Tom Clancy's Rainbow Six Tactics fields a roster of fifteen Operators carried over from Rainbow Six Siege. Ubisoft's own description is fifteen Operators, each with unique abilities, specialised gadgets, and distinct skill trees. You take up to four of them into any mission, chosen from headquarters to suit the job in front of you.
The roster is a mix of Siege attackers and defenders rather than attackers alone, even though the missions shown at reveal were all assaults on fortified positions. Gadgets and abilities are stated to carry over, but this is a turn-based game rather than a first-person shooter, so how an ability behaves here is a design decision rather than a translation.
Which Operators Have Been Named
This list is incomplete and is presented as such. A press briefing held ahead of the reveal named a partial selection, and reports of that briefing do not fully agree with each other. Six names appear consistently across independent accounts. Two further names each appear in only one account. The remaining Operators of the fifteen have not been announced at all.
Operator | Confirmation Level | Notes |
|---|---|---|
Ash | Named consistently at reveal | Appears in every published account of the briefing and in platform announcement copy |
Montagne | Named consistently at reveal | Shown in the demonstration mission functioning as movable cover |
Glaz | Named consistently at reveal | Shown in the demonstration mission taking a long-range shot down a line |
Doc | Named consistently at reveal | Named in briefing accounts |
Nokk | Named consistently at reveal | Also rendered as Nook in one account of the same briefing |
Sledge | Named consistently at reveal | Named in briefing accounts and in platform announcement copy |
Smoke | Single source | Appears in one briefing account only, not corroborated elsewhere |
Twitch | Single source | Appears in one briefing account only, not corroborated elsewhere |
That accounts for at most eight of the fifteen, and firmly for only six. Seven or more of the fifteen Operators are unannounced. No list of the full roster has been published, and there is no basis for guessing the rest: popularity, pick rates or roster position in the game they are borrowed from say nothing about who was selected for this one.
Behaviour Shown in the Field
Only two Operators have had their in-game behaviour demonstrated rather than merely named.
Operator | What Was Shown |
|---|---|
Montagne | Functioned as movable cover. A semi-circular area around him was marked on the ground, and within it he could absorb incoming fire |
Glaz | Fired down a long line across the map with a sniper rifle, killing two enemies that were lined up with a single shot. The absence of fog of war in outdoor areas makes that reach unusually strong |
A third Operator's movement behaviour was described in a reveal report as an apparent capability rather than a confirmed one, and is not stated here as fact. No numbers of any kind have been published for any Operator: no damage values, no health, no movement range, no ability cooldowns and no accuracy figures.
Progression
Operators are not fixed loadouts here. Each has a distinct skill tree developed between missions through training at headquarters, and their gear can be customised. Their physical condition is also tracked between deployments, which becomes decisive when Permadeath Mode is enabled and an Operator can be lost for the rest of the campaign. See Skill Trees and Headquarters and Intelligence.
Using Them Together
Squad selection is a composition problem. Abilities are used as actions during the turn-based portion of a fight, and they are also scripted in advance during the synchronised entry, so an Operator's value depends partly on how well their ability fits a plan made before contact. See Breach and Gameplay. Ubisoft has encouraged experimenting with different combinations rather than settling on one team.
Not Yet Confirmed
The identity of at least seven of the fifteen Operators.
Whether the seventh and eighth names reported from the briefing, Smoke and Twitch, are both on the roster.
Any statistic for any Operator.
How each Operator's Siege gadget has been reinterpreted for turn-based play.
Whether Operators are unlocked over the campaign or available from the start.
Whether Operators have roles, classes or archetypes as a formal system.
Whether any Operator is voiced by their Siege performer.
Whether the roster grows after release.