recognize a trap by a small device located at one end of the opening. Destroyed by a shot at the device from any firearm, a Shock Bot charge, an EMP grenade, and from any external explosion near the trap (be it an ally's C4 explosive or an enemy's breaching charge).

    Equipment

    Basics
    Shotgun SASG-12
    Submachine gun 9x19VSN

    Secondary
    pistol GSH-18
    PMM pistol

    Gadgets
    barbed wire (x2)
    stationary shield

    Special gadget
    When defending territory, Tachankin uses the DP-28 turret, which is based on the RP-46.
    The machine gun can be used by all operators, but only Tachankin can carry and install the machine gun. The machine gun can be carried and installed in almost any flat place at any time.
    The machine gun has a ballistic shield that protects against hits to the head and can withstand bullets with a total damage of up to 500 units. The machine gun has unlimited ammunition: one magazine contains 60+1 rounds for a total of 240 rounds.

    Equipment

    Basics
    Sniper rifle OTs-03

    Secondary
    pistol GSH-18
    PMM pistol

    Gadgets
    Frag Grenade (x2)
    Smoke Grenade (x2)

    Special gadget
    The pupil is a device that is mounted on a rifle and increases the magnification of the sight of the OTs-03 rifle. Equipped with a thermal imager, which, when the indicator is full, shows living enemies and allows you to see through the smoke. Any actions (for example, walking) reduce the filling of the indicator. When an enemy dies, it stops displaying yellow.

    Equipment

    Basics
    Ballistic Shield
    Light machine gun 6P41
    AK-12 assault rifle

    Secondary
    pistol GSH-18
    PMM pistol

    Gadgets
    Smoke Grenade (x2)
    Breakdown Charge (x3)

    Special gadget:
    The special gadget KZ-3 “Matryoshka” (x3) breaks through walls and releases 5 mini-grenades that clear the area. It can be installed on unreinforced walls and hatches, as well as on breakable floors, on wooden windows and doors and on Castle armor panels.
    Everyone (enemies, allies, and himself) who are two meters or less from the mini-grenade at the moment of the explosion inevitably die. If at the moment of the explosion he/she is/are within a radius of two to four meters from her, then he/she will go into the “fallen, but not dead” state.

    Equipment

    Basics:
    AUG A2 Assault Rifle
    552 Commando Assault Rifle
    G8A1 light machine gun

    Secondary:
    P12 pistol

    Gadgets:
    Claymore mine
    Breakdown Charge (x3)

    Special gadget
    Electronics Remote Detector (RDD) - a device capable of detecting everything electrical appliances enemy at a distance of up to 20 meters. Thanks to this device, IQ can detect the following devices:
    Charges "Reagent Z8"
    Jammers
    Heart rate sensor
    Mine traps "EDD MKII"
    SOG M IV "Magpie"
    UPT-1
    Cameras "Black Eyes"
    Yokai drones
    "Gu" mines
    Mines "Grzmot"
    Laser turret "Evil Eye"
    Prism devices
    EHS shield
    Explosives C4
    Stationary cameras
    Biocontainer in Capture Position mode
    Bombs in Charge mode
    IQ can also see Vigil using DED when ERC-7 is activated.

    Equipment

    Basics:
    Ballistic shield B52 (Flash shield)

    Secondary:
    P12 pistol

    Gadgets:
    Breakdown Charge (x3)
    Smoke Grenade (x2)

    Special gadget
    The special gadget “Flash” is a ballistic shield “B52”, on which a total of 24 lamps are located in three rows, capable of blinding opponents up to 4 times for a short period of time. Thanks to this ability, you can blind the enemy for a while, thereby making him more vulnerable to you and your allies.
    The maximum range is 5 meters. But complete blinding can only be achieved from 4 meters. The blindness lasts about 5 seconds.
    Blinding works in forward direction. When directed in the other direction, there is only a slight glare, which hardly interferes.
    You can also activate Flash while aiming. Unlike other ballistic shields, when running, the Flare shield can cover almost the entire body, with the exception of the legs.

    Equipment

    Basics:
    MP7 submachine gun
    Shotgun M870

    Secondary:
    pistol P12

    Gadgets:
    barbed wire (x2)
    Explosive C4

    Special gadget:
    UPT-1 - four generators AC, thanks to which it is possible to supply electricity to any metal element of fortification (barbed wire, fortified wall, installed shield). Destroys a significant number of gadgets located on electrified surfaces and prevents others from being installed while the generator is active.
    Any enemy who tries to install the gadget or even just gets close to such a wall/wire will receive damage. If the drone passes through the barbed wire in which the generator is installed, or next to a wall or switchboard to which electricity is supplied, it will be immediately destroyed.
    Remember that by installing UPT-1 you can destroy the gadgets of your allies, for example Cameras “Evil Eye” maestro, C4 and so on...

