(Had a technical difficulty with the original posting of this post where, for some ungodly reason, it posted in the Assassains Creed Forums instead of the Rainbow Six: Siege Forums)
To make a clarification up front: this is a repost of my thread on the now archived Ubisoft Forums version of the Rainbow Six: Siege Forums for the purpose of making it editable in the future. It also gives it a better chance to be seen by Ubisoft developers, which is a nice bonus. I am however excluding what others replied and other replies of my own that are less important, as they are either not necessary or not my own concepts. Also, there may be some minor edits to what I do post. Without further ado, let's jump into it.
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I’ve been playing Rainbow Six Siege for over a year now, and I’ve started to think about the operators that have yet to join Team Rainbow. The ones that will change the metas of the future. And that got me thinking about possible operator ideas. Now, granted, I don’t think that many of my ideas will shape a new meta or anything, but I do think that they can bring a new spice to Siege. So over the past 2 months, I have compiled a list of 17 operator ideas, all of which I made myself, (with the help of friends for balancing and tweaking), and that’s what I’m going to share with you all today. So whether you're an Ubisoft Dev just looking for some concepts or just an Ubisoft fan like me, I hope you can enjoy this!
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Defender
Operator Codename: “Perkele”
Name: Alvar Korhämänen
Born in: Kemijärvi, Finland
Born: March 14th, 1984 (Age 36)
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Role: Roamer, Lurker
2 Armor, 2 Speed
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Load-out
9x19 VSN (SMG)
SG-CQB (SG)
GSh-18 (HG)
------------
Secondary Gadgets:
Impact Grenade
Bulletproof Camera
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Primary Gadget: Perkele comes equipped with a 5 shot pneumatic dart pistol, loaded with poison-tipped darts. These darts are to be shot directly at Attackers, though they do no contact damage. The damage comes every 10 seconds after the dart is in the attacker, and hurts you for 8 HP at a time. The max amount of damage you can take from the darts is 80. The health being lost in the UI is the only indication, but if spotted, the dart can be pulled out at any time via a special keybind or just the interact button. There will not be a dart-removal prompt, however.
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Attacker
Operator Codename: “Yeva”
Name: Solomia Kovachinko
Born in: Lviv, Ukraine
Born: August 19th, 1995 (age 25)
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Role: Intel/ Trick
2 Armor, 2 Speed
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Load-out
AK-74m (RFL)
PPSh-41 (SMG) (If they can add it into the game)
1911 TACOPS (HG)
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Secondary Gadgets:
Frag Grenade
Breaching Charge
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Primary Gadget: Yeva has 3 decoy grenades that, when thrown, produce either gunfire sounds, breaching sounds, or planting sounds, which can be switched between via select-fire keybind before being thrown. Mute jammers will stop it from going off.
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Defender
Operator Codename: “Lappima”
Name: Mirtel Kärask
Born in: Leisi, Estonia
Born: May 10th, 1991 (Age 29)
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Role: Anchor
3 Armor, 1 Speed
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Load-out
M12 (SMG)
9mm C1 (SMG)
Q-929 (HG)
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Secondary Gadgets:
Barbed Wire
Proximity Alarm
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Primary Gadget: Lappima has the ability to repair 2 breached reinforced walls with a soft surface. This gadget is launched, not placed, and the repairs are stopped if Thatcher disables it or if the launched projectile that repairs it is shot and destroyed.
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Attacker
Operator Codename: “Enigma”
Name: Leah Mizranah
Born in: Sderot, Israel
Born: January 2nd, 1989 (Age 31)
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Role: Utility, Support
2 Armor, 2 Speed
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Load-out
SR-25 (DMR)
Commando 9 (RFL)
Uzi (MP)
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Secondary Gadgets:
Claymore
Stun Grenade
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Primary Gadget: Enigma has a device similar to Lion’s drone, but it disables defender gadgets and sights for a duration of 8 seconds, and she gets 3 uses of it. There is a short cooldown between uses. This effect is cancelled out by Mute jammers and stops if Enigma dies while using it.
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Attacker
Operator Codename: “Tel”
Name: Eromi Silveka
Born in: Vavuniya, Sri lanka
Born: November 7th, 1976 (Age 43)
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Role: Utility, Support, Anti-Flank
3 Armor, 1 Speed
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Load-out
552 Commando (RFL)
ITA12L (SG)
Bearing-9 (MP)
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Secondary Gadgets:
Breaching Charge
Smoke Grenade
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Primary Gadget: Tel has a carton of oil, with which she can slick one hallway/ room within a certain area-of-effect. Once slicked, the floor will become so slippery that any defenders that don’t crouch-walk or go prone to cross it will slip and fall. It is unclearable, but the effect goes for Attackers too. Tel also has a lighter, with which she can choose to burn the oil and anything on it by lighting the lighter and tossing it onto the oil. This will, after 8 seconds of burning, clear the oil, but do 16 damage a second to any in the flames. Any explosion, however, will set off the oil, therefore clearing it out of the way.
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Attacker
Operator Codename: “Cerberus”
Name: Yiorgos Aetianis
Born in: Trikala, Greece
Born: April 3rd, 1990 (Age 30)
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Role: Anti-Flank
1 Armor, 3 Speed
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Load-out
V308 (RFL)
F90 (RFL)
P229 (HG)
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Secondary Gadgets:
Stun Grenade
Secondary Hard Breach
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Primary Gadget: Cerberus gets 3 devices that can be placed onto doorways and windows. These make an alarm noise for 5 seconds after a Defender passes through the door/ window. The alarm is incredibly loud and will give a weaker version of Melusi’s Banshee-screen-vibration. The frame is bulletproof, but not explosive proof. Also, if Castle places one of his barricades over the frame, it will be destroyed. If the alarm goes off a second time on the same door/window, it will explode, dealing 40 HP of damage.
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Defender
Operator Codename: “Freyja”
Name: Sigrún Gunnardóttir
Born in: Flúðir, Iceland
Born: October 21st, 1978 (Age 32)
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Role: Support
2 Armor, 2 Speed
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Load-out
AUG A3 (SMG)
UMP45 (SMG)
Bailiff 410 (HG)
USP40 (HG)
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Secondary Gadgets:
Deployable Shield
Barbed Wire
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Primary Gadget: Freyja has 1 device that, when placed onto a wall, will have a healing aura near it, which extends through a wall if there is a hole in the wall. This device heals both Attackers and Defenders at a rate of 5 HP a second, but it can only give 50 HP per person, (what I mean is, let’s say that you are at 30 HP. This gadget will only raise your HP to 80. But if you are at 80 HP, it will raise you to full and allow for 30 more HP to be healed for you). This means that it can give out a maximum of 250 HP spread out across all 5 Defenders, or 500 Hp is all the Attackers use it too. If downed in the aura, you will be brought back up with 30 HP, but you can’t use it to heal at all anymore. This gadget is not bulletproof, but it benefits both sides to leave it be, (or in certain scenarios, it benefits both to shoot it).
