With the Seasonal Test Servers now closed, we have an updated list of changes in the Year 3 Season 2.0 patch. These notes serve as an addendum to the original patch notes for Operation Para Bellum, located here.
R6FIX
We will now be using R6FIX to manage bug reports for both Live and Test Servers.
If you encounter a bug, please navigate to https://r6fix.ubi.com/ and submit your findings today!
GLAZ OTS-03 RATE OF FIRE
The rate of fire for Glaz’s rifle was increased from 220 RPM to 235.
He was slightly buffed to account for other changes that are coming in Operation Para Bellum.
CLAYMORE PLACEMENT EASE OF USE
Claymores can be placed closer to walls and objects in the environment.
Claymores are now less picky about the slope of the ground it is being placed on.
Pickup is slightly easier to do from different heights.
You can no longer deploy claymores inside of barricades.
DROPSHOT
We will be making some changes to the way dropshotting works. Starting with Para Bellum, it will not be possible to go prone from a standing position without been taken out of ADS.
GRENADE THROWBACK
We have removed the ability to throw grenades back at enemies. This feature did not perform as we had intended, and was prone to collateral damage as a result. As such, we looked at the data and saw an unnaturally high occurrence of team kills and suicides that resulted from throwing grenades back.
GAMEPLAY
Fixed – Inconsistent barricade destruction with firearms.
Fixed – Barricades can be destroyed with just one bullet.
Fixed – Multiple objects have inconsistent destruction when shot.
Fixed – Sticky Gadgets obstruct The Maestro Evil Eye.
Fixed – Operators are unable to enter prone stance while standing on top of a reinforced trap door.
Fixed – Walking in the smoke effect from Smoke Grenades causes a visual bug.
GAME MODE
TERRORIST HUNT
Fixed – Enemy AI can get stuck rappelling up and down indefinitely.
SPECTATOR CAMERA
Fixed – The Caster has no UI when viewing Evil Eye.
Fixed – Casters or players spectating Maestro using the turret in first person view do not see the overheating gauge.
PICK AND BAN
Fixed – For Pick and Ban, the Operator icon on Operator card is not properly placed.
OPERATORS
ALIBI
Fixed – The red dot sight has no sway when firing when attached on the Mx4 Storm.
Fixed – When Alibi equips and activates her Decoy, the finger animation is not synced with the gadget slider animation.
IQ
Fixed – IQ's Gadget is opaque instead of transparent during the End of Round replay.
VALKYRIE
Fixed – Inconsistent lighting effects when using the Black Eye cameras.
FROST
Fixed – Broken animation when Frost deploys a welcome mat.
MAESTRO
Fixed – The Bulletproof Camera and Maestro's turret can destroy some gadgets through thin surfaces.
Fixed – Missing sound when rotating Maestro's turret.
Fixed – Maestro's turret can be placed between the pillows and the camera can see through them on House, in Kid's Bedroom. (It will still clip partway through the pillow, but not entirely.)
JÄGER
Fixed – During the deploy animation of Jäger’s Magpie, the operators hands and gadget disappear for a few frames.
TACHANKA
Fixed – Tachanka's hand is offset when he reloads the LMG.
BANDIT
Fixed – The electricity of Bandit's gadget does not destroy drones on reinforced traps and walls.
MONTAGNE
Fixed – Players are able to vault over Montagne’s shield.
Fixed – Players are able to kill Montagne while his shield is extended if they vault and fire at the same time.
LEVEL DESIGN
Fixed – Wooden wainscoting panels across the maps cannot be destroyed normally with gunshots.
Fixed – Decorative models on destructible walls across the maps do not break normally with gunshots.
HOUSE
Fixed – Shotguns and rifles cannot destroy lower third of the walls on House.
YACHT
Fixed – Bullet and ping are not registering correctly on the 3rd floor on Casino between the round wall and the roulette table.
Fixed – Bullets have wrong trajectory when shooting the South-East wall on the 3rd floor Casino area.