    Equipment

    Basics:
    HK416-C Assault Rifle
    Shotgun M870

    Secondary:
    P12 pistol

    Gadgets:
    Stationary shield
    Barbed wire (x2)

    Special gadget
    SOG M IV "Soroka" is a compact analogue of the active tank protection "Trophy". Using this device, you can protect the room from grenades and grenade launcher shells. In total, Jäger can install up to three SOGs. Each system is capable of disabling any two projectiles, coverage distance: about 17 meters.
    SOG is capable of shooting down:
    Flash grenades
    Smoke grenades
    Frag grenades
    EMP grenades (if there are obstacles between the EMP grenade and the SOG, the SOG will be destroyed when it explodes)
    M120 CREM Grenade Launcher Penetration Charges
    Cluster grenades "Matryoshka" (does not catch all grenades from one charge)
    Charges "Candela"
    Penetrating and stun charges from the KS79 LIFELINE grenade launcher

    Equipment

    Basics:
    P90 submachine gun
    MP5 submachine gun
    Shotgun SG-CQB

    Secondary:
    LFP586
    Gun
    P9
    Gun

    Gadgets:
    Stationary shield
    Impact Grenade (x2)

    Special gadget
    P1K "Rhinoceros" - a set of ceramic plates, installed by rook on any horizontal surface, increasing protection when put on. There are 5 ceramic plates in the bag, which can be used by both allies, so do opponents.
    Ceramic plates reduce damage from bullets and explosions inflicted on the player by 20%. However, they do not protect against headshots, Shock Bot charges, or choke arrows.
    If a player protected by ceramic plate runs out of health points, then in almost any scenario, with the exception of a headshot, he will fall into the “Fallen but not dead” state. After he is healed by one of his allies, he will lose the ceramic plate, and if there are still ceramic plates left, the player can pick them up.

    Equipment

    Basics:
    Shotgun SG-CQB
    MP5 submachine gun
    P90 submachine gun

    Secondary:
    P9 pistol
    Pistol LFP586

    Gadgets:
    Barbed wire (x2)
    Bulletproof camera

    Special gadget
    The adrenaline injector "Stimulant" helps operative Doc monitor the status of the team from a distance. Restores 40 units of health to a living player, raises a fallen player to his feet and restores his health to 75. In a network game he has 3 syringes, in Anti-Terror - 5.
    Able to increase health beyond normal (Overheal). Maximum - up to 140 health units. Extra health points disappear at a rate of 1 health unit per second.
    The stimulant can revive members of the enemy team.
    Operative Doc can heal himself with the same efficiency as allies by repeatedly pressing the button responsible for a special gadget.
    An accidental hit by a stimulant on an operative whose nanobots are activated results in his health level increasing, but other effects from the nanobots are removed.

    Equipment

    Basics:
    F2 Assault Rifle
    HK417 assault rifle
    Shotgun SG-CQB

    Secondary:
    P9 pistol
    Pistol LFP586

    Gadgets:
    Breakdown Charge (x3)
    Claymore mine

    Special gadget
    The Shock Bot is a bot that can fire a Taser charge. Deals 10 damage, has 5 charges, and cooldown between shots is 1-2 seconds. It also destroys almost all electronic devices with one shot, and with the help of the Shock Bot you can break the Black Mirror by destroying the red balloon on the transparent side. If you accidentally shoot Vigil while he is using ERC-7, he will turn off. When you shoot at an Evil Eye turret, it is destroyed only if the glass is open, otherwise the turret only turns off for a while.
    Twitch has two Shock Bots in total, one of them is activated at the beginning of the preparation phase. The disadvantages of this gadget are its dimensions and the lack of jumping capabilities. When used skillfully, this bot can greatly annoy the enemy team; if the enemy is hesitant, he will begin to take damage from you, because of this he will fuss around in an attempt to catch your bot and thereby become more vulnerable to your allies. Shooting a Shock Bot at an enemy in the Fallen But Not Dead state kills them on the spot.
    Skilled players can disable 5 security cameras during the preparation phase.

    Equipment

    Basics:
    Life shield "Rock"

    Secondary:
    P9 pistol
    Pistol LFP586

    Gadgets:
    Flash Grenade (x3)
    Smoke Grenade (x2)

    Special gadget
    A special skill, the "Rock" tower shield, allows the operative to "unfold" his shield and protect himself at full height and all allies behind him, however, while using this ability, the player is deprived of the ability to fire. Operative Montagne is very useful in well-coordinated team play; with his help, you can very effectively cover your allies from enemy fire.

    Equipment

    Basics:
    556xi assault rifle
    Shotgun M1014

    Secondary:
    M45 MEUSOC pistol
    Pistol 5.7 USG

    Gadgets:
    Flash Grenade (x3)
    Claymore mine

    Special gadget
    Thermite's special gadget is the UTV-3 "Ash" Thermal Charge, which can be used to destroy a fortified wall or hatch if Mute has not placed a jammer next to it, or if Bandit has not supplied electricity to the wall.

    Equipment

    Basics:
    Submachine gun UMP45
    Shotgun M1014

    Secondary:
    Pistol 5.7 USG
    M45 MEUSOC pistol

    Gadgets:
    Explosive C4
    Barbed wire (x2)

    Special gadget
    Pulse has a special gadget – “Heartbeat sensor”. Thanks to this gadget, you can detect the enemy’s heartbeat through obstacles at a short distance. It is an electronic device, so IQ can see it through the DED, and can also be disabled by an EMP grenade for a while.
    The cardio scanner works at a shorter distance than the IQ DED, so you shouldn’t stand for a long time near unfortified walls and windows if she is on the enemy team.
    The cardio scanner broadcasts information in real time.
    Due to the fact that when the nanobots are activated, the heartbeat of assault squad operatives increases, the sensor operates at a greater distance during their activation.
    Pulse receives 25 kill assist points if an ally eliminates a recently scanned enemy.

