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Maps
September 9, 2026 at 01:08 AM
Initial version (2026-09-08)
Tom Clancy's Rainbow Six Tactics takes its campaign around the world. Ubisoft's own figure is over 45 diverse locations, described elsewhere as dozens of unique maps and dozens of unique missions. An exact map count has not been announced, and figures more precise than over 45 should be treated as unofficial until Ubisoft publishes one.
Ubisoft has named four environment types in its store description, and a fifth appeared in the reveal demonstration.
Environment | Source |
|---|---|
City centres | Named in official store copy |
Airports | Named in official store copy |
Remote warehouses | Named in official store copy |
Offshore platforms | Named in official store copy |
Industrial docks | Shown in the reveal demonstration mission |
The spread is deliberate. The campaign is a global investigation into an organisation arming groups worldwide, so the locations are the shape of that hunt rather than a single theatre. See Story and Setting.
The maps are built by hand rather than generated. What varies between playthroughs is what is on them: enemy placements and objective locations are randomised, so a map you have played before will not necessarily present the same problem twice. That is a middle position between a fully authored campaign and a procedural one, and it is the design the reveal material described explicitly.
Element | Authored or Randomised |
|---|---|
Level layout and architecture | Handcrafted |
Enemy placement | Randomised |
Objective location | Randomised |
For play, the consequence is that map knowledge helps but does not substitute for reconnaissance. Knowing the building's layout tells you where the walls are; it does not tell you who is standing behind them, which is what the drone stage is for. See Mission Structure.
Vision is split by geography. Outdoor areas have no fog of war, so an approach across open ground is a problem you can see in full and plan against, and a long-range Operator covering that ground is unusually strong. Interiors do have fog of war, so a building is an unknown until it is scouted. Most maps shown at reveal combined both: an open approach, then a structure to enter.
Because environments are destructible, the map is not fixed once the fight starts. Walls can be opened for sightlines or entry points and cover can be stripped away, which means the useful features of a location are partly built by the player during the mission. See Destruction and Breach.
No individual map has been given a public name. The locations described above are environment types and demonstration settings, not a map list. Nothing in the published material identifies a specific city, country or facility.
The exact number of maps. Ubisoft's figure is over 45 and no precise count has been given.
Whether over 45 locations means over 45 distinct maps, or a smaller number of maps across more settings.
The name of any individual map.
Specific real-world cities or countries the campaign visits.
Map sizes, and whether missions use a whole map or a section of one.
Whether maps are revisited during the campaign.
Whether time of day and weather vary, and whether they affect play.
How strongly enemy and objective randomisation varies between attempts.