seven + twenty =

12 + ten =

Weapons and Gadgets

Rainbow Six Siege contains very simple, yet very customizable, weapon loadouts. Each Operator can equip one primary weapon, one secondary weapon, and one gadget. The available weapons and gadgets depend on the chosen Operator. While most Operators have different firearms tied to them, they often share the same gadgets.

This page gives a brief description of all gadgets found in Rainbow Six Siege, along with the different categories of firearms and their general usage.

Weapons and gadgets cannot be picked up from dead Operators, but an Operator’s entire loadout can be chosen at the start of each round.


Category Commonly Description
Assault Rifles Attackers Assault Rifles are the most common, all-rounder primary weapon of offensive Operators. They're best suited for medium range engagements, and have medium to high rates of fire. Often times Assault Rifles have select fire between full auto, three round burst, and semi auto.
Submachine Guns Defenders Submachine Guns are lower power, high rate of fire, fully automatic primary weapons. These weapons loose power and accuracy at a distance, but are deadly in CQB. Often times SMGs have select fire between full auto, three round burst, and semi auto.
Light Machine Guns Attackers Light Machine Guns are powerful but inaccurate fully automatic primary weapons, often with high capacity magazines and medium to high rates of fire. They're best suited for covering fire and surface penetration, but can still get kills at medium to long range.
Shotguns Defenders Shotguns are very powerful primary weapons suited for close quarter battling, but quickly lose their damage across the room. Due to their lower rate of fire and ammo capacity, they are risky to use unless the player is accurate.
Marksman Rifles Attackers Marksman Rifles are pin-point accurate and highly powerful primary weapons. However, these weapons often have very low capacity magazines and low rates of fire between shots. Use these weapons at a distance, either as covering fire or to snipe enemies.
Handguns Both Handguns are the most common secondary weapons for Operators. They are low powered, low rate of fire pistols that should only be used if your primary weapon isn't suited for the current situation. Handguns in Rainbow Six Siege can be semi automatic or revolver based.
Machine Pistols Both Machine Pistols are a less common secondary weapon for Operators. They have low power and accuracy, but high rates of fire and decent magazine capacities. Only use these weapons on full auto if battling an enemy in the same room as you.
Shields Attackers Shields are uncommon primary weapons for select Operators. They will resist all damage from firearms and explosives when coming from the front. When the Operator switches to their secondary weapon, the shield will be placed on their back, protecting them against damage from the rear.


Equipment Qty. Description
Stun Grenade x3 A flashbang / stun grenade that detonates two seconds after being thrown. Stun grenades impair the vision and hearing of all Operators in direct line-of-sight of the explosion. Use it to blind and deafen a room filled with enemies before rushing in.
Frag Grenade x2 A fragmentation grenade that explodes three seconds after pulling the pin. Each grenade can be “cooked” by holding the explosive for a few seconds after puling the pin. If timed right, a cooked grenade will explode right as it reaches an enemy.
Claymore x1 A motion-triggered explosive mine. Once the mine is set, it will automatically detonate when an enemy breaks the lasers trip mines coming from the front face. The device can also be triggered with another explosive or a firearm. Set it in door ways or protect objectives with these, but try to keep them out of view from hostiles.
Breach Charge x3 Explosive charges that are used to blow open breakable surfaces. Get the jump on enemies or create new paths and lines-of-sight into the objective room.
Smoke Grenade x2 A Smoke Grenade that detonates two seconds after hitting the ground. Use it to cover your teammate's positions. Glaz's sniper rifle, along with unbreakable cameras, can see through smoke with their IR optics.
Impact Grenade x2 An explosive grenade that detonates on impact. Use them to blow open walls and hatches. Useful if defense needs create new paths or lines-of-sight, especially throughout the Bomb game mode.
Barbed Wire x3 A bundle of barbed wire. Use this to slow down both Operators and drones. Enemy Operators cannot run while in barbed wire, which is highly useful against speedy Operators that rush into objective rooms and start picking off players. It's also a good idea to place this wire near other gadgets to camouflage them and ensnare Operators in traps.
Nitro Cell x1 A remote-detonated C4 explosive. Can be triggered with explosives and firearms. The bomb will give off its location with a blinking red light and low beeping noise.
Deployable Shield x1 A Deployable Shield that can be used to create a makeshift barrier. Withstands all firearms, but cannot resist explosives.
Bulletproof Camera x1 A sturdy, stationary camera that can withstand direct firearm shots to its front plate. Cannot withstand explosives or any damage from the sides. This camera can see through thick smoke with its IR optics, but the camera cannot be moved like all others built into the buildings.