Tom Clancy's Rainbow Six® Siege X

Tom Clancy's Rainbow Six® Siege X

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An In-Depth Guide Into Thermite
By BBQ and 1 collaborators
   
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Introduction Jordan "Thermite" Trace was one of the original 20 operators, he is also the only operator that swears. His special ability is that he has thermite charges, special charges which can break reinforced walls. He is comes from Texas, America. He was with the marines and served 2 tours in Iraqi after he got discharged he used his money to get into college and he earned a bachelor degree in chemistry in his studies. After that he joined the FBI after a while of being a field agent he got transferred to FBI SWAT. Thermite's Loadout Thermite has a choice of 4 weapons: a shotgun, assault rifle and 2 pistols 556xi This is thermite's standard weapon a lovely one at that, It does 46 damage while not suppressed and 39 when it is this is quite good since it fires 690 bullets a minute (11-12 bullets per second) which is more than enough to do deal 120 and over, but we haven't accounted for the armor values, we'll get to that soon. The gun can carry 30 bullets in the magazine and 150 in reserve. Attachable modifications: Sights: Red Dot Sight Holographic Sight ACOG Sight Reflex Sight Barrel Attachments: Suppressor Flash Hider Compensator Muzzle Brake Grips: Vertical Grip Angled Grip Under Barrel Attachments: Laser My Setup: Red Dot Sight Compensator Vertical Grip Why I chose the red dot sight is because with an ACOG this weapon's recoil becomes a bit frustrating to work with. The compensator and vertical grip stops a lot of the recoil but still that lovely amount of damage comes at a price. I spray quite a bit with this weapon so keeping the recoil low is key for my play with this weapon. Weapon bullet spray Where the bullets go in close range while shooting alot: Note: the text appropriate to the picture is under the picture, Also ADS means Aim Down Sight. Each picture shows a full clip of that weapon fired at a wall. No modifications Red Dot Sight, Compensator and Vertical Grip attachments. M1014 This the one and only shotgun for the FBI The difference between its British, German and French counter-parts, This shotgun is semi-automatic, which you can fire much faster with and get more than 1 chance to kill your enemy. One of the downgrades of this weapon is that it fires only 8 pellets in 1 buckshot also the damage is only 32 so we do some math again (32 x 8) this shotgun does 256 damage in 1 shot which compared to the pump shotguns is quite low. It can hold 8 buckshots and has 25 in reserve. Attachable modifications: Sights: Red Dot Sight Holographic Sight Reflex Sight Underbarrel Attachments: Laser My Setup: Holographic Sight I don't use this shotgun on attack that much because the defenders usually have higher damaging shotguns so staying away from them so you can spray them down with your assault rifle is a bit better than risking getting 12 pellets in the face, Still this weapon is good for breaking Un protected hatches and getting people off guard. I don't reccommend that you use a laser because if you are going to play Sneakily then it might be hard to catch people off guard because you are shining a laser into their eyes. Weapon bullet spray Where the bullets go in close range while shooting alot: Note: the text appropriate to the picture is under the picture, Also ADS means Aim Down Sight. Each picture shows a full clip of that weapon fired at a wall. No mods M45 MEUSOC The stock pistol for the FBI. This weapon was made by colt and was based off of the M1911 and fires 45. ACP rounds. It does 47 damage normally and 39 while supressed a bit more than the xxi. Very useful for taking out cams and finishing off the injured enemies. Attachable Modifications: Barrel: Suppressor Muzzle Brake Underbarrel: Laser My Setup: Suppressor I use the suppressor because i can break cameras, jammers etc. without giving out my position and 39 damage isn't that bad. 5.7 USG The secondary pistol for the FBI it has the lowest damage between pistols (27, 22 when suppressed) the name comes from the rounds that it chambers 5.7x28mm rounds it is also called the Five seveN the capitals are for the manufacturer FN Hersal. It was made as a companion weapon for the P90 because they chamber the same rounds. It has 2 distinctive Advantages it has the highest ammo capacity (20+1) and a decent hip-fire accuracy. I wouldn't recommend this weapon for thermite but for shields it would be perfect. Attachable Modifications: Barrel: Suppressor Muzzle Brake Underbarrel: Laser Damage chart Another lovely Damage chart, this time I included Rooks armor plate values Red/Head INSTANT DEATH (undependent of armour) Green/Torso 1 armor point = 100% damage (30 damage = 30 damage) 2 armor points = 90% damage (30 damage = 27 damage) 3 armor points = 80% damage (30 damage = 24 damage) 3 armor points + Rook armor plate = 60% damage (30 damage = 18 damage) Yellow/Arms and Legs 1 armor point = 100% damage (30 damage = 30 damage) 2 armor points = 90% damage (30 damage = 27 damage) 3 armor points = 80% damage (30 damage = 24 damage) 3 armor points + Rook armor plate = 60% damage (30 damage = 18 damage) UPDATE:Damage values for limbs were changed in red crow and I have updated for that. Note: RP means rook plate and T means torso, Limbs and L means legs and arms