CLUB HOUSE
Fixed – Sometimes the player spawns inside a wall while playing as a defender in "Secure Area" and selecting spawn point "Garage".
SKYSCRAPER
Fixed – The last two AI of the second wave remain stuck at EXT Peaceful Tree.
VILLA
Fixed – Defenders can be detected while standing under the archway at the "2F Statuary Room".
Fixed – Basement camera is not in the right place.
Fixed – Enemy AI is unable to rappel on one of the objects.
Fixed – The player is able to reinforce the floor near the hatch in 2F Classical Hall area.
Fixed – Broken animation for Thermite breaching charge while deploying on any breakable surface.
BORDER
Fixed – The player can disable the defuser from below the floor of the armory bomb.
USER EXPERIENCE
Fixed – Reflex sight is much bigger on ACS12, Mx4 Storm, and Alda 5.56 than other weapons.
Fixed – Reticule may disappear during End of Round for teammate.
Fixed – The Shutterbug Elite gadget has a visual effects issue.
Fixed – Visual pop is present when deploying a deployable shield.
Fixed – The camera shows out of world for a second at the beginning of any End of Round and Death Replays.
Fixed – Inner part of the Operator head is blinking in the End of Round replay.
Fixed – The Uplay Overlay stops working after using Shift+F2 when the "Raw Input" option is turned on.
Fixed – "Only the squad leader can start a game" is not present for the invited squad members.
Fixed – Counter Defuser is floating near the player if put in DBNO while using it.
Fixed – Counter defuser is floating in the end of round replay if the Operator using it is shot in the back.
Fixed – The Counter Defuser model will not appear in the Operator's hands if the previous Operator defusing went DBNO.
Fixed – When players look into a Bullet Proof Camera on the floor next to a wall, the Camera angle is misplaced.
Fixed – Barbed Wire deployment animation has a few frames where the wires pop on the right side of the operators hands when deploying the gadget.
Fixed – Barricade appears already deployed depending on where you look at when placing the barricade.
Fixed – Another object appears for less than a second when placing a turret on any surface.
Fixed – Recruit's name does not fit in the nameplate while in Operator Loading Menu.
Fixed – Equipped weapons are not displayed when entering Support Mode on a player that is performing an action that removes the weapon from the player's hands.
Fixed – Constant rattle sound is played if the defuser is dropped on an uneven surface.
We will be removing Tower from the Ranked Playlist at the start of Year 3 Season 2, Operation Para Bellum. Tower is being removed for the following reasons:
Tower’s overall balance is not where we want it to be for a Ranked playlist.
Due to the size of the map, roamers have an unfair advantage as it takes a significant amount of time to drone and clear the map.
Our Level Design team direction lends itself to more vertical gameplay.
Tower does not include the competitive design learnings that we have applied to other maps, such as the buffed Clubhouse and Villa.
Many areas are too dark for optimal performance.
Difficult to play in a group that does not work together regularly.
There are now 11 maps in the Ranked map rotation.
We are interested in hearing your feedback, and invite you to share it with us on the forum and subreddit.
In Operation Para Bellum, two G.I.S. Operators thrive under the blaze of the Tuscan sun. Team Rainbow is deploying Maestro and Alibi in the villa of one of the most dangerous crime families.
Year Three Season Two brings a breath of innovation, spawning a new intel gadget, a Clubhouse map buff, an Echo buff, lots of gameplay fixes, and the Pick & Ban settings.
Release Date: Currently available on Technical Test Servers.
2 NEW OPERATORS
For Operation Para Bellum, Team Rainbow recruits two of G.I.S.’ finest: Maestro and Alibi.
The new Operators are immediately unlocked when Season launches for Season Pass owners, with exclusive access granted for seven days. All players can then unlock the Operators with Renown or R6 Credits after the exclusive period ends
ALIBI
MAESTRO
NEW MAP : VILLA
Operation Para Bellum launches our 20th map: a luxurious Tuscan villa. No riches were spared to offer our most tactical map to date. The house provides diverse options with its wide staircases, narrow tunnels, and secret hatches. The illusion of cover haunts whoever sets foot in the villa.
