Rainbow 6 | Siege

Rainbow 6 | Siege Rules

Rainbow 6 | Siege Rules

By competing on this ladder, you agree to follow all rules set out below and any additional instructions provided by the LetsPlay.Live(LPL) Rainbow Six Administration team. If you have any questions, problems, queries or concerns then please contact an Admin by putting in a Support Ticket using the Support Ticket System.

All rulesets must be read in conjunction with the Master Ruleset. This can be found here

Rainbow Six: Siege Ruleset Season

LPL administration has the right to decide outside or even against the ruleset in special cases to guarantee fairplay.

1 - Player Requirements
1.1 - Age Requirements
1.2 - Third Party Applications
1.3 - Tactical Timeout
2 - Team Rosters & Locks
2.1 – Team Rosters
2.1.2 - Coaches
2.1.3 - Substitutes
2.2 – Roster Locks
2.3 - Retaining Division Spots
2.3.2 - Relegation and Inject System
3 - Player Responsibilities
3.1 - MOSS
4 - Exploits
4.1 - Map & Shield Exploits
4.2 - Cheats / Hacking

Anti-Cheat Policy Amendments

The Rainbow Six: Siege ladder takes a different stance on bans due to vanilla LPL rules not including Battleye bans. Any user receiving a Battleye ban will receive a 12-month ban from the Rainbow Six: Siege ladder. A second offence will incur a permanent ban on the Rainbow Six: Siege ladder.

1 - Player Requirements

1.1 – Age Requirements

Players must be 15 years of age at the point of sign ups.
For OCL, players must be 18 years of age at the point of first game.

Proof of age may be required upon admin request.
Any team or captain found to be knowingly harboring an underage player will be disqualified and removed from the league/s they are participating in.

1.2 - Third Party Applications

The use of third party applications during matches is strictly prohibited. This includes, but not limited to, Oculus VR, Overwolf and third party apps downloaded through the (R6Analyst/R6Tracker, etc).

1.3 - Tactical Timeouts

Tactical Timeouts are short pauses in the flow of a game that can be requested by a Team’s Coach or Captain. In order to request a Tactical Timeout, the Coach/Captain needs to notify the observer or tournament administrator at the end of a round, or during the first 15 seconds of the operator pick phase. Upon notification, the game will be paused and a 45 seconds timer will start during which the Coach will be allowed to communicate with its Players. A referee or tournament administrator will be listening to the communications between the Players and their Coach for the entire duration of the timeout. Once the 45 seconds have past, the communication between the Coach and the Players will automatically be cut-off, and the game will resume. Each Team may request one Tactical Timeout per map during any given match. Timeouts that are not used do not carry over to the next map and are lost.
When one Team requests a Tactical Timeout, the other Team also benefits from having their Coach allowed to communicate with their Players.

2 – Team Rosters & Locks

2.1 – Team Rosters

LPL requires all teams to have at least five players on their team roster. Users may not compete on behalf of a team which they are not on the roster of.

Failing to play a scheduled match without at least four users will be penalised with a forfeit or as the LPL Siege team deems necessary.

Players can not play in more than 1 team as a time.
Breaking this rule will result in a one week player match ban per offence.

A team may not play with any player that is added to the roster after a match has been created (on the website). Any teams that are found to break this ruling will have their match overturned or face further consequences.

Teams may not compete in more than 1 division of LPL , these are grassroots divisions ( A team in OCL/OCN cannot also play in Open/Am/Evo )

2.1.1 - Entry Fee Conditions

Pro will all be using an entry fee model. This model means no subscription is needed but a team fee must be paid. Each team entry fee covers up to 5 core players and 3 substitutes. You will not be allowed to make any other changes after all players are set.

Entry fee covers:
5 core players (No subscription needed)
3 substitutes (No subscription needed)

2.1.2 - Coaches

Coaches are permitted to be in the LPL voice channel while a match is playing, however, they are not permitted to communicate with the team during the match.

2.1.3- Substitutes

Each team is allowed up to 3 substitutes on their roster.

Pro LPL substitutes will not need to pay a subscription fee as all teams will have paid an entry fee. This does not apply for Amateur, if you are playing under an amateur team you will need to have an active subscription.

