Rainbow Six Siege · Defence
Frost loadout and recoil guide
Frost runs 2 primary options and 2 sidearms. The Super 90 is the pick that decides how the operator plays.
- Side
- Defence
- Primaries
- 2
- Secondaries
- 2
- Best profile
- Shotgun
Full loadout
| Weapon | Slot | Class | Recoil behaviour |
|---|---|---|---|
| Super 90 | Primary | Shotgun | Pellet spread, not a recoil pattern. Compensation does nothing useful; distance is the only variable that matters. |
| 9mm C1 | Primary | Shotgun | Pellet spread, not a recoil pattern. Compensation does nothing useful; distance is the only variable that matters. |
| MK1 9mm | Secondary | Pistol | Semi-automatic with a fast reset. A light vertical correction is all this needs. |
| ITA12S | Secondary | Shotgun | Pellet spread, not a recoil pattern. Compensation does nothing useful; distance is the only variable that matters. |
Which primary to take
The Super 90 is a shotgun, and pellet spread is not something compensation can help with. Closing distance does more for your hit rate than any setting will.
On the sidearm: MK1 9mm (pistol), ITA12S (shotgun). Sidearm profiles are cheap to set and rarely need revisiting.
Attachment slots follow the weapon
Siege does not give every gun the same slots, and the script has to know which curve it is playing against:
- Shields and the Gonne-6 take nothing at all.
- Shotguns get no magnified optic, and a barrel changes spread rather than pattern.
- Pistols have no grip slot.
- Rifles, SMGs and LMGs get the full set — optic, barrel, grip and laser.
Season churn
Siege reworks weapon balance and operator loadouts every season, and a pattern measured last season is not necessarily the pattern you are shooting now. Rosters and tables stay in sync with each season, including new operators and reworked loadouts, so your client picks up the change without you re-tuning by hand.
Nether