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6: Siege – Year 3: Hard Breach thumbnail

6: Siege – Year 3: Hard Breach

Expansion for 6: Siege – The Board Game

6: Siege – Year 3: Hard Breach Rulebook

Table of Contents

Table of Contents

  • Operator Cards
  • Attackers
    • Nomad
    • Maverick
    • Finka
    • Lion
  • Defenders
    • Kaid
    • Clash
    • Maestro (first card)
    • Maestro (second card)
    • Alibi
  • 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. A dash in the Run field means the card prints no Run value. The weapon range categories follow the base game: 1–3 spaces (short), 4–6 spaces (medium), 7+ spaces (long).

Attackers

Nomad

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

Gadget: Airjab Launcher

  • [Special gadget icon] ACTION → Throwable — Move an opposing Operator from the targeted space to any adjacent free space. Keep the same orientation and any status markers. If the targeted Operator is leaning, return their Leaning standee to the opposing player's reserve before moving the Operator.

Note: three small round gadget icons are printed in the lower part of the card. The card does not explain them, so they are not transcribed as rules text.

Maverick

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

Gadget: Breaching Torch

  • [Special gadget icon] ACTION → If Maverick is in a space containing a section of light or fortified wall, cover the wall with a Holed Wall token of the matching size, then perform a Shoot action through the holed wall.

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

Finka

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

Gadget: Nanobots and Nanoshot

  • [Special gadget icon] ACTION → Remove [red Hit die icon] from all attacking Operators present in [room icon] rooms.
  • [Special gadget icon] REACTION → Revive an eliminated attacking Operator if Finka is present in the same room. Remove [red Hit die icon] until the Operator is no longer eliminated. The revived Operator receives a Stunned marker.

Note: two small heart-with-cross icons are printed on the card. The card does not explain them, so they are not transcribed as rules text. The photograph of the physical Year 3 Finka card shows different gadget wording: an ACTION named Adrenaline Shots ("Vertical — Remove up to [three Hit die icons] from the targeted Operator") and a REACTION named Wave ("When another Operator is eliminated, Finka may immediately revive them, before their miniature is put back in the box. Remove [red Hit die icon] until the targeted Operator is no longer eliminated. The revived Operator receives a Stunned marker."). The official card image is transcribed above because it is the card image the sources identify as official. The discrepancy has not been resolved against a physical card, so it should be checked before this entry is relied on.

Lion

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

Gadget: EE-ONE-D Drones

  • ACTION → Drone — An EE-ONE-D can spend up to 10 movement points. On completing the scan, place an EE-ONE-D token in the space where the drone ended its movement.
  • Opposing Operators that enter a space in a room containing an EE-ONE-D token, or end an action in one, receive a Located marker.

Note: the photograph of the physical Lion card reads the 1–3 weapon as yellow, orange, orange and the 7+ weapon as yellow, orange, red. The official card image is transcribed above. The two dice that differ are the 1–3 second die and the 7+ second die. The die colours are read from the images and should be checked against a physical card.

Note: two small drone-target icons are printed on the card. The card does not explain them, so they are not transcribed as rules text.

Defenders

Kaid

Role: Defender Weapons: 1–3: red die, red die. 4–6: orange die, red die, red die. 7+: red die, red die. Run: – (no Run value printed; the card shows a dash) Destroy: orange Destroy icon Stamina: 6

Gadget: Rtila Electroclaws

  • SETUP → Place up to 2 Rtila Electroclaws in 2 free entryway spaces.
  • Whenever an opposing Operator enters a space containing a Rtila, or targets one with a Deployable gadget, they receive a Stunned marker and sustain a [orange Hit die icon].
  • Opposing Drones cannot be deployed in or enter spaces containing a Rtila.

Note: the Rtila Electroclaws gadget is marked with a red pentagon icon on the card, which the card does not explain. The icon is not transcribed as rules text.

Clash

Role: Defender Weapons: 1–3: yellow die, yellow die, orange die, orange die. 4–6: yellow die, yellow die, orange die. 7+: yellow die, orange die. Run: – (no Run value printed; the card shows a dash) Destroy: yellow Destroy icon Stamina: 6

Gadget: CCE Shield Charges

  • If Clash has multiple sources of protection, cancel up to 4 hits from shots targeting her instead of the usual 3.
  • [Special gadget icon] ACTION → Deployable — Choose one Operator in the room containing the targeted space. That Operator receives a Stunned marker and sustains a [yellow Hit die icon].

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

Maestro (first card)

Role: Defender Weapons: 1–3: yellow die, red die (lightning), red die. 4–6: orange die, red die, red die. 7+: orange die, red die. Run: – (no Run value printed; the card shows a dash) Destroy: yellow Destroy icon Stamina: 6

Gadget: Evil Eye Cameras

  • SETUP → Place up to 2 Evil Eye cameras on 2 sections of heavy wall.
  • Whenever an opposing Operator enters a space in a room containing an Evil Eye camera, or ends an action in one, they receive a Located marker and sustain a [yellow Hit die icon].

Note: the card's gadget icons are a hexagon, an eye, a face-like symbol and a yellow triangle. The card does not explain them, so they are not transcribed as rules text.

Maestro (second card)

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

Gadget: Evil Eye Cameras

  • SETUP → Place up to 2 Evil Eye cameras on 2 sections of heavy wall.
  • Whenever an opposing Operator enters a space in a room containing an Evil Eye camera, or ends an action in one, they receive a Located marker and sustain a [yellow Hit die icon].

Note: the photograph shows two Maestro cards. Both print the same Evil Eye Cameras gadget text, but they differ in weapons, Run value and Stamina. Both are transcribed as printed, and the card's Run value is not reconciled between them.

Alibi

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

Gadget: Prisma Holograms

  • SETUP → Place Alibi's 2 extra (decoy) Hidden Operator tokens.
  • If one of Alibi's Decoy tokens is revealed, put only that token back in the box. If the Hidden Operator token representing Alibi is revealed, put all her Hidden Operator tokens back in the box.
  • ACTION → Reveal one of Alibi's Decoy tokens and, before putting it back in the box, move it as if it had 4 movement points. Operators in spaces entered by the decoy receive a Located marker.

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.
  • Holed Wall, Evil Eye camera, Rtila Electroclaws, EE-ONE-D and Drone are not defined in the base rulebook. Their effects are as printed on the cards only. Where a card uses a term the base rulebook does not define, the card's wording is kept as printed.
  • Legibility: the Finka and Lion card images were legible at card resolution. The photograph was read at full size, with the weapon rows and gadget text checked by enlargement. Icons are described in brackets as above. Destroy icons are given by colour and shape only, as printed; their strength tiers are not spelled out on the cards.
  • Missing cards: none of the eight Operators in this expansion is missing a card. The Year 3 box art was not used as a rules source.