    Equipment

    Basics:
    Submachine gun UMP45
    Shotgun M1014

    Secondary:
    Pistol 5.7 USG
    M45 MEUSOC pistol

    Gadgets:
    Impact Grenade (x2)
    Bulletproof camera

    Special gadget
    The armored panel is a special barricade that can be installed in passages and windows. The barrier is bulletproof and takes longer to break than an ordinary barricade.
    To break such a panel, it takes 12 hits with a butt, although some operatives can destroy it using gadgets or special weapons. So, Dokkaebi or Vigil using a BOSG.12.2 (rifle) can make a small hole in one of the three layers of an armored panel with one hit, shoot through it with three hits at one point, and with a sufficient number of hits destroy it completely. Ash and Zofia can destroy it with their grenade launchers in one shot, and Sledge can destroy it with one hit from his sledgehammer.
    Special mention should be made of the operatives Fuze and Ying. The gadgets of each of these operatives are capable of punching through holes in armor panels. In the case of the Fuze, as with the fragmentation grenade, mini-grenades from a cluster charge can destroy an armor panel if they are directly under it at the time of the explosion.
    In total, Castle can install up to three armor panels.

    Equipment

    Basics:
    G36C assault rifle
    R4-C Assault Rifle

    Secondary:
    M45 MEUSOC pistol
    Pistol 5.7 USG

    Gadgets:
    Flash Grenade (x3)
    Breakdown Charge (x3)

    Special gadget
    The M120 CREM is an underbarrel grenade launcher that fires penetrating rounds. A projectile that explodes upon contact with an obstacle destroys destructible objects and causes damage within a certain radius. The same projectile can destroy a stationary shield installed by the enemy and almost any enemy technical device. When hitting an enemy, they deal about ~20-25 points of damage.
    Like most thrown objects, penetrating projectiles are caught and destroyed by the SOG M IV "Magpie".
    Ash has a total of two M120 CREM rounds.

    Equipment

    Basics:
    L85A2 Assault Rifle
    Shotgun M590A1
    AR33 assault rifle

    Secondary:
    P226 Mk 25 pistol

    Gadgets:
    Claymore mine
    Breakdown Charge (x3)

    Special gadget
    An EMP grenade disables and/or destroys enemy electronics within its radius, regardless of whether there are any obstacles between it and the devices. The damage radius is 6 meters.
    An EMP grenade destroys:
    Charges "Reagent Z8"
    Jammers
    Mine traps "EDD MKII"
    SOG M IV "Magpie"
    UPT-1
    "Gu" mines
    Mines "Grzmot"
    Explosive C4
    Explosive suicide vests in Anti-Terror
    EMP grenade disables for 10 seconds:
    Heart rate sensor
    Cameras "Black Eyes"
    Yokai drones
    ERC-7
    Evil Eye Turrets
    Prisms
    Stationary cameras
    ACOG, red dot, holographic and mirror sights
    Laser pointers
    Despite the fact that an EMP grenade destroys the SOG M IV "Soroka", it can also destroy an EMP grenade in flight (like other projectiles) if there are no obstacles between them.
    Thatcher has three EMP grenades in total.

    Equipment

    Basics:
    FMG-9 submachine gun
    Shotgun M590A1

    Secondary:
    P226 Mk 25 pistol
    Mini-PP SMG-11

    Gadgets:
    Impact Grenade (x2)
    Barbed wire (x2)

    Special gadget
    The charge "Reagent Z8" is a device that forms a cloud of gas upon detonation. The device itself works in a similar way to the C4 - the device can be planted and activated anywhere at any time.
    Once activated, a cloud of gas is released for 10 seconds, which deals damage to everyone (enemies, allies, and hostages), except for Smoke himself. If Finka activates the nanobots, attack operatives will take more gas damage than usual. The gas also makes visibility very difficult, although Glaz can see enemies through it, as is the case with smoke grenades and arrows.

    Equipment

    Basics:
    L85A2 Assault Rifle
    Shotgun M590A1

    Secondary:
    P226 Mk 25 pistol
    Mini-PP SMG-11

    Gadgets:
    Frag Grenade (x2)
    Flash Grenade (x3)

    Special gadget
    Sledge uses the Sledgehammer to create gaps. Destroys almost any object in the game - from unfortified walls and floors to the gadgets of some operatives.
    The sledgehammer destroys protective armor panels, barbed wire and the Evil Eye turret even when disabled with one hit. In addition, the Sledgehammer is capable of killing an enemy with one hit, regardless of the amount of health. The ability has a 25 hit limit.
    Additional information:
    Do not carelessly break down all fortified doorways and windows if Kapkan is on the enemy team: if the fortification is destroyed, the door trap may detonate.
    Sometimes surfaces such as floors and walls are only half destroyed (the nearest layer and the wooden frame). To increase your chances, you need to get as close to the target as possible.

    Equipment

    Basics:
    MP5K submachine gun
    Shotgun M590A1

    Secondary:
    P226 Mk 25 pistol
    Mini-PP SMG-11

    Gadgets:
    Explosive C4
    Bulletproof camera

    Special gadget
    A jammer is a device that disables enemy electronic devices. The range is 2.25 meters. The jammer blocks the following devices:
    Drone
    Breakdown charge
    Shock Bot (the range of the Shock Bot's electric charge is 7 meters, which is why the jammer can still be destroyed by it)
    Ash charges (assuming the charge has not yet been activated)
    Charges KZ-3 "Matryoshka"
    Shield "Flash"
    "X-KAIROS" charges (assuming the charge(s) have not yet been activated)
    Eyenox III
    Logic bomb
    EE-One-D
    Nanobots
    Mut has a total of 4 jammers.