A second rehost may be called if the first RH didn't resolve the issue, ONLY to sub the member that is having said issue.
This Substitute must be on the roster before the match had started.
If this substitute is used, they must have an active subscription within 24 hours of the game concluding.

2.2 – Roster Locks

Roster locks are enforced in Evo leagues and above.
Roster locks will be enforced for the season, only during unlock periods will users be able to join a LPL team. Users will not be able to be added in the two weeks before the commencement of finals, without strict admin permission.

2.3 - Retaining Division Spots

If you would like to retain your division spot for the next season, you will need to have 3 out of your core 5 players from the previous season. This means 3 players from your team that played over half of the previous seasons games. Failure to do so will automatically forfeit your spot within the division . This applies for all divisions.

Core 3 Restrictions

LPL requires team captains to set a 'Core 5' of their team before the end of registration via the function implemented on LPL team pages (failing to do will result in termination from the league). A minimum of three of the five core users are required to play the season which includes each and every game. Changes (excluding removal) to the core during the season will not be permitted.

Players who are brought in after the removal of a core member do not take that users core status, instead they will be counted as a substitute and will need to be made core in the next season of play.

In order to retain a spot within a specific division you will need three of the give core users you have selected the season/qualifier prior, failure to do so with result in a removal from the competition.

2.3.1 - Relegations and Inject System

During Relegations (prior to a Season start), teams may be eligible to sign up as an Inject team to participate in Relegations. Inject teams will only be pushed into Relegations if teams in the respective Division has died (See Section 2.4.1).

To qualify as an Inject, teams will need at least 3 players who have previously played in the respective Division within the last 2 LPL seasons or have played in other official major tournament leagues (at the sole discretion of LPL Admins). Please note that LPL Admins may ask for player credentials. If no teams meet the requirement, an Open Qualifiers will be held or a team from the Division below will be brought up (at the sole discretion of LPL Admins).

3.1 – MOSS

All players must be running MOSS in every LPL match they play in.
Moss files are required to be uploaded at the end of every match, failure to do so within 24 hours of the end of your game will result in penalties to the admins discretion .
. Failure to provide your MOSS file, or if your file has corrupted in any section, will result in penalties.

Individual Penalties:

1st Strike: Official warning
2nd Strike: Match forfeit
3rd Strike: 1 week match ban
4th Strike: Season-long ban
5th Strike: 6 month ban

In the case where two or more members of a team cannot produce their complete MOSS files, the following penalties will be applied:

Team Penalties:

1st Strike: Official warning to all team members
2nd Strike: Following match forfeit
3rd Strike: 1 week match ban
4th Strike: 1 month match ban
5th Strike:Team removal from the ladder for the rest of the season

The use of MOSS is purely the player's responsibility. You are to check if MOSS is working correctly before you play a match. If there are major compatibility issues, contact a ladder admin immediately. In the event of a wide-spread issue with MOSS, a thread will be made on how to proceed.

Dropping out of paid leagues:

If a team drops out of a paying league (Amateur, Challenger) mid season, they will receive a punishment for the effect they’ve had on other paying teams. This will be in the form of a global match ban for the rest of the season, and a ban from the players previous division and above for the following season. For example, if a team drops out of Amateur, they’ll be unable to play for the remainder of that season, and will only be able to play Open division the following season.

4 – Exploits

4.1 – Map & Shield Exploits

Map exploits include but are not limited to; accessing areas otherwise inaccessible by means of using a shield to 'jump' over/onto/into, using any sort of method that was not intended by the developers.

It is an illegal move to use a shield to boost yourself up onto any area of the map that would otherwise be inaccessible, to block a doorway or a window, to restrict the movements of the opposing team in any way. Placing a shield in a doorway that does not block the opposing team from vaulting over is a legal move.

It is illegal to use 'one way texture' exploits that allow you to see through a wall/floor/window/etc that cannot be seen through on the other side.

It is also illegal to use a prone player to access areas otherwise inaccessible.

Finally, it is also illegal to use the "Mira Shield Boost" that allows players to vault over Mira to access areas otherwise inaccessible.

Breaking of this rule will automatically forfeit the round for the offending team. Consistently breaking of this rule can and will result in match forfeiture and LPL account penalties including but not limited to; match bans, ladder bans, forum bans.