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Attacker
Operator Codename: “Whisper”
Name: Eylül Aksoğan
Born in: Ankara, Turkey
Born: December 4th, 1971 (Age 49)
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Role: Utility, Support, Intel-Denial
2 Armor, 2 Speed
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Load-out
PARA-308 (RFL)
Spear .308 (RFL)
SDP 9mm (HG)
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Secondary Gadgets:
Secondary Hard Breach
Frag Grenade
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Primary Gadget: Whisper has a device with 2 charges that, when activated, will deafen Defenders with a very loud ringing noise for 7 seconds in a 12 meter radius. This does NOT deafen voice chat. It can be stopped by Mute jammers, or if Whisper is killed, the deafened period will end early. If Whisper steps into a Gu mine, it will also stop it early.
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Defender
Operator Codename: “Tracker”
Name: Tomas Garciez
Born in: Mendoza, Argentina
Born: July 7th, 1980 (40)
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Role: Intel, Roamer, Lurker
1 Armor, 3 Speed
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Load-out
P90 (SMG)
M870 (SG)
P226 Mk 25 (HG)
LFP586 (HG)
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Secondary Gadgets:
Deployable Shield
Nitro Cell
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Primary Gadget: Trail has access to 1 cloaked trap that can be placed on the floor. This trap, when stepped on, deals 5 contact damage, but locks an ankle monitor onto the Attacker who triggered it. The monitor will ping the Attacker for 2 second every 12 seconds. It can only be removed by being in the blast radius of an explosive, having it shot off, whether by teammate or by accident by a defender. Or, if Trail dies, the next scan to happen will be the last, and the monitor will unclasp and fall off. Thatcher’s EMP grenades disable the gadget and can stop a ping from occurring, if timed correctly. They can also be shocked off by Twitch’s drone tasers.
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Attacker
Operator Codename: “Chroma”
Name: Funsani Nkhomiri
Born in: Nkopola, Malawi
Born: February 16th, 1985 (Age 35)
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Role: Roam-Clear, Anti-Flank
2 Armor, 2 Speed
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Load-out
K1A (SMG)
556 XI (RFL)
SASG-12 (SG)
PRB92 (HG)
Super Shorty (SG)
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Secondary Gadgets:
Claymore
Smoke Grenade
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Primary Gadget: Chroma is wearing a cloaking ghillie suit, which, when activated, matches the colors and textured of his surroundings. From the perspective of those looking at him, it's like he's not even there, minus the small amount of warping that he does. It essentially makes him a ghost. However, his chameleon-like cloak does have its limits. For one, the lower on health Chroma is, the weaker the cloaking effect. Below 20 HP, the colors start to get discolored, and at below 10 HP, it loses the ability to match texture. This is because the less health he has, the more holes in the suit. This means that he will only be partially invisible when at these low HP counts. He’ll have spotty coverage from 50 HP and below. The effect lasts for 15 seconds and it recharges for the same amount of time. This device, when Mute jammer’d, will not deactivate, but rather, it will get the effects of 20 HP and below. The closer to the jammer you are, the less it cloaks you. Standing right next to the jammer or right on it will give the effects of 10 HP or lower. As a bonus, when having Smoke Grenades equipped, if he activates his cloak and then goes through a smoke grenade cloud, he will have 20 seconds duration instead of 15, and will recharge for 10 seconds.
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Defender
Operator Codename: “Kammerat”
Name: Niels Olsen
Born in: Klaksvík, Faroe Islands
Born: March 8th, 1977 (Age 43)
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Role: Support, Anchor
3 Armor, 1 Speed
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Load-out
Madsen M50 (SMG) (If they can add it into the game)
M12 (SMG)
.44 Magnum (HG)
C75 Auto (MP)
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Secondary Gadgets:
Proximity Alarm
Barbed Wire
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Primary Gadget: Kammerat gets a crate that acts similarly to a Training Grounds ammo crate, only it doesn’t give ammo, but rather 1 more primary or secondary gadget. It can only be used once per player, and some operators can’t use it to get another one of their primary gadgets. For example, Mira can’t get another window, Maestro can’t have another Evil Eye, but an operator like Kapkan could have 1 more EDD. You can choose whether or not you want to get a secondary gadget or a primary gadget, but know that you can’t use it again after, and you have to have space for another of that thing. For example, you can’t have 3 Impact Grenades. You need to have already used at least 1 to have enough space for the extra. This gadget is not bulletproof, but similarly to Rook’s armor, it can be used by the Attackers too. It should also be noted that Kammerat can’t use this gadget himself, for secondary gadgets OR for his primary gadget.
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Attacker
Operator Codename: “Auger”
Name: Sophie Walsh
Born in: Drogheda, Ireland
Born: October 21st, 1971 (Age 49)
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Role: Soft-Breach, Entry Fragger
1 Armor, 3 Speed
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Load-out
PDW-9 (SMG)
Calico M960 (RFL) (If they can add it into the game)
KSG-12 (SG) (If they can add it into the game)
VZ 61 Scorpion (MP) (If the can add it)
D-50 (HG)
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Secondary Gadgets:
Secondary Hard Breach
Stun Grenade
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Primary Gadget: Auger has her two drones replaced with retrofitted soft-breaching drones. They have slower speed than normal drones, but they can breach a drone-sized soft wall holes up to 4 times per drone before breaking. They are not bulletproof and have a total, together, of 8 soft breaches. Mute jammers still jam them, but electricity no longer destroys them.
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Defender
Operator Codename: “Atomisk”
Name: Alva Mølgaard
Born in: Ittoqqortoormiit, Greenland
Born: January 20th, 1968, (Age 52)
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Role: Hard-Breach, Roamer, Support
1 Armor, 3 Speed
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Load-out
MP5K (SMG)
SPAS-15 (SG)
P10 Roni (SMG)
KAP-40 (MP) (If they can add it into the game)
SPSMG-9 (MP)
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Secondary Gadgets:
Nitro Cell
Deployable Shield
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Primary Gadget: Atomisk gets 2 gadgets, similar in design to Kaid’s Rtila, that when thrown onto a wall will start melting through that wall. It can even melt through reinforced walls, and hatches can be done by it too. It will make soft walls emit smoke, and will make reinforced ones glow orange. This process is marked by a distinct, loud, and foreboding hissing. If the melting is stopped while the walls are actively melting, whether via Kali, Thatcher, Twitch, or by shooting the device, what has already been melted will stay open and, well, melted. The size of the hole made is about the size of 2 of Hibana’s X-Kairos shots on top of eachother, and it takes 10 seconds to fully open up that hole, during the melting, (and for 6 seconds afterwards), when in contact with the wall you will take 14 damage a second, no matter if you are an Attacker or a Defender. Atomisk will take only 7 damage per second however, due to her protective heat-resistant gear. This device will also destroy anything placed on that spot on the wall, and the device is immune to electricity.