    Equipment

    Basics:
    Super 90 shotgun
    Submachine gun 9mm C1

    Secondary:
    Pistol Mk1 9mm

    Gadgets:
    Barbed wire (x2)
    Bulletproof camera

    Special gadget
    "Sterling MK2 LHT" is a mechanical trap that can immobilize enemies. Can be installed in almost any flat place.
    When an enemy passes through a trap, he immediately loses all his health, but does not die immediately, and can either be saved by an ally or be finished off by any operative of the defense team. However, if the last living operative of the attacking team passes through the trap, then under any circumstances he dies immediately and the round ends.
    It is best to place traps under the windows, then when jumping, the attacking soldier will fall into this snare. But it is worth remembering that in this case the defense operative can destroy your trap with a prefire. (when jumping, shoot under yourself)

    Equipment

    Basics
    C8-SFW Assault Rifle
    CAMRS sniper rifle

    Secondary
    Pistol Mk1 9mm

    Gadgets
    Flash Grenade (x3)
    Frag Grenade (x2)

    Special gadget
    "Skeleton Key" is an under-barrel shotgun that is mounted on the main weapon. With its help, you can either create a gap or a small passage in an unfortified place, or kill the enemy. Magazine capacity is 4-5 charges, carries a total of 21 charges.

    Equipment

    Basics
    MPX submachine gun
    Shotgun SPAS-12

    Secondary
    Pistol D-50

    Gadgets
    Explosive C4
    Installable shield

    Special gadget
    Black Eyes are portable sticky cameras that can stick to almost any surface. Unlike regular black and white cameras, Black Eyes are color, but have a noticeable blue-blue filter and can be rotated up to 360 degrees, depending on where they are mounted. The entire team has access to these cameras.
    Externally they appear as small spheres. They are somewhat more difficult to find than regular cameras, but they are destroyed in the same ways as a regular camera. Like regular cameras, Black Eyes are an electronic device and can therefore be detected by the Detector electronic devices and destroyed by an EMP grenade.

    Equipment

    Basics
    Mk17 CQB Assault Rifle
    Marksman Rifle SR-25

    Secondary
    Pistol D-50

    Gadgets
    Breakdown Charge (x3)
    Flash Grenade (x3)

    Special gadget
    The TARS Mk 0 (Transparent Armored Rifle Shield), or simply “Rifle Shield” is a shield that is mounted on the main weapon. Protects against shots top part body, in particular, to the head and can withstand several hits with total damage of up to 50 units. He also has a second shield in reserve if the first one breaks.

    Equipment

    Basics
    PARA-308 assault rifle
    M249 light machine gun

    Secondary
    Pistol PRB92

    Gadgets
    Claymore mine
    Flash Grenade (x3)

    Special gadget
    Tactical Crossbow is a crossbow that can fire choke and smoke arrows. The surface where the choke arrow hits lights up, burning out the oxygen on small area and causes enormous damage to everyone who is there. Deals damage only to living targets, does not destroy gadgets or objects. A smoke arrow works almost the same as a standard smoke grenade, but differs from it in its increased smoke radius. Capitão has a total of two choke arrows and two smoke arrows.
    Please note that the igniting arrow only burns oxygen, there is no damage from fire, the operatives simply cannot breathe, so they take damage.

    Equipment

    Basics
    M12 submachine gun
    Shotgun SPAS-15

    Secondary
    Pistol Berreta 92FS "Luison"

    Gadgets
    Impact Grenade (x2)
    Bulletproof camera

    Special gadget
    The Caveira operative has two special skills: silent running and interrogation.
    The first skill allows you to move silently for 10 seconds. The ability takes 5 seconds to recharge. Caveira leaves no trace when used, making it much more difficult for Jackal to detect. If Jackal found her traces, but at the time of scanning Caveira uses the ability, then she will be identified, but her position will not be marked. When using the ability, a melee attack does not kill the enemy, but puts him in the “Fallen but not dead” state.
    When an enemy has been sent to the Fallen But Not Dead state, Caveira can interrogate the wounded enemy (default "F" button). After interrogation, the composition of the attacking team is fully revealed, and the entire defense team gets the opportunity to see the location of opponents through obstacles for 10 seconds

    Equipment

    Basics
    Shotgun SuperNova
    MP5SD submachine gun

    Secondary
    P229 pistol
    Mini-PP Bearing 9

    Gadgets
    Barbed wire (x2)
    Stationary shield

    Special gadget
    YOKAI is a drone that levitates low above the ground using four rotors. It lacks the ability to jump in an arc like standard drones, but can instead jump strictly vertically to great heights. Upon contact with the ceiling (provided that the “Yokai” jumps), the drone goes into “guard mode”, during which optical camouflage is activated, making the Yokai difficult to distinguish against the background of the interior, but does not hide the silhouette. Unlike other defense operatives, Echo uses a special wrist-mounted camera viewer rather than a phone, and cannot be hacked with a Logic Bomb. Like all reconnaissance devices, the Yokai drone's camera is accessible to the entire defense team and can also mark opponents when viewed.
    In “sentry mode,” the drone can fire ultrasonic waves that stun and disorient enemies. One drone can shoot up to two times at once, a new wave appears once every 20 seconds. An ultrasonic attack cancels some actions performed by players: installing a deactivator, opening a tower shield, installing thermal and normal charges, and so on. Thus, you can bring the team victory, for example, by simply shooting at the enemy planting the deactivator in the last seconds of the round, if, of course, Echo survived.
    Under the influence of ultrasound, operatives are stunned, and the screen is covered with a white veil and sways. If the character begins to move, the effect will intensify until the game world is indistinguishable, and a black vignette will appear along the edges of the screen. The same effect can be achieved by firing three consecutive shots at the same operative, but this requires the use of two drones.
    If nanobots were activated at the time of stunning, their effect will be removed. An EMP grenade disables the drone for 10 seconds. If the Yokai was in “guard mode” at the same time, then it comes out of it with all the ensuing consequences. A huge danger for a drone is IQ and its DED. Considering that she can destroy Yokai even through walls and barricaded windows, it is better to try to eliminate her in the first seconds of the round. In addition, Yokai can be destroyed by shots from firearms, Shock Bots, and external explosions.
    Echo has a total of two Yokai drones.