The land belongs to the Vinciguerra, a dangerous crime family known for their smuggling activities. The house is their retreat, where they lead a lavish lifestyle and collect rare art pieces. Now we catch the villa in a snapshot of time: Vinciguerras are burning documents and transporting their holdings before the big raid. But they’ve got wind of Operation Para Bellum and fled, leaving everything in disarray with vital information ready for the taking.
PARA BELLUM WEAPON SKINS
In Operation Para Bellum, we celebrate the Italian artisanship of weapon fabbrikas. Our seasonal weapon skins Carnevale, Renaissance, Ancient Marble, and SPQR will bring that refinement to your Loadout.
Once unlocked, the seasonal weapon skins can be applied on all available weapons until the end of the Season.
CLUB HOUSE MAP BUFF
Our Level Artists and Designers were asked, three years later, to revisit Clubhouse and bring it to new heights. They were pumped to step up to the plate, now armed with years of know-how and a series of advanced tools. Their mission was to improve the course of the map by fixing what forced Defenders into high-risk low-reward situations.
First, our Designers added a connector between the bedroom and the cash room to open up the flow of the map. Defenders can now move between buildings on the second floor without being forced to go outside. The objective locations were also targeted for balancing. The Designers added a staircase in the garage, subdivided the bar, added a bathroom to sneak past the bar, and removed some hatches on the rooftop so that players could circulate more freely.
Second, Designers monitored closely how the community adopted the map through the years with the arrival of new gadgets. It was essential to examine how players actually used the map to make sure it still “felt” like clubhouse when buffed. Our Designers wanted to honor the players’ progress and investments. Plus, it made them see their creations anew. For instance, when a Level Artist created a new staircase in the basement, a Level Designer mentioned that the community nicknamed the area “Blue Room.” The Artist played up the reference, adorning the wall with a navy banner and planted blue flares on the path that led to the staircase.
Lastly, the map buff was the perfect opportunity for the Artists to polish their initial work from three years ago; a rare treat. They reworked textures, diversified materials, dramatized the skydome, added lighting, and infused the map with the presence of unseen bikers.
As our first map buff, we look forward to watching you play on our Technical Server, and to collect your feedback on R6 Fix.
OPERATORS BALANCING
A detailed breakdown of the reasoning behind all balancing changes can be found in our Designer’s Notes: Pre-Season article.
ECHO
Now has 2 Yokai Drones
Max charges per Yokai drone reduced from 3 to 2
Recharge time between drone shots increased to 20 seconds
OPERATOR SPEED
3 Speed Operators slightly slower
1 Speed Operators slightly faster
Small increase to movement speed with handguns out - Automatic sidearms (SMG-11, SMG-12, etc) excluded
GENERAL TWEAKS & IMPROVEMENTS
GAME BALANCING
PICK AND BAN
First announced at the Six Invitational, Pick and Ban will be revolutionizing the selection process of Operators. We are first introducing Pick and Ban into custom game options with the launch of Year 3 Season 2, and it will be a highlighted feature during the following Pro League season.
The Bulletproof Camera is a secondary gadget that will be given to the following six Defenders.
Frost – Bulletproof Camera instead of Deployable Shield.
Doc – Bulletproof Camera instead of Deployable Shield.
Mute – Bulletproof Camera instead of Deployable Shield.
Castle – Bulletproof Camera instead of Deployable Shield.
Caveira – Bulletproof Camera instead of Barbed Wire.
Vigil – Bulletproof Camera instead of Barbed Wire.
This new device will allow them to have more options to hold an objective and counter some attack strategies. More details about the Bullet Proof camera can be found in this Dev Blog: Observation Tool and Bullet Proof camera.
COUNTER DEFUSER
Starting with Year 3 Season 2, Defenders will use a hacking device instead of a melee animation to disable the Defuser. We wanted to improve the visual and audio feedback with this new animation to provide more clarity when a Defender is interacting with the Defuser. It is important to note that the interaction distance and conditions will remain the same.