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Defender
Operator Codename: “Mystic”
Name: Mirela Anevov
Born in: Kardzhali, Bulgaria
Born: September 9th, 1996 (Age 24)
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Role: Area-Denial
2 Armor, 2 Speed
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Load-out
Mk-17 CQB (RFL)
MP5SD (SMG)
5.7 USG (HG)
SMG-12 (MP)
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Secondary Gadgets:
Bulletproof Camera
Barbed Wire
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Primary Gadget: Mystic gets 2 machines, which, when placed on a wall, will emit tear gas if an Attacker gets within a 5 meter radius of the device. After standing in the gas for 3 or more seconds, the player will start to get a nausea-esque effect, similar to Ela’s Grzmot mines and Echo’s Yokai Soundburts, but not as severe. These effects go both ways, however, affecting Defenders too, all except Mystic, who is immune via her special gas mask. After standing in the cloud of gas for 7 or more seconds, the person will start to lose 8 HP a seconds. This gadget will stop emitting gas if the Attacker leaves the 5 meter radius and is also bulletproof. Also, if a player is brought into the DBNO state by the gas, they will not be killed by it.
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Attacker
Operator Codename: “Wound”
Name: Merjem Kovasavic
Born in: Teslić, Bosnia and Herzegovina
Born: September 16th, 1996 (Age 24)
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Role: Hard-Breach
1 Armor, 3 Speed
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Load-out
M4 (RFL)
C8-SFW (RFL)
ACS-12 (SG)
P12 (HG)
USP40 (HG)
------------
Secondary Gadgets:
Frag Grenade
Stun Grenade
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Primary Gadget: Wound has a portable circular saw that is capable of opening up a reinforced wall, or a soft one. It isn’t controllable, unlike Maverick’s Suri torch, but instead has 3 different operating modes, (switched between via the select fire button), unvaultable, vaultable, and person sized. It can cut, at max; 1 person sized hole, 2 vaultable holes, or 3 unvaultable holes, (or a combination of them, but it is to be noted that while you could do 1 vaultable hole and 2 unvaultable, you will run out of saw durability if you try to cut anything else after making a person sized hole). The unvaultable holes take 6 seconds to open, vaultables take 8, and person-sized take 12. Wound CAN use their saw on electrified walls, but it is to be noted that they will take contact damage from the electricity. Also, to cut open a reinforced hatch, you need 1 unvaultable hole’s worth of durability, meaning after doing so, you can't open a person-sized hole. Soft walls work differently though, with unvaultables taking 3 seconds, vaultables taking 5, and person sized taking 8. You can also do 2 person-sized soft cuts, 3 vaultables, and 4 unvaultables. However, Wound can’t cut through Castle’s Barricades or deployable shields, (this means Goyo’s shields too). Cutting also makes an incredibly loud noise.
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Attacker
Operator Codename: “Vesač”
Name: Tomislav Jurabić
Born in: Rijeka, Croatia
Born: May 6th, 1974 (Age 46)
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Role: Soft-Breach, Entry Fragger
1 Armor, 3 Speed
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Load-out
T95 LSW (LMG)
Type-89 (RFL)
SMG-11 (MP)
P-10 C (HG)
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Secondary Gadgets:
Smoke Grenade
Secondary Hard Breach
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Primary Gadget: He gets a pistol-sized grenade launcher that shoots out sticky grenades. These grenades make a secondary hard breach-sized hole in a soft wall when detonated. He gets 4 of these grenades and can choose to detonate them whenever he wants to. This means he could put down all 4 grenades and blow them all at the same time. They do 20 damage if you are in the blast radius and super close to them. They can be shot, exploded, or Mute jammed to prevent them from going off. Once activated, they blow up after a 2 second fuse.
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Defender
Operator Codename: “Hinder”
Name: Erasyl Omaranov
Born in: Kokshetau, Kazakhstan
Born: December 18th, 1967 (Age 53)
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Role: Trap, Lurker
2 Armor, 2 Speed
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Load-out
OTs-O3 (DMR)
Mx4 Storm (SMG)
FO-12 (SG)
Keratos .357 (HG)
C75 Auto (MP)
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Secondary Gadgets:
Proximity Alarm
Deployable Shield
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Primary Gadget: Hinder has 2 bola traps, which can be placed on most doors, windows, and walls. When an Attacker moves in front of it, the trap is tripped, and a bola is launched out. This bola cannot be dodged. The bola forces you to do 1 of 2 things; 1: you have to cut the cord holding the bolas to your legs in a 6 second animation, which can be interrupted if need be, or 2, you can shamble to cover at 90% reduced movement speed, and you can’t sprint while bola’d. When the bola impacts the Attacker’s legs, there will be a semi-loud grunt. This trap can’t de-extend Montagne’s shield, but it also can’t be EMP’d, or seen by IQ. Lastly, it isn't bulletproof.
~~~~~~~~~~~~~~~~~~End of Part 1~~~~~~~~~~~~~~~~~~~~~~~
Came up with another operator idea, (inspired (somewhat) by an idea from one of Matimi0's mailbox videos)
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Attacker
Operator Codename: "Leech"
Name: Hasmik Palasyan
Born in: Spitak, Armenia
Born: April 24th, 1985 (Age 35)
Lore, (I'm not very good at lore, so yeah. fair warning): Born on the edges of Spitak, Hasmik grew up as a reserved and studious kid. Around the age of 11, she learned of the horrors of the Armenian Genocide, and on that day she vowed that she would never let that happen again, to the people of the world or to those she loves. So, when she came of age, she joined the military, quickly rising through the ranks due to her ruthless efficiency and cunning nature. She would later go on to join the N.S.S. Alpha Group, where she would continue her work. As rumors started floating around about a new and stellar soldier started spreading, Team Rainbow caught wind of this. They approached her, requesting that she join. She happily accepted this offer, having heard of the work they do and being very supportive of it. It was after joining Team Rainbow that she met Specialist Aksoğan. At first, national origins made the nature of their relationship volatile at best, scathing at worst. But, over time, national resentments began to fade away, to the point of marital engagement between the two. Team Rainbow is also where she met both the head of RnD, Specialist Àlvarez, and the newest RnD member, Specialist Gunnardóttir, and it was through collaboration with these two that she developed the "Vampire Medical Drone", (V.M.D. for short), [of which we will now discuss].