    Equipment

    Basics
    Type-89 assault rifle
    Shotgun SuperNova

    Secondary
    P229 pistol
    Mini-PP Bearing 9

    Gadgets
    Flash Grenade (x3)
    Breakdown Charge (x3)

    Special gadget
    The X-KAIROS Launcher is a 40mm grenade launcher that fires penetrating charges that will burn through any destructible surface, even hardened ones.
    With one shot, 6 explosive pellets are released, and there are three sets of pellets in the grenade launcher. The player can shoot them if he wants the explosion to create a hole of a certain shape.
    The charge is activated at a distance. Unlike Thermite, if the player has activated the charge, then Mute will no longer be able to cancel the activation with a jammer, and if Bandit is not on the team, then the explosion can be prevented only by destroying all the pellets on the other side, which is almost impossible to do due to the fact that the gap between activation and explosion - five seconds.
    If Bandit energizes the wall where Hibana fired, the charges will be destroyed regardless of whether the player activated it or not.

    The operative has been updated, the leadership is in the process of restoration

    Equipment

    Basics
    Vector .45 ACP submachine gun
    Shotgun ITA12L

    Secondary
    Shotgun ITA12S
    Pistol USP40

    Gadgets
    Stationary shield
    Explosive C4

    Special gadget
    "Black Mirror" - bulletproof glass, transparent on one side and completely black on the other.
    Official description:
    "The idea for the Black Mirror device came to Alvarez during Operation Blue Orion, when she had to impromptu create a shelter in the Spanish embassy in Tel Aviv. Based on her experience, she created a special laminated glass that, when installed using oxyacetylene, any wall was transformed into a Gesell mirror. If the air supply was interrupted, the glass fell out, and in its place a new area of ​​fire or visibility was formed for both the assault squad and the defenders."
    I can add from myself:
    Can be installed on any walls - even those that cannot be completely destroyed.
    It is impossible to attach the "Black Mirror" to the back side of a reinforced wall (on the surface of which the hooks are located; it cannot be attached).
    You can install the gadget in a sitting position. The "Black Mirror" will be installed at the appropriate height.
    The front part of the glass is tinted, while the back part is completely transparent.
    Glass cannot be broken by hitting it or by any type of weapon in the game.
    Shooting, hitting gas cylinder at the back of the frame or firing a Shock Bot charge at it will cause both glasses to fall out, creating a hole in the wall.

    Equipment

    Basics
    T-5 SMG submachine gun
    Shotgun SIX12 SD

    Secondary
    Pistol Q-929

    Gadgets
    Stationary shield
    Impact Grenade (x2)

    Special gadget
    "Gu" - poison mines that can be placed on the floor. When the enemy steps on them, he begins to take damage and loses the ability to move quickly. Directly upon impact, the enemy will lose 10 units of health, and every 3 seconds he will lose another 4 units of health. If a stormtrooper operative walks through a mine while activating the nanobots, the effects of the nanobots will be removed. The effects of the mine will last until it is removed; removal takes 3 seconds.
    Once installed, they become almost completely invisible, but the silhouettes of the mine can be seen if you look closely. Their locations can only be seen by Lesion himself, as well as by IQ when she uses DED, since the mines are an electronic device. It also follows that Thatcher can destroy them with EMP grenades. Twitch cannot see mines, but an accidental hit from a Shock Bot charge can also destroy them.
    In total, Lesion can lay up to eight "Gu" mines. However, at the beginning of the round, only one mine is available to him and each new mine appears in the inventory every 30 seconds.

    Equipment

    Basics
    Shotgun SIX12
    T-95 LSW machine gun

    Secondary
    Pistol Q-929

    Gadgets
    Claymore mine
    Breakdown Charge (x3)

    Special gadget
    Candela - cluster charges containing six flash-bang grenades. They can be used in three ways:
    Use it like a classic grenade by simply throwing it.
    Roll under a doorway or hole for a drone.
    Install on a destructible wall or floor.
    In the first two cases, the gadget is activated as an attacking grenade - the longer you hold it in your hand, the less time will pass before releasing flash-noise charges. In the third case, flashbang grenades are released automatically a second after being installed on the wall/floor.
    In addition, Ying has special glasses that protect her from the blinding of flash-noise grenades from the Candela charge. Goggles do not protect against regular stun grenades and the Flash shield.
    Ying has three Candela charges in total.

    Equipment

    Basics
    Scorpion EVO 3 A1 submachine gun
    Shotgun FO-12

    Secondary
    Pistol RG15

    Gadgets
    Barbed wire (x2)
    Installable shield

    Special gadget
    “Grzmot” are mines that can be installed on almost any surface: on the floor, wall or ceiling. If one enemy approaches the mine closer than 4 meters, then everyone within 6 meters of the mine will be blinded for a split second, after which they will have difficulty turning the camera for 4 seconds, and will also be disoriented and stunned for 7 seconds Ela has 3 mines in total and one more in case she goes into the Fallen But Not Dead state to stun an enemy that approaches her.