Right now, players need to perform multiple actions to reach the drone or camera they want to use – especially if they want to switch between two active observation tools (i.e. if Twitch wants to swap between piloting her first and second drone). As such, we have overhauled the Observation Tool system, with a new UI, and granting players better control over how they switch from camera to camera.
We have adjusted the player experience when leaning from one side to the other. A method could be used to shift from one side to the other more quickly than intended by using a combination of keys. You will now switch smoothly from left to right, and vice versa, without the need to utilize additional key presses.
GAME HEALTH
SCORING REFACTOR
We are implementing a numerical refactor process with slight adjustments to the existing scoring system for Operators. The goal is to balance the current system to have every Operator potentially winning a similar amount of score per round, from completing near-identical actions.
A full breakdown of the scoring changes can be found in our article on scoring.
XBOX ONE X AND PLAYSTATION 4 PRO SUPPORT
We have increased the resolution to 1728p on the Xbox One X, and 1440p on the PlayStation 4 Pro, while maintaining 50% render scaling (same as before). We are currently working on dynamically increasing the render scaling when performance allows it. This will allow for better render quality in low-complexity scenes, while maintaining 60 fps at all times by adjusting the render scaling dynamically. We do not have an ETA for when this additional dynamic render scaling will be implemented.
VOICE CHAT (PC)
We have altered how we detect your microphone on Windows. We will now utilize your “Default Communications Device” as opposed to your “Default Device”. This will allow players to have easier control over their desired communication device.
If you are encountering issues with microphone detection in game, please check your Windows recording settings.
PLAYLIST CHANGES
MAP ROTATION
With the addition of the new Italian map, we will be making some changes to the Ranked and Casual playlist. We will have 11 maps in the Ranked rotation, and 17 in the Casual playlist, and all maps will be available in Custom Games.
Ranked
Bank
Clubhouse
Oregon
Kafe
Consulate
Chalet
Border
Coastline
Skyscraper
Theme Park
Villa
Casual
House
Plane
Hereford
Kanal
Yacht
Tower
MAIN BUG FIXES
GAMEPLAY
Fixed - Claymore mines cannot be deployed while standing parallel, right next to a wall.
Fixed - Defender is able to defuse the bomb from a floor underneath if close enough.
Fixed - Operators can vault over a deployable shield to clip inside the hostage.
Fixed - In certain spots, bullets can pass through a reinforced and an indestructible wall.
Fixed - When attempting to perform a tactical reload, entering or exiting prone stance cancels reloading.
Fixed - Some deployable gadgets cannot be picked up if you are very close to them.
Fixed - Sound of drones cuts off in first person following certain steps.
Fixed - Wall deployable Gadgets, such as Jager's ADS, are not be automatically destroyed when destroying the object it is attached to.
Fixed - Barbed wire can be deployed through barricades.
Fixed - Defenders lose the round if the attacker leaves the room while the objective is contested with the securing slider loaded at 100%.
Fixed - It is possible to melee shield operators through their shield when approaching from a particular angle.
Fixed - Operator models can appear in 2D and not receive any damage.
Fixed - Players can clip through walls and barricades in multiple spots.
OPERATORS
BANDIT
Fixed - Batteries are not destroyed by any kind of explosive when installed on a reinforced trapdoor.
CAVEIRA
Fixed - Caveira is able to reload while sprinting in Silent Step.
VALKYRIE
Fixed - Black Eyes can be placed in unintended spots to see through the map.
DOC
Fixed - Doc's Emergency Rescue Headgear is corrupted and equipping it distorts the entire character model.
ELA
Fixed - Concussion Mine effect can go through barricades, Castle barricades and bare reinforcements.
MIRA
Fixed - Black Mirror does not destroy pictures properly while being deployed on certain spots.
Fixed - Mira's One Way Mirror can disappear when close to a wall.
