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Shield IRL

A DeadStop lightweight police ballistic shield in reality.

A Ballistic Shield or Tactical Shield is a hand-held shield that is capable of defending the user from ballistics. Less common are heavier and thicker rifle-protection shields that are mounted on wheels for ease of mobility. Ballistic shields have been used by law enforcement and military forces throughout the twentieth and twenty-first centuries.


Tom Clancy's Rainbow Six: Vegas

The Shield is featured in Tom Clancy's Rainbow Six: Vegas. It is bulletproof against all weapons in the game, allowing the user to operate a handgun and safely engage the enemy. Despite this, it is possible to shoot through the window of the shield and kill the user instantly.

It does not protect the user from explosives, fire, flashbangs, or tear gas. While the shield protects most of the user when in use, it does leave the legs exposed unless crouched.

The shield greatly reduces player mobility, preventing players from sprinting and using equipment such as grenades, making it extremely difficult to traverse large maps or evade grenades. As a result, it is advised to wear light to no armor to at least have some mobility though heavy armor is also a viable tactic.

Since the player may only reload their sidearm with one hand, it takes much longer than a normal reload to do so. As a result, using a weapon with a High-Capacity Mag can be extremely useful so as to reduce the number of reloads.

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Tom Clancy's Rainbow Six: Vegas 2

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The Shield is featured in Tom Clancy's Rainbow Six: Vegas 2. It appears in the same configuration as Vegas 1.

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Tom Clancy's Rainbow Six: Siege

Four variants of the Ballistic Shield are featured in Tom Clancy's Rainbow Six Siege, each used by the Operators Fuze, BlitzMontagne and Clash respectively. FBI SWAT and GIGN Recruits are also able to use the regular variant of the shield, a recolored version of Fuze's basic shield.

When equipped and out, the ballistic shield negates all incoming projectile damage directed at it from the general direction the user is facing in. Explosive damage, such as the Nitro Cell and Frag Grenade, is reduced but not negated when taken from the front too. Their hipfire is also inhibited, having greater spread; when the shield is put on the Operator's back, their weapon will regain its original spread.

Unless the user is crouching, their legs are exposed, leaving them vulnerable. In addition, the sides and rear of the user are open at all times, making the user vulnerable to ambushes or explosives tossed over their shield. Meleeing a shield will cause the shield to be knocked aside to their left as the user flinches, exposing their body to an attack. However, when Montagne extends his Shield or Clash takes out her shield, their legs and sides are protected with their larger shields. While Clash will still have her shield knocked aside, Montagne will not flinch to any melee attacks.

Shield users wield their sidearm in their right hand, in conjunction with the shield on their left arm. By default, their right hand (the one wielding the sidearm) is slightly exposed, even from the front, as the operator's means of hip firing. When aiming down sights, the user holds the shield horizontally, exposing their head.

With the exception of Blitz, running with a shield will cause the operator to lower their shield to their left side. As shields count as primary weapons, it is possible to unequip a shield by selecting the secondary weapon. Going prone or performing any actions with gadgets will also cause the shield to be unequipped for the duration. Throwing grenades will temporarily lower the shield as the grenade is held. An unequipped shield is carried on the operator's back and can offer situational protection from behind.

By default, when an operator has a shield in their possession, their Speed is reduced by 10% of their base speed (20% for Blitz), regardless of the shield is equipped or not. This causes Shield wielding Operators to be slower than their non-Shield allies of the same armor rating.

"Protective shield equipped with a secondary weapon."
— In-game description


The shield carried by Fuze, the FBI SWAT and GIGN Recruits offer no unique ability of its own except the basic function of withstanding incoming fire. Notably, Fuze's Ballistic Shield is a shade of green while those wielded by Recruits are black.


"Triggers the flash attached to his ballistic shield to temporarily blind enemies."
— In-game description


Blitz's Shield has a band of extremely powerful flashbang grade lights attached to the front. This allows him to blind enemies in front of the shield, enabling him to get the advantage and push forwards. However, the number of charges and the range of the lights are limited, meaning Blitz needs to make each an every flash count.

At the cost of being able to sprint with his shield up in front, the speed penalty is doubled to a 20% reduction.


"Can expand his Extendable Shield to offer full protection while standing."
— In-game description


Montagne's Shield can extend to cover his legs, sides and even the top of his head. This can be used to give Montagne and his allies better protection, can effectively block off doors and receive negligent explosion damage. However, while the shield is extended, Montagne has a decreased movement speed and cannot use his weapon, forcing him to rely on others for help and fire support.


"Extendable electro shield capable of slowing down enemies, causing damage over time."
— In-game description


Clash's Electro Shield automatically extends when used and can slow down opponents by using a high voltage Charged Field Generator (CFG) that emanates directly in front of the shield in a cylindrical shape. Opponents caught in the CFG also sustain low damage over time. Effective use of the shield allows Clash to block entry points, and to prevent or delay a push by the Attackers. However, unlike other shield operators, she can only user her shield in its extended form, preventing her from sprinting, using melee or having a sidearm out.

Although the transparent nature of the shield allows enemies to see who is behind Clash, allies can use it to know where the Attackers are too.