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6: Siege – Year 5: Shadow Tactics thumbnail

6: Siege – Year 5: Shadow Tactics

Expansion for 6: Siege – The Board Game

6: Siege – Year 5: Shadow Tactics Rulebook

Table of Contents

Table of Contents

  • Operator Cards
  • Attackers
    • Ace
    • Iana
    • Zero
  • Defenders
    • Oryx
    • Melusi
    • Aruni
  • Card Notes

Operator Cards

Each card lists the Operator's role, weapon (Hit dice for each range category, shown as yellow, orange or red dice, with a lightning symbol where printed), Run value, Destroy icon, Stamina (the vest icon with its number), and gadget ability. The weapon range categories follow the base game: 1–3 spaces (short), 4–6 spaces (medium), 7+ spaces (long).

Attackers

Ace

Role: Attacker Weapons: 1–3: yellow die, yellow die, red die. 4–6: yellow die (lightning), yellow die, red die, red die. 7+: yellow die, yellow die, red die. Run: 2 Destroy: yellow diamond icon Stamina: 5

Gadget: S.E.L.M.A. Charges

  • [Action icon] ACTION → Perform the Destroy [Destroy icon] action in the targeted space.
  • [Action icon] ACTION → Target a free entryway space and place a Rubble token in it.
  • It is not possible to move into or through spaces containing a Rubble token.

Note: the gadget title carries two grey round charge icons and an orange-yellow diamond icon. Two small dark square icons are printed in the lower part of the card. The card does not explain them, so they are not transcribed as rules text.

Iana

Role: Attacker Weapons: 1–3: yellow die, orange die, red die. 4–6: yellow die, yellow die, orange die, red die. 7+: yellow die, orange die, red die. Run: 2 Destroy: yellow diamond icon Stamina: 5

Gadget: Gemini Holographic Replicator

  • Setup — Place Iana's 2 Hologram tokens in 2 different spaces, instead of her miniature.
  • Hologram tokens have the same characteristics as Hidden Operator tokens. However, they can never be revealed by gadget effects or receive a Located [red pin icon] marker.

Zero

Role: Attacker Weapons: 1–3: yellow die, red die, red die. 4–6: yellow die, yellow die, red die, red die. 7+: yellow die, orange die, orange die. Run: 2 Destroy: yellow diamond icon Stamina: 5

Gadget: Argus Launcher

  • [Action icon] ACTION → Target a space containing a heavy wall. Place an Argus camera on one side of the section of heavy wall.
  • [Action icon] ACTION → Place an Argus camera on a section of heavy wall in a free space in a [room icon] room.
  • An opposing Operator that enters a space in a room containing an Argus camera, or ends an action or reaction in one, receives a Located [red pin icon] marker and takes a [yellow Hit die icon].

Note: the gadget title carries three grey round icons and a yellow diamond icon. The two black icons on the card show the Argus camera. The room icon in the second action is not explained on the card, so it is shown in square brackets.

Defenders

Oryx

Role: Defender Weapons: 1–3: yellow die, orange die, red die. 4–6: yellow die, yellow die, red die. 7+: yellow die, yellow die, yellow die. Run: 2 Destroy: orange diamond icon Stamina: 5

Gadget: Remah Tactical Gear

  • Oryx can use entryway spaces that are normally reserved for attackers.
  • [Action icon] ACTION → [green Remah Tactical Gear icon].
  • [green Remah Tactical Gear icon] When Oryx performs a movement action, he can pass through and destroy [Destroy icon] light walls and barricades on his path. Disable the Remah Tactical Gear during the upkeep phase.

Note: the card shows the Remah Tactical Gear icon in a green state and a black state. The black state is the disabled gadget. The card does not explain the action icon beyond the text shown above.

Melusi

Role: Defender Weapons: 1–3: yellow die, yellow die, orange die, red die. 4–6: yellow die, orange die, red die. 7+: orange die, red die. Run: 5 Destroy: orange-red diamond icon Stamina: 4

Gadget: Banshee Sonic Defense

  • Setup — Place up to 2 Banshee tokens in free spaces.
  • An opposing Operator must spend 2 additional movement points to enter a space containing or adjacent to a Banshee token.

Note: the gadget title carries a grey round icon and an orange diamond icon. The card does not explain these icons further.

Aruni

Role: Defender Weapons: 1–3: red die. 4–6: yellow die (lightning), red die, red die. 7+: yellow die, orange die, red die, red die. Run: 2 Destroy: orange-red diamond icon Stamina: 5

Gadget: Surya Laser

  • [Reaction icon] REACTION → An opposing Operator that has moved through a door or window into a room containing a Control, Hostage, or Bomb Objective token must spend an additional action to avoid the laser. If they are unable or decide not to, they receive a Located [red pin icon] marker and a Stunned [yellow exclamation icon] marker.

Note: two black armour icons are printed in the lower part of the card. The card does not explain them, so they are not transcribed as rules text.

Card Notes

  • The Hit dice colours and lightning symbol are the same as in the base game (see the base rulebook's Operator profile section). Yellow, orange and red dice are the three colours of Hit die.
  • Located, Stunned, Rubble, Hologram, Argus camera, Banshee token and heavy wall are referred to on these cards. Where the base rulebook does not define a term, the card's wording is the only rule given here.
  • Legibility: the cards were read from photographs taken at roughly card resolution. Card text is legible. Icon colours, including Hit die colours and Destroy icon colours, were read from the photographs and are the best available reading; they should be checked against a physical card where possible. Destroy icons are given by shape and colour only, as printed; their strength tiers are not spelled out on the cards.
  • Coverage: the photographs show all six Year 5 Operators (three Attackers and three Defenders). No other Year 5 Operator card or rules sheet was found in the sources located.