FINKA
Fixed - Blue border does not appear in the kill cam and support views if Finka used her boost right after the kill.
TWITCH
Fixed - If a player leaves while Twitch's drones are out, the drones will disappear.
Fixed - Twitch drone doesn't show ammo count nor cooldown for the taser.
FROST
Fixed - Welcome Mats can be hidden after performing a series of actions.
IQ
Fixed - If IQ's gadget is activated, she can detect electronics while doing other actions like cooking a grenade.
Fixed - Electronics are not highlighted on the edge of the detector.
JAGER
Fixed - Jager's ADS can be deployed and hidden through certain structures.
TACHANKA
Fixed - Tachanka's LMG shield is inconsistent and players can be shot through it.
LEVEL DESIGN
BORDER
Fixed – Defenders can throw gadgets outside through the small window at 1F Detention during the preparation phase.
Fixed – Wall sections float after an operator destroys them.
Fixed – Frost traps clip through the cable protectors located in 1F Server Room making them partially invisible.
CHALET
Fixed – Players do not receive any damage after detonating a nitro cell near the flower pot at "2F Bedroom Hallway" area.
CLUBHOUSE
Fixed – Defenders are detected if they stand in the doorframe between Basement Hallway and Church.
Fixed – Players take fatal fall damage when vaulting off the AC unit from EXT Western Roof.
Fixed – Players can hide behind a TV of B Memorial Room.
Fixed – Drones can clip in the stairs of EXT Kennels and see through textures.
Fixed – Players will experience FPS drops after performing a series of actions.
Fixed – It is possible to shoot between two reinforced walls in 2F Bedroom Hallway.
Fixed – The defuser can be planted or the container can be secured from 2F Bathroom while the objective is in 2F Bedroom.
Fixed – The floor between Bedroom Hallway and Central Hallway allow bullets to pass through.
Fixed – There is a gap under the Ext Eastern Sub-Roof wall that gives Attackers a line of sight to the floor below.
Fixed – Nitro cell deals no damage when exploding on the stairs of the 1F Bar.
Fixed – Breach Charges will destroy only the first layer of the wall in the Basement Hallway area.
COASTLINE
Fixed - Objective not discovered when aiming towards it from the Ruins.
CONSULATE
Fixed - Placing cluster charges in specific spots on Consulate will kill Fuze.
HOUSE
Fixed - Certain areas of House are too dark when viewed from the outside.
KAFE
Fixed - Drones can clip into walls at 3F Cigar Lounge and scan through the whole map
THEME PARK
Fixed - Yokai loses signal on 1F Haunted Stairs.
TOWER
Fixed - Gadget placement on floor is too restricted in 1F Tea Room
OREGON
Fixed - Players will not receive any damage if they plant a C4 on the unfinished Northeast wall of the "Dining Hall Corridor".
USER EXPERIENCE
Fixed – Empty usernames appear in the scoreboard.
Fixed – 3-0x000A0013 error is received if a player accepts an invite to an already started custom game.
Fixed – Drones do not register slow mouse movements.
Fixed – In some cases, players will receive a "Game Full" error when matchmaking.
Fixed – A yellow dot is displayed under the operators tab.
Fixed – Voice chat icon remains active after a team member stops speaking.
Fixed – The game will randomly crash with a Ryzen CPU setup.
Fixed – Players are unable to rejoin their Ranked game after a maintenance.
Starting with Year 3 Season 2, Defenders will use a hacking device instead of a melee animation to disable the Defuser. It is important to note that the interaction distance and conditions will remain the same.
We wanted to improve the visual and audio feedback with this new animation to provide more clarity when a Defender is interacting with the Defuser. The auditory feedback will be more distinct, and the hacking device will provide a visual cue on the Defuser itself. This new animation is also more visually appealing and fits into the context of the action. Finally, this change will fix the issues that resulted from destroying the Defuser from further than intended, or "long arming."
We are open to any feedback you may have in regards to these changes, so please feel free to leave your comments on the Rainbow Six subreddit.