4.2 – Cheats / Hacking

Anyone found cheating and/or hacking will be dealt with under the Rainbow Six: Siege anti-cheat policy.

Lobby Creation

The team with the higher Elo is responsible for creating the lobby. (This is not applicable for OCL)

The team with the lower Elo may chose with side they go on first for OT.
Within the Pro Division, if you Choose the map, you may chose the side for OT.

All matches must be on a dedicated server (SEAS only for Asia).
Maps to be used are listed.

1. Chalet
2. Oregon
3. Club House
4. Border
5. Consulate
6. Kafe
7. Villa
8. Theme Park
9. Skyscraper

Team Size: 5
Maps: Bo1 (except Finals which are a Bo3)
Time of the Day: Day
HUD Settings: Pro League

Match Settings
Number of Bans: 4
Ban Timer: 20
Number of Rounds: 12
Attacker/Defender role swap: 6
Overtime: 3 Rounds
Overtime score difference: 2
Overtime role change: 1
Objective Rotation Parameter: 2
Objective Type Rotation: Rounds Played
Attacker Unique Spawn: On
6TH Pick Phase: On
6TH Pick Phase Timer: 15
Pick Phase Timer: 15
Damage handicap: 100
Friendly fire damage: 100
Injured: 20
Sprint: On
Lean: On
Death Replay: Off

Game Mode: TDM - Bomb

Game Mode Settings
Plant duration: 7
Defuse duration: 7
Fuse time: 45
Defuser Carrier Selection: On
Preparation: 45
Action: 180

  • Unsportsmanlike behaviour will be dealt with at the discretion of a ladder administrator.
  • Abusive behaviour in-game and on the site will be dealt with at the discretion of a ladder administrator.
  • Making false/useless disputes will be dealt with at the discretion of a ladder administrator.
  • Disputes without evidence will be noted but further action is unlikely to occur.

  • Only referees and/or casters approved by LPL Rainbow Six Admins may spectate matches.
  • LPL Rainbow 6 Admins may spectate any game they wish.

A player is an ELIGIBLE PLAYER to play in a team's ladder match if they satisfy ALL of the following:
  • The player's LPL account is listed on the team's LPL roster (found in your LPL team page).
  • The player's LPL account is not listed as "Not Eligible".
  • The player's LPL account needs to have been added to the team roster BEFORE the match page has been created (Players added after the match has been created will appear as "Not eligible" on your team page).
  • Not be facing any match suspension/bans.

  • The rules may be changed / altered or corrected at any time. In such situations a forum post will be made to update the players of the rule change.
  • LPL R6 admins have the final say on all rulings, and at times may be out side of the written rules.

  • All players on the Ladder must follow the Code of Conduct that has been set by Ubisoft.
  • All rules that are seen in the Code of Conduct will apply here at LPL.
  • The "Disciplinary Policy" will be used by LPL to counter, Cheating / Modding / Hacking, Harassing or serious bullying and Offensive Language or Behaviour / Threats.
  • Please respect the Code of Conduct: Found here

Match Start Time
  • A team will have an extra fifteen minutes past the starting time to get the minimum four required users into the match server. The Live on Three must commence within fifteen minutes of the match starting time. Any further time to get the minimum of four players will be granted solely at the discretion of the team with the required four or more players and a LPL match official. Failure to start a match within fifteen minutes of the designated time may result in consequences. As such, it is recommended that you join the server at least ten minutes before your match time. If the server is not up ten minutes prior you must notify a LPL R6 administrator.
  • Breaking this rule will result in a match reversal.

