promotional bannermobile promotional banner

Deimos (R6S)

DEIMOS — DeathMARK Hunter Hunt a player across the map with a scoped revolver and a drone. Inspired by Rainbow Six Siege's Deimos. Minecraft 1.21.1 · NeoForge 21.1.251 · Unofficial fan project. Not affiliated with or endorsed by Ubisoft.
Screenshot 2026-10-11 212913.png

Screenshot 2026-10-11 212913.png

Screenshot 2026-10-11 2130335.png

Screenshot 2026-10-11 2130335.png

Screenshot 2026-10-11 2131228.png

Screenshot 2026-10-11 2131228.png

Description

Friends got a secret base? Keeps stealing from you? Time to hunt.

What is it?

One item, the Deimos Revolver (creative tab "Deimos" and also craftable), turns you into the hunter. Hold it and your screen switches to the Deimos HUD: a red operator frame, a player list on the left, and live tracking info. Pick a player, hold a key, and your drone flies out and tags them with a DeathMARK. For the next 45 seconds you see them through walls, and they know you are coming.

Controls (all rebindable under Options > Controls > Deimos)

  • Right Mouse (hold) – aim down the scope
  • Left Mouse – fire
  • R – reload
  • G / H – next / previous player in the list (with a small ping tick when you switch)
  • V (hold) – deploy the drone on the selected player

While the revolver is in your hand, every left and right click on blocks and entities is disabled, so aiming never opens doors, presses buttons or opens chests, and you never mine or melee by accident.

The DeathMARK hunt

  • Deploy – hold V for 1.8 seconds. Deimos raises his left hand with the drone on the palm and a take-off whoosh plays. You cannot move, shoot or aim during this, and releasing the key cancels it.
  • Launch – the drone leaves the hand, a deep bass hit plays for everyone nearby, and a "TARGETED BY DEIMOS" banner slams in.
  • The drone flies to the target, timed to land exactly when the bass finishes, then circles their head with a glowing red trail. It works at any distance, even when the target is far outside your render distance.
  • Lock-on – red skull pings appear for you, the skull ping sound plays for you and the target, and one of five voice lines follows half a second later.
  • The mark lasts 45 seconds. Deimos gets a live feed: the target's name, health, location name, distance and a countdown. The drone has a 10-second cooldown after each deployment, and while a hunt is running V only cancels it.

Deimos' voice lines come in two versions: a clean one from Deimos himself, and a radio-filtered one from the drone that only the target and anyone standing within about 7 blocks of it can hear. Now and then he whistles (three variations) and a quiet hunt hum plays for him alone.

The target is never in the dark

The hunted player gets a HUNTING YOU panel with Deimos' name, location and distance, but only refreshed every 3 seconds with a pulse, so you know roughly where he is without being able to track him live.

When the hunt can fail

  • Before the drone arrives, anything that ends or blocks the hunt makes the DeathMARK fail and Deimos says "DeathMARK failed." This covers either player dying, logging out, changing dimension, going invisible or entering spectator mode.
  • You cannot start a hunt on an invisible or spectating player, or while you are invisible yourself.
  • If either player dies during the mark, the hunt ends immediately.

Lost signals

Once the drone has found its target, losing a location no longer ends the hunt. It only cuts the information:

  • The lost player's skull turns dark grey and stays at the last known position.
  • Location, distance and health stop updating, and the left-panel read-out turns grey.
  • The drone hovers in place.
  • When the signal returns, the red ping and sound come back, and the drone flies to the target and finds them again.

It works per side. If the target drinks an invisibility potion, only Deimos loses the target. If Deimos goes invisible, only the target loses Deimos. A dimension change costs both sides, and pings are only drawn in the dimension their position belongs to. If the target steps into a nether portal, Deimos is left with a grey skull at the portal, while the target sees no Deimos ping in the nether.

The revolver

  • A 3D model of a scoped .44-style revolver with a six-round cylinder, fluted chambers, hammer, trigger guard, stippled grip and an under-barrel laser.
  • Six rounds. Reloading takes about 2.6 seconds. The cylinder swings open, the empties are dumped, the rod is pushed, a speed loader is seated, and the cylinder closes. The yellow rounds are visible in the chambers.
  • You cannot shoot or reload while sprinting, and the reload stops you sprinting.
  • Laser: a red beam from the under-barrel lens (5 blocks long) with a red dot where the gun is actually pointing. A small glint appears on the lens and on any player the laser lands on. The laser follows the gun through recoil, sprinting and the drone-deploy pose.
  • Hammer: it falls on every shot, then your thumb cocks it again.
  • Recoil: hip-fire kicks your camera up, and while aiming the scope only trembles slightly.
  • Aim convergence: the first-person gun shifts to line up with what you are actually aiming at as targets get closer or further away.
  • Sound: there are two sets of shot recordings, indoor shots (5 variants) when you are in a closed space, and outdoor shots (6 variants) in the open, picked at random. Reload sounds have separate open, eject and load clicks.
  • Muzzle effects: starburst flash, sparks and smoke come from the barrel tip. The tracer starts at the muzzle each viewer sees.
  • Other players see you properly: the gun is held by the grip, aiming raises both arms in a two-handed hold, and the laser, reload and drone-deploy poses all show.

Ballistics and wall-banging

The bullet is a single instant ray with effectively unlimited range (up to 512 blocks, as far as the world is loaded).

  • Damage: 8 (4 hearts) at point-blank, +50% against a marked target, +50% for headshots. Damage is full out to 40 blocks, then drops off smoothly with distance, and never quite reaches zero.
  • Penetration: the bullet keeps going through soft blocks and bodies, but every block or body it passes through costs it damage, power and effective range, and the harder the material, the more it costs. A wall of several blocks leaves very little.
  • Bodies: it can pass through a player or mob, but each body takes a hefty cut, so a second one usually stops it.
  • Blocks break: bullets chip away at what they pass through. Glass and leaves break in 1 shot, hay bales and other soft blocks in 1–2, planks and logs in about 4, doors in about 6. Full blocks of loose material such as dirt, sand and gravel take 3 times as many shots.
  • What stops a bullet: stone, ores and metal (hard pickaxe material), unbreakable blocks, and blocks with an inventory or other block entity (chests, furnaces and so on).
  • Impacts spray block-matching particles and sparks and play the block's hit sound.

HUD details

  • Red Siege-style screen frame with scanning corners and a "DEIMOS // ONLINE" tag.
  • Operator list on the left edge with player faces. The selected face pulses with glow rings, and gets a scan line during deploy and an X when marked.
  • World pings: skull, distance and off-screen arrows, fixed size on screen at any range. The "very close" warning pulses the screen edge red.
  • Ammo counter, scope ring and flash. The revolver shows correctly in the hotbar.

Notes

 

  • Needs at least two players to do anything interesting.
  • Lots of small details were tuned by hand: let us know what to adjust.

Deimos (R6S) Team

profile avatar
Owner
  • 1
    Projects
  • 26
    Downloads