    Equipment

    Basics
    LMG-E machine gun
    M762 assault rifle

    Secondary
    Pistol RG15

    Gadgets
    Breakdown Charge (x3)
    Claymore mine

    Special gadget
    KS79 LIFELINE is a double-barreled grenade launcher with an integrated electronic launch system. The grenade launcher uses two shock and two shock projectiles. The grenades are located directly in the barrel, eliminating the need for magazines.
    Impact rounds are virtually identical to the impact grenades used by Defense Operators. Shock grenades cause the same effect as Grzmot mines: anyone hit by the grenade will be blinded for a split second, followed by disorientation for a while and moving more slowly for a while. Ela's grenade effect wears off twice as fast as any other operator's. In turn, the effect of Zofi’s “Grzmot” mine also wears off twice as fast.
    If Zofia goes into the Fallen But Not Dead state, she can revive herself in 5 seconds without the help of an ally, which is, however, slightly slower than being revived by an ally. Moreover, after she returns to duty in this way, she will have only 5 units of health.

    Equipment

    Basics
    Sniper rifle Mk 14 EBR
    Shotgun BOSG.12.2

    Secondary
    Pistol C75 Auto
    Submachine gun SMG-12

    Gadgets
    Flash Grenade (x3)
    Smoke Grenade (x2)

    Special gadget
    The Logic Bomb is a Laptop that can be used to hack enemy phones of almost all defense operatives, with the exception of Echo, with which they gain access to cameras.
    The program downloads a virus that turns on vibration on the phone, thereby revealing the location of the enemy. After a hack, all defenders receive a special notification about the hack and the defender can reboot the device, which takes some time. If the defender is near the jammer at the time the ability is activated, then the hack will not take place.
    After killing one of the defenders, Dokkaebi can hack his phone to gain access to enemy cameras, including the "Black Eyes" and "Evil Eyes" cameras. It is worth noting that for both Dokkaebi herself and her teammates, Maestro’s cameras are stationary due to the fact that only he can fully control them. The process of gaining access takes some time. After this, all cameras begin to glow white or yellow (I don’t remember exactly) color. Defenders will still be able to use the cameras, but in the center of the screen there will be a warning that the camera has been hacked. It is also worth noting that Dokkaebi cannot access the cameras of Echo Operative's Yokai even after gaining access to all the other defenders' cameras, since he does not have a smartphone and controls his drone in a completely different way.

    Equipment

    Basics
    Shotgun BOSG.12.2
    K1A submachine gun

    Secondary
    Pistol C75 Auto
    Submachine gun SMG-12

    Gadgets
    Bulletproof camera
    Impact Grenade (x2)

    Special gadget
    Vigil's special gadget is ERC-7. When activated, Vigil becomes invisible to enemy drones and hacked Dokkaebi cameras for 12 seconds. Reload time is 6 seconds.
    IQ can see Vigil using DED when ERC-7 is activated.
    An EMP grenade can temporarily disable the ERC-7.
    An accidental shock bot shot at Vigil disables the ERC-7.
    Vigil's ability disguises him from EE-One-D.

    Equipment

    Basics
    Spear .308 assault rifle
    Machine gun 6P41
    Shotgun SASG-12

    Secondary
    PMM pistol
    Pistol GSH-18

    Gadgets
    Breakdown Charge (x3)
    Frag Grenade (x2)

    Special gadget
    Before the start of the round, Finka injects the attack operatives, and nanobots containing a special mixture enter their bloodstream. Only Finka can activate them and she can do this three times per round. However, you cannot activate more than one Adrenaline Rush at a time.
    Operators receive a boost for 10 seconds. It increases the health of attack operatives by 20 units, and if at the time the ability was activated the attack operative was in the “Fallen but not dead” state, then he will return to duty with 25 units of health, but after 10 seconds the operative will only have 5 units left health. In addition, it reduces weapon recoil by 25%.
    While the ability is active, the effect of flash grenades is reduced, and the effect of the Grzmot mine wears off twice as fast. But at the same time, they receive more damage from the gas of the Z8 Reagent charge, and the range of the heartbeat sensor increases. The effects of the boost can be neutralized by firing a Yokai drone or passing through Gu mines. If Finka is near the Jammer, the nanobots will not be activated.

    Equipment

    Basics
    V308 Assault Rifle
    HK417 semi-automatic rifle
    Shotgun SG-CQB

    Secondary
    P9 pistol
    Pistol LFP586

    Gadgets
    Claymore mine
    Flash Grenade (x3)

    Special gadget
    EE-One-D is a drone that allows you to monitor a specific area. Detects movement in case of violation of quarantine, flight zone or perimeter. In the game, the drone allows you to track the movements of opponents.
    When activated, defense operatives moving while this gadget is active will be marked for assault squad players. Both sides will be alerted to the drone's deployment by a 1.5-second timer, and defense operatives will be able to safely pause their movements. An enemy that does not change its location or is near the jammer will not be tracked. The drone operates for 1.5 seconds. The drone itself is always located at a high altitude and cannot be destroyed by shots or explosions.
    Lion can activate the bot only three times per round.