In Season 2, we will be adjusting the existing scoring system for Operators and drone scanning. The goal is to balance the current system to have every Operator potentially winning a similar amount of score.
Drone Scanning
With drones, we would like to improve behavior and encourage more team play by removing the incentive to ping just for score.
The first scan and following scanned event are removed.
Enemy ID is now a team score. When someone ID’s an enemy, the score is now given to the whole team, which stays at 10 points.
Operator Values
Certain Operator actions will now be adjusted to reflect this new scoring refactor process. For example, it is Bandit’s job to deploy his Shock Wire, however, destroying an enemy gadget with it is a behavior worth rewarding.
Below you can find the exact Operator scoring changes coming to Season 2 (NEW VALUE/OLD VALUE):
MIRA
Deploying a Black Mirror: 20/10
DOC
Healing with a Epi shot: 50/20
MONTAGNE
Protection with the shield: 15/10
ROOK
Plates taken: 5/10
ELA
Concussion Mine Detonation: 5/10
BANDIT
Gadget destroyed with Shock Wire: 30/10
Deploying a Shock Wire: 5/10
JÄGER
Gadget Destroyed with ADS: 20/10
BLACKBEARD
Bullet stopped with the shield: 2/5
VALKYRIE
Deploying a Black Eye: 5/20
MUTE
Jammed gadget: 15/10
ECHO
Sonic Burst hit: 25/10
YING
Candela Detonation: 5/10
FUZE
Detonating the Cluster Charge no longer give points
TACHANKA
Kill assist with the Turret: 50/10
PULSE
Injure Assist Detection: 25/10
Kill Assist Detection: 25/10
Heartbeat Detection: 20/5
We have based these changes on data from player behavior and feedback from the community. We will continue to monitor and adjust these values accordingly in the future. Please feel free to leave your comments about these changes on the Rainbow Six subreddit.
More than 30 million players have experienced the intensity of a Rainbow Six Siege match, and you can soon join them for a limited time when the Rainbow Six Siege Free Play Weekend begins on Steam, May 17. You can also get the game as low as 50% off this weekend only!
We are introducing two new features during the Test Server of Operation Para Bellum. We are improving the user interface (UI) of the observation tool system and adding a secondary gadget for Defenders, the Bulletproof Camera.
Observation Tool Changes
Right now, players need to perform many actions to reach the drone or camera that they want to see through – especially if they want to switch between two active observation tools (i.e. if Twitch wants to swap between piloting her first and second drone). Our main goal is to simplify this flow, provide a better user experience and a cleaner UI.
This image is an early screenshot of the new UI that we will be implementing. As you can see in the bottom left corner, we replaced the black dots representing the observation tools with actual icons of the tools that you have available.
One of the main benefits of this change is the possibility of observing through your teammates drones during preparation phase while preserving your drone. It will also be much easier to scroll through the list of available cameras and/or drones. Furthermore, this will allow our team more freedom to implement operators with complex intelligence gathering tool kits in the future.
The observation tool changes come right in time for the new addition to the Defenders intel-gathering arsenal: the Bulletproof Camera.
Bulletproof Camera
The Bulletproof Camera is a secondary gadget that will be given to six Defenders. This new device will allow them to have more options to hold an objective and counter some attack strategies.
The Bulletproof Camera is unbreakable from the front, but can be shot and destroyed from the sides. Thatcher’s EMP grenades and Twitch’s Shock Drone can counter it. It can scan enemies and see through smoke. It cannot be thrown and needs to be deployed, similarly to Jäger’s Magpie.
This is the initial list of Operators that will have a Bulletproof Camera added to their loadout:
Frost – Bulletproof Camera instead of Deployable Shield.
Doc – Bulletproof Camera instead of Deployable Shield.
Mute – Bulletproof Camera instead of Deployable Shield.
Castle – Bulletproof Camera instead of Deployable Shield.
Caveira – Bulletproof Camera instead of Barbed Wire.
Vigil – Bulletproof Camera instead of Barbed Wire.
