6: Siege – Year 4: Dark Horizon
6: Siege – Year 4: Dark Horizon Rulebook
Table of Contents
Table of Contents
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
Kali
Role: Attacker Weapons: 1–3: yellow die, yellow die. 4–6: yellow die (lightning), yellow die, red die, red die. 7+: yellow die, orange die, red die, red die. Run: 2 Destroy: orange-red square icon Stamina: 5
Gadget: LV Explosive Lances
- [Action icon] ACTION → Throwable, ignoring a maximum of one light or fortified wall or one barricade — Perform a Destroy [yellow triangle icon] action on all Always Visible [eye icon] gadgets and all barricades in the room containing the targeted space.
Note: two small 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.
Nøkk (first card)
Role: Attacker Weapons: 1–3: yellow die, orange die (lightning), red die, red die. 4–6: orange die (lightning), red die, red die. 7+: yellow die, red die. Run: 5 Destroy: yellow triangle icon Stamina: 4
Gadget: Hel Presence Reducers
- Nøkk never receives a [red Located pin icon] marker.
Nøkk (second card)
Role: Attacker Weapons: 1–3: orange die, orange die, red die. 4–6: orange die, orange die, red die. 7+: yellow die, yellow die, red die. Run: 2 Destroy: yellow triangle icon Stamina: 5
Gadget: Hel Presence Reducers
- Nøkk never receives a [red Located pin icon] marker.
Note: the two Nøkk cards have the same gadget but different weapons, Run and Stamina. They are separate Operator cards and are transcribed separately.
Gridlock
Role: Attacker Weapons: 1–3: yellow die (lightning), red die, red die. 4–6: orange die (lightning), orange die, red die, red die. 7+: yellow die, yellow die, red die. Run: – (no Run value printed; the card shows a dash) Destroy: orange-red square icon Stamina: 6
Gadget: Trax Stingers
- [Action icon] ACTION → Throwable — Place a Trax Stinger in the targeted space.
- Opposing Operators entering a space containing or adjacent to a Trax Stinger sustain a [red Hit die icon] and must end their activation immediately (except for Decoy tokens).
Note: the card's title carries a white hexagon icon and a yellow triangle icon. The two small gadget icons in the lower part of the card are not explained on the card.
Amaru
Role: Attacker Weapons: 1–3: yellow die, orange die, red die (lightning), red die. 4–6: yellow die, red die, red die. 7+: red die, red die. Run: 2 Destroy: yellow triangle icon Stamina: 5
Gadget: Garra Hook
- [Action icon] ACTION → [Pickaxe icon]: When Amaru moves into an entryway space, she may spend 1 movement point to relocate to any other free entryway space on the main floor, unless she is escorting the hostage.
- Upkeep phase: [Pickaxe icon].
Note: the pickaxe icon is shown in a green circle on the front of the card and in the ability text. The card does not explain the upkeep icon further.
Defenders
Wamai
Role: Defender Weapons: 1–3: yellow die (lightning), red die, red die. 4–6: yellow die (lightning), yellow die, red die, red die. 7+: yellow die (lightning), yellow die, red die. Run: 2 Destroy: yellow triangle icon Stamina: 5
Gadget: Mag-Net Systems
- Setup — Place up to 2 Mag-NETs on 2 sections of heavy wall.
- Opposing Operators cannot toss Throwable gadgets into a room containing a Mag-NET.
Note: the card's title carries a white circle-arrow icon and a yellow triangle icon. The card does not explain the Mag-NET icon further.
Goyo
Role: Defender Weapons: 1–3: yellow die, orange die, red die. 4–6: yellow die (lightning), orange die, orange die, red die. 7+: orange die, red die. Run: 2 Destroy: orange-red square icon Stamina: 5
Gadget: Volcán Shields
- Setup — Fire overlay — Place up to 2 Deployable Shields in 2 free spaces.
- [Reaction icon] REACTION → Whenever an opposing Operator enters a space adjacent to a deployable shield or such a shield is destroyed, put it back in the box and position a Fire overlay covering its space. Operators in spaces occupied by the Fire overlay immediately sustain a [orange Hit die icon].
- Whenever an Operator enters a space containing a Fire overlay, or ends an action in one, they sustain a [orange Hit die icon].
Note: the card's title carries a white hexagon icon and an orange hexagon icon. The two small jerrycan-style icons on the card are not explained on the card, so they are not transcribed as rules text.
Warden
Role: Defender Weapons: 1–3: yellow die, yellow die, red die, red die. 4–6: yellow die, red die, red die. 7+: yellow die, red die. Run: 2 Destroy: orange-red square icon Stamina: 5
Gadget: Smart Glasses
- Warden never receives a [yellow exclamation icon] marker.
- He maintains line of sight through Smoke and Gas overlays.
Mozzie
Role: Defender Weapons: 1–3: orange die, red die, red die. 4–6: yellow die, red die, red die. 7+: yellow die, orange die, red die. Run: 2 Destroy: yellow triangle icon Stamina: 5
Gadget: Pest
- Setup — Take a Charge cube from a drone slot in the attacker's tactical inventory and place it on a free Charge cube slot on this profile. This is the only Charge cube placed on this profile.
- Whenever the attacker deploys a Drone, place the spent Charge cube in a free Charge cube slot on Mozzie's profile instead of putting it back in the box.
- [Action icon] ACTION → Drone.
Note: the card's Setup and Drone text is transcribed as printed. The Charge cube and Drone terms are not defined on the card.
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, Smoke, Gas, Fire overlay, Deployable Shield, Mag-NET, Trax Stinger, Charge cube and Drone 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 a photograph taken at roughly card resolution. Card text is legible. Icon colours, including hit die colours, Destroy icon colours and the Nøkk weapon colours, were read from the photograph 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 photograph shows all eight Year 4 Operators (four Attackers and four Defenders), with Nøkk on two cards. No other Year 4 Operator card was found in the sources located.