Rainbow Six Siege · Defence
Smoke loadout and recoil guide
Smoke runs 2 primary options and 2 sidearms. The FMG-9 is the pick that decides how the operator plays.
- Side
- Defence
- Primaries
- 2
- Secondaries
- 2
- Best profile
- SMG
Full loadout
| Weapon | Slot | Class | Recoil behaviour |
|---|---|---|---|
| FMG-9 | Primary | SMG | Quick cadence with a shallow vertical climb; movement opens the spread more than recoil does. |
| M590A1 | Primary | Shotgun | Pellet spread, not a recoil pattern. Compensation does nothing useful; distance is the only variable that matters. |
| P226 MK 25 | Secondary | Pistol | Semi-automatic with a fast reset. A light vertical correction is all this needs. |
| SMG-11 | Secondary | Machine pistol | Extremely high fire rate over a short magazine — a steep climb that ends almost immediately. Needs its own values, not your primary's. |
Which primary to take
The FMG-9 keeps Smoke fast in the angles this operator actually holds. SMG recoil is shallow, so most of your accuracy comes from tracking rather than pattern correction.
On the sidearm: P226 MK 25 (pistol), SMG-11 (machine pistol). The machine pistol in this loadout needs its own values — it fires fast enough that primary-weapon numbers put every round over the target.
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