We expect the Bulletproof Camera to provide an alternate intelligence gathering tool for the Defenders, and to allow them to have more variety with Operators picks. It may also act as a counter against strategies like the smoke grenade/plant meta.
After the introduction of the Bulletproof Camera, Attackers might have to think twice before rushing the objective and planting the defuser, as they will need to decide whether to move to counter the Bulletproof Camera or accept the risk and plant.
We are interested in hearing your thoughts, and gathering your feedback! Please jump into the discussion on the subreddit and forums and let us know what you think.
Maestro is a colorful addition to the intel gameplay family. His expertise lies in blocking access to key locations, and his blunt style allows him to see through smoke and mirrors, for which he has no patience. He shines when joined by his long-time G.I.S. teammate, Alibi.
The character of Maestro was inspired by explorers from the Italian counter-terrorism unit, Gruppo di Intervento Speciale (G.I.S.). He is a wanderer known for his brilliant exploration, reconnaissance, and scouting techniques.
His name is Adriano Martello. Oldest in a family of eight children, he grew up in Rome, but attended the Military Academy of Modena at 18. He then joined the Carabinieri and earned a spot as an Explorer Paratrooper in the 1st Paratrooper Regiment known as Tuscania. After several distinguished tours, Martello qualified for Gruppo di Intervento Speciale (G.I.S.) and participated in joint operations in Iraq, earning a facial scar from a roadside IED. He went into private consultation where his courses quickly became a top-rated operator boot camp for teaching advanced techniques to Tier 3 and Tier 2 units, as well as private military companies.
The Tuscania eventually convinced Martello to re-enlist to help upgrade one of their units to a Tier 2 Special Forces classification, and this enabled him to join Rainbow as a representative of the Italian Units.
Watch the Pro League Finals on May 19-20th for a full reveal of Maestro.
Picking Alibi is an invitation for a battle of wits with your opponents. This Defender is all about finding clever ways to force the Attackers’ hands. Any hesitation comes at a heavy price.
The character of Alibi was inspired by undercover infiltration specialists in the Italian Raggruppamento Operativo Speciale unit. She is a cunning woman with a gift for infiltrating dense networks of organized crime.
Her name is Aria de Luca. She was born in Tripoli, Libya and immigrated with her family when she was three years old. Her father managed a small ordnance manufacturer, using his contacts to open up exports. De Luca earned her understanding of Italian firearms through the family business and training on the shooting range. At 18, Aria entered the European Championships, and won gold in two divisions. Following the event, a Carabinieri recruiter convinced her to join the police force.
De Luca’s precision shooting skills shot her up the ranks, and she served for a time with the elite Raggruppamento Operativo Speciale in fighting organized crime. She eventually earned a spot in the Gruppo Intervento Speciale (G.I.S.), and following a successful operation in Afghanistan despite being separated from her unit, she was singled out for undercover work in organized crime. She infiltrated the Vinciguerra Crime Family and spent several years among them before bringing them down from the inside.
Visit our channel twitch.tv/rainbow6 on May 19-20th for a full reveal of Alibi during the Pro League Finals.
In Operation Para Bellum, two G.I.S. Operators join Rainbow as the unit raids a luxurious Tuscan villa, our 19th map.
The villa was specifically designed to offer a competitive showdown. It sets the stage for diverse gameplay, providing wide staircases, narrow tunnels, and secret hatches. Don’t let the lush décor fool you, the villa is deadly: some of its floors are destructible and can fully expose you.
The land belongs to the Vinciguerra, a dangerous crime family known for their smuggling activities. The house is their retreat, where they lead a lavish lifestyle and collect rare art pieces. Now we catch the villa in a snapshot of time: Vinciguerras are burning documents and transporting their holdings before the big raid. But they’ve got wind of Operation Para Bellum and fled, leaving everything in disarray with vital information ready for the taking.
Visit our channel twitch.tv/rainbow6 on May 19-20th for a full reveal of villa during the Pro League Finals.