Minimum users / No Show / Forfeit and Default / Lateness Penalties
  • LPL R6 teams must have a minimum of four eligible users in the server at the designated time of your match. If not, then the team who does not have 4 or more players will forfeit the match/es. In the event of a No Show / Forfeit, teams are required to provide sufficient proof (screenshot of empty server).
  • Teams are required to be in the lobby within 15 minutes of the start time of their match. If the full (5) team has not joined the lobby within this time, the match will be forfiet with a "NO SHOW".
  • League matches must be entered as one / zero wins against the forfeiting team.
  • Teams involved in an LPL broadcast (https://www.twitch.tv/lpl_r6s) are not permitted to forfeit. It is the team captain's/org's responsibility to provide substitutes when players are unable to play.
  • If a team participating in an LPL broadcast is not ready to play 20 minutes after their schedule match start time, they will be defaulted. If both teams (in a single match) participating in an LPL broadcast are not ready to play 20 minutes after their scheduled match start time, the match will be deemed completed and the winner of Map 1 and the winner of Map 2 will be determined (individually) via Coin Flip in the respective match channel in the LPL Community Discord.
  • If teams participating in an LPL broadcast defaults twice within an single LPL season, they will lose 2 points. Subsequent defaults will result in loss of 2 points.
  • If a team participating in an LPL broadcast are less than 15 minutes late after their scheduled match start time, the team will lose their option to attack/defend on the map they get to choose and the other team will be able to select.
  • If a team participating in an LPL broadcast are more than 15 minutes late after their scheduled match start time, the team loses random overtime and the other team will be able to select attack/defend for overtime.

Match Score
  • At least one player from each team must screenshot the final scoreboard in case of any score disputes.

Server and player crashes

Server Setup
  • All LPL sanctioned matches must be played on a dedicated server. Any scores or details of a match played outside the jurisdiction of LPL are void to LPL. The match settings can be found above.

Server crashes
  • In the event that the server crashes while the game is live, If the game is within the first 1 round the game is then relived, resetting the scores back to 0-0. In the event that the server crashes when 3 or more rounds have been played out, the score resumes from the round the server crashed.

Player dropouts
  • In the event that a player times out/crashes, the game may be paused by either team during the next freeze time (THE GAME MUST NOT BE PAUSED MID-ROUND).

Server Problems
  • Should an issue arise regarding widespread connection problems to the server (e.g. lag) and a LPL R6 administrator acknowledges this, then the match may be paused, cancelled, rescheduled or continued. If there is no referee in-game then both teams must agree that there are widespread connection problems (screenshot agreement), and both captains must agree to dispute the match. If an admin is present or called to the match, they have the right to restart the match provided it was within the first four rounds of play or if outside the first four rounds, reload the round when the issue occurred if they believe the problem has had a significant impact on the outcome of the game.
  • LPL requests that users attempt to play out their game for as long as possible before the widespread connection problems affect the game - if the problems persist, then file a dispute as stated.
  • If both teams do not agree that there are widespread connection issue at play, then the match is to played out and teams may dispute post-match. The LPL administration team will review all relevant evidence to determine whether or not there was significant widespread connection issues. Rescheduling of matches will be done so through the communication of both team captains in regards to their availability - matches for leagues must be played as soon as possible.

  • Each team is allowed 1 rehost per match (If this doesn't resolve the issue refer to 2.1.2.). A rehost can be called within the first 15 seconds of the action phase of a round, or before first contact (Gun fight between both teams), resulting in a rehost of that round. In the event of such a rehost, the same sites, operator picks, and 6th picks must be used by both teams.
  • If a rehost is called after this point, the round must be played till completion before rehosting.

Ping Limits
  • For Australia and New Zealand (ANZ) league(s), the majority of each team must be under 100ms ping and located in Australia or New Zealand only.
  • For Asia league(s), the majority of each team must be under 120ms ping and be located within Asia only.
  • Any player with an average ping higher than 150ms for at least 2 minutes may be asked to leave at the end of the round. Please note that this 2 minutes may carry over between rounds.

  • The final and most important rule, use common sense & have fun. If you have any questions or concerns then don't hesitate to contact one of the members from the Admin team.

Brava is currently under quarantine and can NOT be used in any matches.


During Rainbow Six Circuit competitions' official matches, players can only use the battle dress uniforms and headgears listed below. All others battle dress uniforms and headgears are banned from use in competitive play:
  • Operator’s default skins
  • Pro League skins (gold sets)
  • Pro teams branded cosmetics
  • Esports Programs’ cosmetics

*Six Invitational Battlepass cosmetics are not permitted
Weapon skins and charms are not subject to any restriction

If a player is found using banned cosmetics, they will have to be team killed, or face a round forfeit. Cosmetic disputes must be handled during the match. All players, regardless of skill, are highly encouraged to read and keep update with what cosmetic items are banned from competitive play.