Originally posted by author:
Weapons 1 armor point torso 2 armor points torso 3 armor points torso 3 armor points + RP T 1 armor point Limbs 2 armor points Limbs 3 armor points Limbs 3 armor points + RP L
xxi556 46 Damage (2-3 shots) 41.4 Damage (2-3 shots) 36.8 Damage (3-4 shots) 27.6 Damage (4-5 shots) 34.5 Damage (3-4 shots) 32.2 Damage (3-4 shots) 27.6 Damage (4-5 shots) 15.18 Damage (7-8 shots)
xxi556 Suppressed 39 Damage (3-4 shots) 35.1 Damage (3-4 shots) 31.2 Damage (3-4 shots) 23.4 Damage (4-5 shots) 39 Damage (3-4 shots) 35.1 Damage (3-4 shots) 31.2 Damage (3-4 shots) 23.4 Damage (4-5 shots)
M1014 256 Damage (1 shot) 230.4 Damage (1 shot) 204.8 Damage (1 shot) 153.6 Damage (1 shot) 256 Damage (1 shot) 230.4 Damage (1 shot) 204.8 Damage (1 shot) 153.6 Damage (1 shot)
M1014(per pellet) 32 Damage(3-4 shots) 28.8 Damage (4-5 shots) 25.6 Damage (4-5 shots) 19.2 Damage (6-7 shots) 32 Damage(3-4 shots) 28.8 Damage (4-5 shots) 25.6 Damage (4-5 shots) 19.2 Damage (6-7 shots)
Thermite's Equipment I Ran out of letters last section so im going to cover his gadgets here. Thermite Before dustline could have Grenades which were great for getting rid of signal disruptors and bandit wire if you threw one through a vent. Before the mid season reinforcements (mid skull rain update) he had flashbangs and breach charges. And now he has claymores and smoke grenades. Smoke bomb/grenade A good item if you want to cover your retreat or change position while the enemy can't see you sometimes even throwing 3 of these and just rushing the hostage works if you somehow talked your team into it, you might get all your team blown up on traps but sometimes it works.
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Claymore One of the newest gadgets in Rainbow six siege and a very useful one. While breaching you can put one of these covering a door-way by doing this you will stop any flankers by blowing them up. Putting them on your escape route is also very good this way when you are running away with the hostage you can run through the lasers and the enemy will blow up on the claymore do be careful though i blew my self up once because the enemy was too close and we both blew up. Brimstone BC-3 Exothermic Charge This is where thermite shines, This Explosive burns at 2000 Degrees Celsius (for comparison lava is only 1730 Degrees Celsius) cutting through anything in its path. The charge first cuts through the metal (most likely steel which its melting point is 1510 Degrees Celsius) then a small C4 charge blows up the rest of the barricade and the cut point. It has a bigger explosion radius than the breach charge so stand clear unless you want your face litterally melted off. This device can be jammed by jammers (where are wires when you need them) and can be broken by bandits shock wire. don't put these on non reinforced walls because enemies can just shoot the wall and break your baby (thermite charge). Tactics Charge Jukes When you are playing thermite you are eventually going to meet one bandit who puts a shock wire as soon as you put your charge down and the charge dies in a small unsiginificant spark then you call your friendly thatcher and he emps the wall but it didnt get rid of the wire then you put your other charge down and its zapped again. One way to counter this is to ask your thatcher to throw a emp as soon as you put one down to remove any risk place and quickly pick it back up and if the bandit fell for it well he just lost his electric wire. Another way to get rid of him messing up your charges is to get one of your friends to throw a grenade into the vent next to the reinforced wall that way the bandit should stay away and you can breach happily. No Where To Hide if you do this right your team should have near 100 % sight into the room (preferably obj. room) you just breached into. To do this you have to breach the room in 2 places for example the reading room in kafe dostyevsky you can breach the south and east wall and your friends can watch both sides this way the enemy should have no where to hide and if they move they will get shot. Tips Try to use all your thermite charges, if you die it will be less of a problem if you have already breached the obj. room. Let everyone take their places before you breach the wall, this way everyone will be ready for the fight and no one will get shot easily. Stay clear of your charges, they have a bigger blast radius than the breach charges so take cover! If you don't have a thatcher or twitch, you can always breach hatches unless the enemy team has a mute that has read my other guide. After the thermite explosion there will be a bit of smoke, this is long enough to throw in a few sneaky drones. Don't ever go alone, you are a very important operator you have to stay safe and work with your team, thats what thermite is all about. the MEUSOC is a good weapon to have when you are out of your primary ammo, The USG is good for panic shooting without aiming because of its good hipfire accuracy.