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Role: Support
2 Armor, 2 Speed
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Loadout:
AR33 (AR)
ALDA 5.56 (LMG)
P229 (HG)
Q-929 (HG)
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Secondary Gadgets:
Smoke Grenade
Secondary Hard Breach
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Primary Gadget: Leech's drone have been augmented with the ability to heal her teammates. These drones latch a hollow tether to these teammates and, once connected, can heal these operators for 6 HP a second, for a total of +80 HP. Each drone has 80 HP worth of healing solution inside, meaning she has 160 units of solution in total. These drones can also heal teammates in the DBNO state using 60 units of healing solution, but it only brings them back up with 30 HP, half of the HP solution put in to rez'ing them. (These uses, of course, can also be used on defenders, (but why would you?)). However, these drones are faulty. When being Mute jammed, they will start leaking fluid, (no matter if they are fully jammed or only slightly touching its effect zone), at a rate of 6 units per second, the same rate as healing someone, (although with no one being healed, of course). If in barbed wire, it will lose fluid at a rate of 4 units per second, with a similar effect when in Capitao/ Goyo fire, though that loss is due to boiling, not leaking. If it has leaked fluid and then started moving again, it will leave a trail with a similar color to blood behind it for a certain distance. These drones also set off Frost mats, due to their added weight, (doing that breaks both the drone and the Frost mat). This also means that their jump height is reduced. And due to the heat of the liquid inside, Maestro cams can see them highlighted, and they also set off proximity alarms. But, like Maestro cams, these drones can also see things through smoke, including Maestro cams that are currently overheating or are in the process of cooling down.
~~~~~~~~~~~~~~~~~~End of Part 2~~~~~~~~~~~~~~~~~~~~~~~
Defender
Operator Codename: "Abatiku"
Name: Amoe Tamueia
Born in: Tarawa, Kiribati
Born: January 9th, 1992 (Age 29)
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Role: Anchor, Area-Denial
3 Armor, 1 Speed
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Load-out:
AR-15.50 (DMR)
PDW-9 (with 20+1 stick mag) (SMG)
SPAS-15 (SG)
VZ-61 Scorpion (MP)
Super Shorty (SG)
----------
Secondary Gadgets:
Bulletproof Camera
Proximity Alarm
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Primary Gadget:
Abatiku has two big, wall-sized panels of bulletproof glass. When Abatiku is in the round, the reinforcement pool is reduced to 8, (from 10). This glass is not blast resistant, however. It can be damaged, by the following; Flores' RCE Ratero Charge, any frag or impact grenade, breaching charges, Aruni's arm, Kali's rifle, Glaz and Hinder's OTs-03, nitro cells, etc. Basically, anything that explodes can damage the wall, (yes, even the Gonne-6). However, all hard-breaching gadgets have no effect on this wall, including Maverick's Suri Torch. Whenever the glass gets damaged, it will release glass shards and glass dust into the area. The glass shards linger the hole round, and deal damage to any that step on them, (except Abatiku). They deal damage similarly to Gridlock's Trax stingers, but do not slow passing operators down. The glass dust is also damaging to all (but not Abatiku) and will linger around for 10 seconds before it dissipates. (Side note: unlike the Trax, the glass shards can not be removed or destroyed).
---------- (New Section!)
Reworks:
Map: Oil Rig (introduced with Kammerat)
Operator: Perkele
Perkele's gadget has now been retro-fitted to fire small, pest-sized camera onto surfaces. These cameras have an arc in the air while traveling through it, and he gets 2 of them. They lose connection while outside, but can be picked up at any point and placed somewhere else. Each camera comes equipped with 2 darts, the same darts used in Perkele's gadget before the rework. Unlike Valkyrie and Zero, however, the viewing range on these cameras is very limited, being a very tiny circle in the middle of the screen. The cameras can still be panned around to check for targets, but you will have to try much hard to see anyone. When active, the cameras emit a very faint turquoise light, and while still hard to spot, this makes it a little easier. Dead teammates can also pan the cameras around, but cannot fire the darts, and if Perkele hops back on the camera, he takes control over it. Dokkaebi can use these cams if she obtains use of the Defender cameras, but cannot fire the dart. Lastly, Perkele has had the GSh-18 replaced with the PRB92 in his load-out.
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Defender
Operator Codename: "Geiger"
Name: Irakli Abkhazelia
Born in: Kutaisi, Georgia
Born: March 21st, 1998 (Age 23)
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Role: Area-Denial, Anchor
1 Armor, 3 Speed
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Load-out:
K1A (SMG)
MPX (SMG)
SIX12 (SG)
PMM (HG)
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Secondary Gadgets:
Barbed Wire
Impact Grenade
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Primary Gadget:
Geiger has 3 C.S.N. devices, (Cherno-Shima 'Nade), which are essentially radiation impact-grenades. These grenades, when impacting a surface or operator, (or impacting anything really), the grenade will release a cloud of radioactive dust. This cloud is slightly larger than Smoke's gas clouds, but is far easier to see through. The damage rate of the dust differs from the norms of Area-Denial, (which I'll explain later). The grenade also has another feature. When in proximity to an attacker, it will make the classic Geiger-counter-crackling-sound, which will increase in volume the closer it is to the Attacker. Now, to explain the damage rates: the closer you were to the grenade when it detonated, the more damage you will take. If it explodes out of the range of an attacker, it will deal only 20 damage per second. If within the 6 meter detection (and cloud) range (/radius), then it will do the following at these ranges: at 4 meters, the cloud will deal 28 dps, and if within 1 meter or under, it will deal a whopping 44 dps. This device is not without it's flaws however. It is not bulletproof, so if you (somehow) manage to hit it in the air, it will be destroyed. It is also not blast proof. The grenade is also effected by Nomad's Airjabs and will get launched off-course by them. Thatcher's EMP grenades can also render it inert if they go off before it hits something, leaving an inactive C.S.N. on the floor. These nades can be picked up by Geiger, so she doesn't immediately lose them if they get EMP'd, but it would be hard to retrieve them. Nøkk is also not detected when in range of this nade if she has her HEL device active.
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Reworks:
Map: Abode (New Map, (side note: I am actually designing this map, so be ready for that in the future))
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Defender
Operator Codename: "Sinew"
Name: Akl Ibramal
Born in: Asyut, Egypt
Born: September 2nd, 1993 (Age 28)
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Role: Anchor, Support
3 Armor, 1 Speed
-----------
Load-out:
9x19 VSN (SMG)
MP7 (SMG)
M45 MEUSOC (HG)
-----------
Secondary Gadgets:
Proximity Alarm
Nitro Cell
----------
Primary Gadget:
Sinew has 2 Gadget Repair Kits, (G.R.K.s for short), which, when used, can fix broken gadgets. When Sinew is in the round, any gadgets, (secondary or primary), enter a state of disrepair when broken (ex. an Evil Eye getting naded). In this state, the gadgets are unbreakable, but also cannot be used. (Only exception to damage things is if something was broken because the wall behind it was destroyed. Sinew can use his G.R.K.s to fix these broken gadgets, which takes 10 seconds, leaving him vulnerable. The repair process is also quite loud. Upon repair, these gadgets are now fully operational again. But there is a caveat to that. After being repaired, any previously bulletproof gadgets are now vulnerable to bullets, but they have a health pool of 200 hp now, meaning that, while strong still, they aren't invincible. Any repaired gadget can not be repaired again after they break again and will be destroyed like normal.