    Equipment

    Basics
    Mx4 Storm submachine gun
    Shotgun ACS12

    Secondary
    Keratos .357 pistol
    Bailiff 410 pistol

    Gadgets
    Impact Grenade (x2)
    Stationary shield

    Special gadget
    To make it more difficult for opponents to find her, Alibi uses Prism devices that project her image. In total, Alibi can install up to three holograms per round. The projections always show Alibi in his standard uniform and helmet. Holograms always hold Mx4 Storm. When a shot is fired at the projection from a firearm or comes into contact with it, the position of the shooter/passed through it is marked for the entire team of defenders, and the shooter/passed through is notified that he has been detected.
    Projections are an electronic device, and as such can be detected by the Electronic Device Detector, and can also be disabled for a period of time by an EMP grenade. Projections have a device at the bottom and when shot at with a firearm or Shock Bot, they are destroyed. The same thing happens when a projection is destroyed by extraneous explosions. The thermal imager on the OTs-03 Glaz rifle does not display projections as a living object.

    Equipment

    Basics
    ALDA 5.56 machine gun
    Shotgun ACS12

    Secondary
    Keratos .357 pistol
    Bailiff 410 pistol

    Gadgets
    Barbed wire (x2)
    Stationary shield

    Special gadget
    Evil Eye is a laser turret used by Maestro to protect a certain position. Installed on flat surfaces, for installation you need to come close to to the right place. Maestro can deploy up to two turrets per round.
    Controlled using your phone. Shoots a laser that deals 5 health damage. It has endless ammunition and a high rate of fire, but overheats. The laser destroys penetrating charges, drones, and breaks barricades on windows and doorways.
    Has protective glass. When it is opened, the turret mechanism is exposed and can be destroyed by any weapon including the Shock Bot. If you shoot a Shock Bot at the turret when the glass is closed, the turret will be disabled for a while, opening its glass and exposing the mechanism. You can shoot the shock bot again at the mechanism to permanently break the camera. The same thing will happen if an EMP grenade explodes near the turret. If you shoot a firearm at the turret when the glass is closed, it will not give you anything; the turret is invulnerable to bullets when the glass is closed. Turrets are an electronic device and can therefore be detected by the Electronic Device Detector. The turret is also destroyed by explosions, the Hammer and the destruction of the wall on which it stands. If Dokkaebi hacks the phone of one of the defenders, the attacking team will be able to view through the turret, but not shoot (you can't even turn).

    Maybe just Eric)

    Equipment

    Basics
    Semi-automatic rifle AR-15.50
    M4 assault rifle

    Secondary
    Pistol 1911 TACOPS

    Gadgets
    Claymore mine
    Smoke Grenade (x2)

    Special gadget
    Maverick uses homemade burner ETB, which allows you to burn through all destructible surfaces, including reinforced walls and hatches. In addition to surfaces, the burner can burn through armored panels, installed shields, destroy enemy gadgets and cause damage to the enemies themselves. The torch can burn through objects as long as the player is within two meters of the object.
    When burning, it is important to observe the optimal speed of the operative walking with an active burner in his hands, since if the speed is too high, only small holes will be cut at a certain frequency, and if the speed is too low, the fuel consumption for the burner will be high. Maverick has a total of 5 burner fuel bottles.

    Equipment

    Basics
    EHS shield

    Secondary
    Pistol P10-C
    Mini PP SPSMG9

    Gadgets
    Barbed wire (x2)
    Impact Grenade (x2)

    Special gadget
    The ESH Shield (Electro Shock Containment Shield) allows the operator to protect himself at full height and all allies behind him, however, while using this ability, the player is deprived of the ability to run, but gains the ability to use the built-in Taser.
    The Taser emits an electrical charge that deals 5 damage to one or more enemies at a distance of up to 10 meters. The supply of electricity in the taser is endless, but it can be used for no longer than 10 seconds at a time. After 10 seconds, the taser cannot be used until the taser is completely recharged. If the taser is not fully used, the player will not lose the opportunity to use it again until it is fully reloaded.
    If the enemy is still able to get close to the player and make a melee attack on the shield, then one of Clash’s arms and legs will open in front of the opponents for 2 seconds and they can kill her. The same thing will happen if a shock grenade explodes from the KS79 LIFELINE grenade launcher. The Taser on the shield can be disabled for a while by an EMP grenade.

    Equipment

    Basics
    Submachine gun AUG A3
    Shotgun TCSG12

    Secondary
    Pistol.44 Mag Semi-Auto

    Gadgets
    Explosive C4
    Impact Grenade (x2)

    Special gadget
    The Kaid operative's Rtila conductor allows current to be supplied to reinforced walls and hatches, spikes and stationary shields to make it more difficult for the enemy to attack. At the beginning of the battle, two devices are available in your equipment. After being attached to a surface, the device electrifies metal objects within a radius of 0.75 meters. The device can electrify an unlimited number of objects within its range.

    Equipment

    Basics
    AK-74M assault rifle
    ARX200 Assault Rifle

    Secondary
    Pistol.44 Mag Semi-Auto

    Gadgets
    Breakdown Charge (x3)
    Flash Grenade (x3)

    Special gadget
    The grenade launcher on the Nomad rifle allows you to launch Airjab repellent projectiles. The Airjab body is coated with a special compound, which allows it to be mounted on the wall. At the beginning of the battle, three charges are available in your equipment. Although the explosion is non-lethal, an enemy caught in the trigger area will be thrown back and may break unfortified objects with their body in flight. If CLASH is in the trigger area, it will be knocked back and Clash will automatically put down its shield and draw its weapon. Airjab projectiles affect all players (enemies, allies, and Nomad herself). If there is a group of operatives near the projectile, it will throw them all away.