----------
Reworks:
Map: General Map Buffs (like Y6S3 will have)
Operator: Yeva (not full rework, but a major buff)
Yeva now has a far wider array of sounds that she can fake with her grenades, and the fire-select key is no longer used to swap between the sounds. The sounds are now selected from a wheel-mini-menu, and can be swapped through using Q and E (or whatever observation tool swapping keys you use). The sounds replicated can now only be made if the operator whose sound is being faked is in the round, (for example, you can't fake a Wamai MAG-NET sound if Wamai isn't in the round). This keeps the size of the wheel-menu manageable. The new sounds that can be made are as follows; all hard-breaching sounds, various unique explosion sounds (like Zofia's stuns or Flores' RCE Ratero Charge), Surya deactivation, ADS activation, etc. Basically, if it's a sound an operator in the round can make, Yeva can fake it (not voicelines though). If you have points active, you may notice that you didn't get any points for, say, an ADS activation that you heard. This can clue you in on where Yeva is or the fact that Yeva is in the round.
~~~~~~~~~~~~~~~~~~~~~~~
Attacker
Operator Codename: "Ḱelija"
Name: Agelaeia Cilemadov
Born in: Vratrica, North Macedonia
Born: April 28th, 1990 (Age 31)
----------
Role: Anchor, Area-Denial
1 Armor, 3 Speed
----------
Load-out:
CAMRS (DMR)
T-5 SMG (SMG)
PM63 Rak (New gun!) (MP)
Gonne-6 (HG)
----------
Secondary Gadgets:
Smoke Grenade
Claymore
----------
Primary Gadget:
Ḱelija has two R.I.B. fences (Reinforced Interior Blockade) which can be placed in hallways, open areas, doors, or windows. They are immune to bullets (although the bullets can go through the bars of the fence, and drones can go through the bars too), fire, Smoke's gas, Geiger's radioactive dust, and all types of melee (sorry Aruni). They are not blast proof however. When in halls or out in the open, these fences are easily vaultable like a normal deployable shield. When in doorways, the fence can be vaulted, but it takes twice as long. When in windows, the fence completely bars passage (get it?). As some counters, Oryx can smash through these R.I.B.s, Atomisk can melt it away, Echo can dislodge the pieces of it with 2 Soundburst from his Yokai, and Kapkan can place traps on it. The R.I.B.s take 4.5 seconds to deploy.
----------
Reworks:
Map: Camp (New Map)
Operator: Kammerat
Kammerat can no longer provide primary gadgets to his teammates, but he can now instead provide ammo to his team.
New Attachment: Heavy Barrel
The Heavy Barrel is a new barrel attachment for most DMRs, rifles, and some SMGs. This barrel increases the damage per shot by 6, but it does have its draw-backs. When using the Heavy Barrel, recoil is increased, (more so vertical than horizontal, but still both), and every shot is louder.
~~~~~~~~~~~~~~~~~~End of Part 3~~~~~~~~~~~~~~~~~~~~~~~
Attacker
Operator Codename: “Rotter”
Name: Bembe Pérández
Born in: Mayari, Cuba
Born: June 14th, 1987 (Age 34)
----------
Role: Hard-Breach, Support
2 Armor, 2 Speed
----------
Load-out:
M762 (RFL)
6P41 (LMG)
Mk1 9mm (HG)
----------
Secondary Gadgets:
Claymore
Breach Charge
----------
Primary Gadget:
Rotter comes equipped with 2 of his R.O.I. (Rapid Oxidation Inducer) devices. These devices are capable of hard breaching, but not soft breaching. When placed on a reinforced wall, the R.O.I. will rust the reinforcement it was placed on. The rusting process begins as soon as the gadget is deployed and cannot be stopped by anything other than explosives, melee, or Atomisk’s “Meltdown” C.D. The R.O.I. can not be jammer, but it can’t be put on electrified walls. The rusting process ends when a complete reinforcement is rusted, (basically when a single reinforcement is rusted fully, essentially leaving a Thermite-sized rust-patch). At any point while being rusted, the wall can be soft-breached or melee’d, and the rusted reinforcement will break like the special wooden planks at EXT Snowmobiles on Yacht. The whole oxidation takes 22 seconds from start to finish, with it only taking 4 seconds to deploy on the surface. Like other hard-breachers, Rotter can not destroy Abatiku’s glass panes with his gadget, and Lappima can still put her soft-panels up over the hole it creates. However, unlike other hard-breachers, Rotter will rust through both the normal reinforcement and Lockdown’s reinforced blinds, (more on Lockdown at a later date). While active, the R.O.I. makes a relatively loud hissing and whirring sound.
----------
Reworks:
Map: Camp
Operator: Lappima (not full rework, but a buff)
Lappima’s panels now take reduced damage from explosives and soft-breaching tools, and they stop shrapnel too.
~~~~~~~~~~~~~~~~~~~~~~~
Attacker
Operator Codename: “Saint”
Name: Mahalia Aquinales
Born in: Calapari, Philippines
Born: August 12th, 1997 (Age 24)
----------
Role: Support
3 Armor, 1 Speed
----------
Load-out:
R4-C (RFL)
G8A1 (LMG)
Bearing 9 (MP)
Gonne-6 (HG)
----------
Secondary Gadgets:
Stun Grenade
Secondary Hard Breach
----------
Primary Gadget:
Saint has the ability to heal her teammates, as she is a universal blood donor, (O-). She can give away 120 hp of her 140 hp, (when Armor gets changed to Health later in Y6). She also has a spare 40 hp of (O-) blood in a blood bag. Saint has an IV tube in her arm, which means quick usage of her gadget. She simply places the other end of the tube into a little crossbow that launches it into her teammates. The range of the IV tube is 2 meters, and the operator being healed won’t be able to go beyond 2 meters from Saint while healing. At any time, the person being healed can take the IV tube out, at which point Saint will coil it back up around her arm. The healing rate is 10 hp a second. When getting low on hp, Saint will start getting woozy, and at 20 hp her vision will go monochrome (except for the blood effect on the edges of the screen) and her hearing will be muffled. Finka’s adrenal surge increases the rate of blood-transfer from 10 hp a second to 20.
----------
Reworks:
Map: Citadel (New Map!)
Operators: Auger, Hinder, and Sinew (all just changes, not full reworks)
Auger (Buff):
Auger’s drones now make larger holes, being about 3 X-Kairos pellet holes wide and about 1 pellet tall.
Hinder (Nerf):
Hinder’s bolas no longer decrease speed by 90%, now they only slow by 75%.
Sinew (Nerf):
Sinew now takes 12 seconds to repair gadgets, up from 10.
~~~~~~~~~~~~~~~~~~~~~~~
Defender
Operator Codename: “Snapshot”
Name: Mihai Albeslean
Born in: Botoșani, Romania
Born: May 5th, 1983 (Age 38)
----------
Role: Intel
2 Armor, 2 Speed
----------
Load-out:
Scorpion EVO 3 A1 (SMG)
M1216 (SG) (New gun!)
P9 (HG)
1911 TACOPS (HG)
----------
Secondary Gadgets:
Impact Grenade
Barbed Wire
----------
Primary Gadget:
Snapshot has 2 very small wire cameras that he can place into any wall or floor. When placed on a wall, the camera is set facing the other side, (same goes for floors). Every 6 seconds, these cameras will take a full-color picture of its view, (though you cannot get a live view through the camera view). These photos disappear over time, each fully dissipating after 18 seconds, meaning that it won’t make a horde of photos. Snapshot can look at all of these photos through his mechanical eye. The wire cams can not pan around, and can be disabled by Thatcher’s EMPs or Enigma’s R.A.E.B. The cameras can only be destroyed via explosions. The wire cams can be picked up and retrieved from either side of the wall and are immune to electricity. Nøkk’s HEL prevents her from being displayed in the photos, and IQ can see them.
----------
Reworks:
Map: Outpost (New Map!)
Operators: N/A
~~~~~~~~~~~~~~~~~~End of Part 4~~~~~~~~~~~~~~~~~~~~~~~
(Before continuing with the last few parts, it should be noted that I actually have a blueprint for what the map concept "Abode" would look like. If anyone is interested, Ubisoft dev or otherwise, I will post it later)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Attacker
Operator Codename: "Amalgam"
Name: Ebrahim Garpez
Born in: Maturín, Venezuela
Born: April 5th, 1995 (Age 26)
----------
Role: Support
1 Armor, 3 Speed
----------
Load-out:
AS Val (RFL)
M590A1 (SG)
LMG-E (LMG)
SDP 9mm (HG)
----------
Secondary Gadgets:
Smoke Grenade
Breaching Charge
----------
Primary Gadget:
Amalgam has 2 F.L.A.K. grenades (Fervently Loosed Assault Klearers), which are essentially cluster bombs. They can be cooked for the same amount of time as a normal frag grenade, but a direct hit from the explosion and shrapnel (soon to be explained) only do 70 hp (the blast itself only doing 50). However, the blast radius is larger than that of said regular frag grenade. Also, there is less shrapnel from the F.L.A.K., but its shrapnel pieces are far bigger. This means that, when rolled into a room or cooked perfectly, each individual piece of shrapnel has the chance to use up a Mag-NET or deactivate a Surya/ ADS. If not, the main grenade will still get sniped, along with all of the not-yet-shrapnel. Said shrapnel will explode 1 second after the main grenade goes off. These micro-explosions only do 10 damage, with the un-exploded shrapnel dealing 20 per piece (meaning it is for utility clearing, not kills). The shrapnel is released parallel to the floor no matter how it is thrown. (Also of note: cooking it fully while not letting go of it will still kill Amalgam). Damage dealt by the mini-shrapnel-bombs is quadrupled to gadgets, meaning that they do 40 damage to them. So if, for example, a Sinew player has repaired a Maestro Evil Eye with his gadget, it will take 5 pellets of these grenades (or the main grenade explosion and 2 pellets) to destroy it again. The number of mini-bombs released is 8.
----------
Reworks:
Operator: Lappima (Buff)
Lappima can now fill broken hatches with her gadget and reinforce over repaired walls.
Map: Tavern (New Map!)
~~~~~~~~~~~~~~~~~~~~~~~
Attacker
Operator Codename: "Omen"
Name: Noora Narsuin
Born in: Al Khor, Qatar
Born: November 8th, 1992 (Age 28)
----------
Role: Intel
2 Armor, 2 Speed
----------
Load-out:
L85A2 (RFL)
M870 (SG)
ITA12S (SG)
RG-15 (HG)
----------
Secondary Gadgets:
Claymore
Secondary Hard Breach
----------
Primary Gadget:
Omen has 2 centipede-esque drones alongside a normal drone that she has to place to use. These "Aljarith" drones are capable of climbing on walls and ceilings, due to their elongated shape and many legs instead of wheels. They are slightly slower than normal drones and are incapable of jumping (more on why soon). When on any wall or ceiling, the "Aljarith" has the option to anchor in place and coil up via Mouse 1 or your Primary Gadget keybind, (or whatever is used for the shoot/ gadget on console) which takes 2 seconds and also makes it immobile. If not anchored by the time Omen exits observation tools, it will fall off of the wall/ ceiling after 12 seconds. Speaking of falling off, the drone can be manually dropped off the ceiling by pressing Space Bar (or whatever button is used on console), hence the inability to jump. The drones are not bullet or blast proof and are still vulnerable to your typical drone counters, i.e. Mozzie, Vigil, Mute. About mozzie; Mozzie can capture these drones with his pests and gain full control, but if anchored, the drone will un-anchor. Of course, Mozzie can re-anchor the drone too. It should also be noted that Omen's drone cannot climb over shields, but can still go through drone holes.
----------
Reworks:
Operator: Leech and Auger (Nerf), Mozzie (Buff)
Mozzie can now capture both Leech and Auger's drones and still have all of their functions.
Map: Hospital (New Map!)
~~~~~~~~~~~~~~~~~~~~~~~
Defender
Operator Codename: "Lockdown"
Name: Raimondas Balchomaitis
Born in: Kaisiadorys, Lithuania
Born: May 19th, 1996 (Age 26)
----------
Role: Anchor, Support
3 Armor, 1 Speed
----------
Load-out:
Oden (RFL)
TCSG-12 (SG)
SMG-11 (MP)
GSh-18 (HG)
----------
Secondary Gadgets:
Proximity Alarm
Bulletproof Camera
----------
Primary Gadget:
Lockdown has 2 throwable Blockade panels. Said panels are essentially throwable reinforcements, but with some caveats. They can be thrown on soft and reinforced walls and hatches. If placed on a reinforced wall or hatch, the Blockade acts as a second line of defense against hard breachers. Once the outer reinforced layer of the wall is hard breached, the Blockade will be unharmed, meaning it takes 2 hard breach gadgets to get through it. This also applies to Maverick, but it does not apply to Rotter, as Rotter rusts both at the same time and same rate as normal. (It should be said that bringing Lockdown removes 2 reinforcements from the reinforcement pool). The panel takes 4.5 seconds to fully deploy into its hexagonal shape, but can be paused in this process by Thatcher or Enigma. Also, this panel is thinner than the normal reinforcement. Sledge and Oryx can both smash it, Kali can shoot through it, Fuze can deploy his cluster charges on it, and Auger's drone can go through it. In the case of Oryx, it deals 15 damage to him to run through it, as opposed to the regular 5.
----------
Reworks:
Operator: N/A
Map: House (again)
I should mention that some of these operators I have designed I have placed into Nighthaven, though I'm not sure they would be if they were actually added. My Nighthaven-folk include the following; Lockdown, Omen, Atomisk, Mystic, Wound, Crescendo, Mirage, and Adder.