    Secondary
    Pistol P10-C
    Submachine gun SMG-12

    Gadgets
    Barbed wire (x2)
    Installable shield

    Special gadget
    Glance - smart glasses that give the operator the ability to see through smoke and immunity to blinding from flashbang grenades, Ying Operative's Candela cluster charges, and Blitz Operator's Flash shield lamps. Vision through smoke only works if the Warden is standing still, but movement has no effect on anti-dazzle protection.
    The glasses have an infinite number of uses, a limited use time and require recharging. Once activated, the gadget can be detected by the IQ operative's DED. The DED recognizes not the glasses themselves, but the watch with which Glance is activated.

    Equipment

    Basics
    FMG-9 submachine gun
    Shotgun SIX12 SD

    Secondary
    Pistol 5.7 USG
    Silenced pistol D-50

    Gadgets
    Breakdown Charge (x3)
    Claymore mine

    Equipment

    Basics
    G8A1 light machine gun
    Shotgun SUPERNOVA

    Secondary
    Shotgun ITA125
    SMG11 submachine gun

    Gadgets
    Breakdown charge (x3)
    Mine (x1)

    Special gadget
    The Claw harpoon is a truly unique device. With its help, by hooking onto a window frame or some ledge, Amaru can rise to the top in record time. So opponents should be wary of attacks not only from above, but also from below. Amaru is the only operative who, having penetrated an open hatch, can go up, and not just go down. By activating Claw at the right moment, Amaru can perform his signature move, instantly neutralizing an opponent standing near a window.

    Equipment

    Basics
    Sniper rifle CSRX 300

    Secondary
    Mini PP C75 Auto
    P226 Mk 25 pistol

    Gadgets
    Breakdown Charge (x3)
    Claymore mine

    Special gadget
    Shots from this sniper rifle can create gaps in barriers, hatches and destructible walls. For bolts, it has an under-barrel launcher, which can be used when aiming. When the bolt is triggered, a weak explosion occurs, destroying all devices in its radius. In this case, the gap in the destructible wall will be slightly smaller than with a regular rifle shot. In the case of a reinforced wall, the bolt will simply attach to it.
    CSRX rifle cannot penetrate fortified walls
    The CSRX rifle leaves a visible trail when fired, making it easier to track the Kali's location. Additionally, when an enemy is hit by a rifle, it automatically turns in the direction from which the shot was fired, increasing the chance of spotting Kali.
    Only one Bolt can be in the launcher at a time. The new one is charged after Kali fires first.
    When a shot is fired into a wall, the bolt will drill into the wall and push the explosive charge out to the other side. The drilling process takes about 3 seconds.
    During drilling, the bolt will make characteristic sounds, also creating small cracks around itself.
    During drilling, the bolt can be destroyed by shooting, but only from the original side.
    Once the drilling is complete, the bolt explodes, creating an explosion on both sides of the wall.
    The explosion on both sides is the same in size and has a radius of about 3 meters.
    Explosion damage increases depending on distance, so gadgets such as the Frost Trap will not be destroyed by the explosion if they are at a sufficient distance.
    Secondary
    Keratos .357 pistol
    P12 pistol

    Gadgets
    Barbed wire (x2)
    Installable shield

    Special gadget
    The Wamai operative's special gadget is the Mag-NET system, essentially a powerful electromagnet that intercepts and redirects projectiles. This can be used strategically to use attackers' projectiles against them.
    Wamai starts the round with 1 Mag-NET and gains 1 new one every 40 seconds. Maximum of 5 per round.
    Mag-NET is installed by throwing and can stick to any surface.
    Mage-NET can be destroyed by one shot from a weapon or any other source of damage.
    When an attacker's projectile enters the Mag-NET's range of action, the device will stop the projectile's flight, even in the air, reset the projectile's detonation timer, and pull it towards itself. After a few seconds, the projectile will be activated, and the Mag-NET will be destroyed along with it.
    Mag-NET self-destructs with its own small explosion. The explosion does little damage, but is still capable of destroying a barricaded door, Stationary Shield, or allied gadgets.
    A projectile caught by Mag-NET can be destroyed manually before detonation, but Mag-NET itself will self-destruct in any case.
    One Mag-NET can only catch one projectile.
    If the Mag-NET catches a projectile but is destroyed before it self-destructs, the caught projectile will be thrown and work as normal.
    Mag-NET can catch and detonate attacking projectiles, such as:
    Frag grenade
    Smoke grenade
    Flashbang grenade
    Ash Piercing Projectile
    Fire and smoke bolts from the Capitão crossbow
    Charges "Candela" Ying
    "AirJab" by Nomad operative
    Mini-grenades from KZ-3 "Matryoshka", Fuze operative
    Thatcher operative EMP grenades
    Shock and impact rounds from Zofia's KS79 LIFELINE
    Trax Gridlock Traps
    Mag-NET will not destroy them but will throw them to the ground after self-destruction, as a result of which the gadget will still work.
    Bolts from a Kali operative's rifle
    It is worth noting that Mag-NET does not capture projectiles fired from Hibana’s X-KAIROS and does not react in any way to the Twitch shock bot.
    A single projectile cannot activate a Jäger Operator's Mag-NET and Magpie at the same time.
    If the Mag-NET and the Soroka are close to each other when the projectile hits their radius, priority will be given to the Soroka.
    Kills caused by projectiles that were attracted by Mag-NET are attributed to the original owner of the projectile (the thrower)