~~~~~~~~~~~~~~~~~~End of Part 5~~~~~~~~~~~~~~~~~~~~~~~
(As I should also mention, some of these concepts may have been inspired by videos from thaqil, BikiniBodhi, Arktes NukemDukem, and Dang3rousMoose. I don't remember remember many that were inspired directly from something, but Abatiku, for example, was inspired by BikiniBodhi's request for a Bulletproof Glass operator.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This will most likely be my last set of operators on this forum, as I’ve quite nearly exhausted all my ideas. My goal was to at least double my original count, and with the last one in this set, I will have made 34 operator concepts. If I make any more, I’ll write them here still, but this is it for now. I tried something different than my usual with these 6, and I hope you like them. (Side note: I realized that the operator here codenamed "Blight" was meant to be an attacker when I thought of them originally, so I had to change some things in his kit for balancing). Enjoy.
Attacker
Operator Codename: "Silhouette"
Name: Nur Zhao
Born in: Urumqi, China
Born: April 15th, 1989 (Age 32)
----------
Role: Support, Entry
2 Armor, 2 Speed
----------
Load-out:
Galil (RFL)
PPSh-41 (SMG)
Ballistic Shield (Misc.)
KAP-40 (MP)
----------
Secondary Gadgets:
Stun Grenade
Frag Grenade
----------
Primary Gadget:
Silhouette's gadget is the ability to turn off all of the lights in a map. This ability takes 3 seconds to activate and has a 30 second cooldown and has 2 charges. The blackouts last for 18 seconds and do not affect the areas around Mute's jammers. During the blackout, it becomes very hard to see. Last thing about the blackout is that all cameras are disabled during the duration and, while disabled, Dokkaebi can walk up to any camera and hack it, thus gaining access to the camera system, similarly to how she would with a phone.
----------
Reworks:
Operators: None
Map: Villa
~~~~~~~~~~~~~~~~~~~~~~~
Attacker
Operator Codename: "Crescendo"
Name: Erihapeta Apeniu
Born in: Vaiaku, Tuvalu
Born: September 30th, 1991 (Age 29)
----------
Role: Support
2 Armor, 2 Speed
----------
Load-out:
Madsen LAR (AR)
SC3000K (RFL)
417 (DMR)
P-10C (HG)
P12 (HG)
----------
Secondary Gadgets:
Breaching Charge
Claymore
----------
Primary Gadget:
Crescendo has 2 high-volume resonators. These H.V.R. devices can disable and destroy gadgets through soft and hard walls (and floors) and take 2 seconds to place. They can also be placed on barricades and electrified walls. The gadget, once placed, can be wound up for as long as you want, which disables gadgets. When being wound, the gadget produces a whining sound that will gradually get louder and louder as you wind up to max volume at 10 seconds. Once it has been wound for 5 seconds, the gadget is loud enough to disorient defenders similarly to how Echo's Yokai soundbursts do for up to 2 meters away from the surface. Crescendo is of course countered by Mute. Also, after 10 seconds of winding the gadget, it will disable defender gadgets on the other side of the surface for up to 1 meter away. When winding the gadget on an electrified surface, Crescendo will still take electricity damage for the duration that it takes to wind up to the 10 seconds needed to disable the gadgets (i.e. 36hp of damage). Once wound to 10 seconds, the gadget gives the option to detonate it with a 2 second timer. This explosion leaves a single X-Kairos-pellet-sized hole in the surface and destroys gadgets on the other side of the wall.
----------
Reworks:
Operators: None
Map: Consulate
~~~~~~~~~~~~~~~~~~~~~~~
Defender
Operator Codename: "Blight"
Name: Jeronimo Lópómez
Born in: Tunja, Colombia
Born:
October 12th, 1995 (Age 25)
----------
Role: Support, Anchor
1 Armor, 3 Speed
----------
Load-out:
416-C Carbine (RFL) (20+1 Mag) (Integrally Suppressed)
M249 SAW (LMG)
P226 Mk25 (HG)
Uzi (MP)
----------
Secondary Gadgets:
Impact Grenade
Deployable Shield
----------
Primary Gadget:
Blight has 3 fine-powder grenades that, upon detonation, disable attacker gadgets. The gadgets stay disabled for 12 seconds, with a range of 3 meters. The grenades do not need L.O.S. to disable said gadgets. It is immune to electricity and bullets, but not explosives The grenades have the normal fuse length of 5 seconds.
----------
Reworks:
Operators: None
Map: Bank
~~~~~~~~~~~~~~~~~~~~~~~
Attacker
Operator Codename: "Inferno"
Name: Ochmaa Ganbayar
Born in: Dundgovi, Mongolia
Born: December 27th, 1986 (Age 35)
----------
Role: Support, Entry
1 Armor, 3 Speed
----------
Load-out:
ARX200 (RFL)
PDW9 (SMG) (20+1 Mag)
Mk-14 EBR (DMR)
PMM (HG)
Gonne-6 (HG)
----------
Secondary Gadgets:
Secondary Hard Breach
Smoke Grenade
----------
Primary Gadget:
Inferno's primary weapon comes equipped with an under-slung flamethrower. This flamethrower has a range of 4 meters and does 22 damage per second. The catch to the low DPS is that enemies will keep burning for 2 seconds after, so if they only took 22 damage, they will end up taking 66 damage total. However, damage isn't the focus of this gadget. The focus is its soft destruction capabilities. When spewed at a surface, the fire will stick to it. It burns at a speed of 0.3 meters a second for 10 seconds. On all surfaces, fire will appear on the other side of the wall (for example, if burning the soft ceiling above you, it would create a fire on the floor of the next floor). Fire that appears on the other side of walls does not stick to players, only direct hit flames. It can be extinguished via explosives and Echo's Yokai soundbursts. Another thing worth mentioning, the flames will overload the sensors of heat-sensitive cameras (such as Maestro's Evil Eyes) if they are caught in the radius of the fire. The overloads last for 8 seconds and disable the vision of the cameras. Also, the flames will set off Goyo's Vólcan cans from any side and will also light Tel's oil slicks ablaze. Inferno has 2 tanks of napalm that have the same amount of fuel-burn-time as 1 and a half of Maverick's Suri torch tanks.
----------
Reworks:
Operators: None
Map: Hereford Base
~~~~~~~~~~~~~~~~~~~~~~~
Defender
Operator Codename: "Mirage"
Name: Ankit Manjossa
Born in: Morrumbala, Mozambique
Born: June 12th, 1995 (Age 25
----------
Role: Intel-Denial
2 Armor, 2 Speed
----------
Load-out:
FMG-9 (SMG)
Vector .45 ACP (SMG)
SuperNova (SG)
SPSMG9 (MP)
----------
Secondary Gadgets:
Nitro Cell
Bulletproof Camera
----------
Primary Gadget:
Mirage's primary gadget consists of 3 holographic "Paranoia" projectors. They can be deployed on top of doorways, similarly to how Aruni's Surya gates are deployed. The holograms show a view into the room they are on the doorway of, (or show the hallway/ area outside of that doorway from the inside) but don't show anything that's inside, i.e. operators, gadgets, sites, etc (unless within 0.5 meters of the projector as either a defender or an attacker, but not as a drone). Also, the hologram goes down all the way to the floor, meaning drones can't catch a sneaky peak of people inside (or else this gadget would be completely useless). All objects can still pass through the doorway normally, as if the hologram wasn't even there. The projectors are indestructible (except if Cerberus places one of his "Tartarus Gate" frames on the same side of the doorway as it, which destroys the projector), but can be disabled by Thatcher or Enigma's EMPs. Anything that can see through smoke or can see heat can see straight through the hologram.
----------
Reworks:
Operators: None
Map: Kafe Dostoyevsky
~~~~~~~~~~~~~~~~~~~~~~~
Attacker
Operator Codename: "Adder"
Name: Cristobal Rojuñoz
Born in: Taka, Chile
Born: July 9th, 1981 (Age 40)
----------
Role: Intel, Support
2 Armor, 2 Speed
----------
Load-out:
F2 (RFL) (Integrally Suppressed)
KSG-12 (SG)
ITA12S (SG)
P9 (HG)
----------
Secondary Gadgets:
Frag Grenade
Breaching Charge
----------
Primary Gadget:
Adder has 3 canteens of his "Shadow" tracking compound that he can douse a 2.5 meter area on the floor with. Said dousing process takes 3 seconds. Once an area is slathered in it, any defender who walks in said area will be live pinged to Adder 3 times; immediately after, 10 seconds after, and 30 seconds after. If Adder is dead, it will show the ping to all attackers, but only with the first 2 out of 3 pings. It can be cleared from the ground via fire or breaking the floor it's on.
----------
Reworks:
Operators: None
Map: Plane
~~~~~~~~~~~~~~~~~~End of Part 6~~~~~~~~~~~~~~~~~~~~~~~
Thought I might clear some things up. I've proposed many new guns to the game, but haven't really defined them yet. I'll do that now.
(Another quick note: Perkele gains a new primary option in the form of the new APS-UR (Underwater Rifle) which I will also list the stats of below)
Oden:
RPM: 435
DMG: 73
Mag: 20+1
Horizontal Recoil: Low-Medium
Vertical Recoil: Medium-High
DPS: 529
~~~~~~~~~~~
VZ61 Scorpion:
RPM: 840
DMG: 36
Mag: 20+1
Horizontal Recoil: Low
Vertical Recoil: Low-Medium
DPS: 504
~~~~~~~~~~~
PM63 Rak:
RPM: 650
DMG: 43
Mag: 25+1
Horizontal Recoil: Medium
Vertical Recoil: Low
DPS: 487
~~~~~~~~~~~
Uzi:
RPM: 600
DMG: 48
Mag: 25+1
Horizontal Recoil: Low
Vertical Recoil: Low
DPS: 480
~~~~~~~~~~~
Calico M960:
RPM: 750
DMG: 43
Mag: 50+1
Horizontal Recoil: Low
Vertical Recoil: Low-Medium
DPS: 537
~~~~~~~~~~~
PPSh-41:
RPM: 1,000
DMG: 31
Mag: 30+1
Horizontal Recoil: Low
Vertical Recoil: Low
DPS: 516
~~~~~~~~~~~
Madsen M50:
RPM: 550
DMG: 45
Mag: 31+1
Horizontal Recoil: Low-Moderate
Vertical Recoil: None-Low
DPS: 412.5
~~~~~~~~~~~
KAP 40:
RPM: 937
DMG: 32
Mag: 12+1
Horizontal Recoil: Low
Vertical Recoil: Medium-High
DPS: 499
~~~~~~~~~~~
KSG-12 (Slugs):
DMG: 67
Mag: 14+1
~~~~~~~~~~~
M1216:
RPM: 468
DMG: 56
Mag: 16
Horizontal Recoil: Low
Vertical Recoil: Medium-High
DPS: 436
~~~~~~~~~~~
AS VAL:
RPM: 950
DMG: 35
Mag: 20+1
Horizontal Recoil: Low
Vertical Recoil: Low-Medium
DPS: 554
~~~~~~~~~~~
Madsen LAR:
RPM: 650
DMG: 50
Mag: 30+1
Horizontal Recoil: Low-Medium
Vertical Recoil: Low-Medium
DPS: 541
~~~~~~~~~~~
APS-UR:
RPM: 600
DMG: 46
Mag: 26+1
Horizontal Recoil: Low
Vertical Recoil: Low
DPS: 460
~~~~~~~~~~~~~~~~~~End of Part 7~~~~~~~~~~~~~~~~~~~~~~~
Also, I didn't realize this at the time, but Blight is just about the most boring operator idea I have ever made. He is essentially just Thatcher on defense. So, without further ado; The Blight Rework.
Defender
Operator Codename: "Blight"
Name: Jeronimo Lópómez
Born in: Tunja, Colombia
Born:
October 12th, 1995 (Age 25)
----------
Role: Support, Anchor
1 Armor, 3 Speed
----------
Load-out:
416-C Carbine (RFL) (20+1 Mag) (Integrally Suppressed)
SASG-12 (SG) (Replacing M249 SAW (LMG))
P226 Mk25 (HG)
Uzi (MP)
----------
Secondary Gadgets:
Impact Grenade
Deployable Shield
----------
Primary Gadget:
Blight has 3 S.M.O.G.D. (Service, Machinations, and Operations Gaseous Disabler) devices that, when having attacker devices in their proximity, will release a cloud of fine-powder. This 5-6m diameter cloud doesn't deal any damage to operators, but it turns gadgets off until the cloud is gone or the device has been destroyed. The gas lasts 16 seconds. Also, said cloud will pacify other mechanical/ electrical devices, such as Kali's LV-Explosive Lance and Thatcher's EMP Grenades, and also anything that Mute Jammers can disable. However, unlike with Mute's Jammers, the S.M.O.G.D. devices will not prevent Dokkaebi's calls, Lion's scans, Enigma's EMP Surge, or Whisper's deafening radius from effecting the defenders in its radius.
And to any Ubi devs who might see this, Hello. Just a reminder that any ideas here can be taken and used directly, adapted, or even just used for concepts or testing without me giving the say so. The joy of me knowing that an idea of mine was worthy of being in the game is cool enough on it's own (and playing as an operator I would have therefore indirectly/ directly helped to create).
~~~~~~~~~~~~~End of Part 8, and the Post~~~~~~~~~~~~~~~~~
As a closing note, I would like to make it known that I didn't check the rules on these forums before posting this, and so don't know if this repost is technically against posting rules. If it is, that's pretty unfortunate. If it isn't then that is just great. As it says above, all of these concepts are free to use for Ubisoft. If you do choose to use one of these concepts, I would immediately relinquish my rights to them and hand them over to you. My reasoning for this is as above, (and the added benefit of having Chris Watters narate my operator's power, the guy's a legend by the way). I will see you all later. Keep on sieging.
-sauce out.
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