6: Siege – Year 2: High Impact
6: Siege – Year 2: High Impact 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
Jackal
Role: Attacker Weapons: 1–3: yellow die (lightning), yellow die, orange die, red die. 4–6: yellow die, red die, red die. 7+: yellow die (lightning), yellow die, orange die, red die. Run: 2 Destroy: orange-red diamond icon Stamina: 5
Gadget: Eyenox MK3
- When an opposing Operator moves from the upper floor into an entryway space on the main floor, reveal their Hidden Operator token (if any). Place a Located marker on that Operator.
Ying
Role: Attacker Weapons: 1–3: yellow die, orange die, red die. 4–6: yellow die, orange die (lightning), red die, red die. 7+: red die, red die. Run: 2 Destroy: yellow diamond icon Stamina: 5
Gadget: Candela Devices
- [Special gadget icon] ACTION → Deploy a Candela in an adjacent space, ignoring a light wall or barricade.
- All Operators (except Ying) in the room containing the Candela receive a Stunned marker.
Note: two small gear-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.
Zofia
Role: Attacker Weapons: 1–3: yellow die, red die, red die. 4–6: orange die (lightning), orange die, red die, red die. 7+: yellow die, yellow die, red die. Run: 2 Destroy: orange-red diamond icon Stamina: 5
Gadget: Concussion Rounds
- [Special gadget icon] ACTION → Target a space in line of sight, ignoring up to one barricade, and perform the Destroy [orange-red diamond icon] action in the target space. Any Operator in that space takes [orange Hit die icon] and receives a Stunned marker.
Note: as on the Capitão card in the Year 1 expansion, the damage is shown as an orange Hit die icon with no number printed next to it. How many hits it represents is not spelled out on the card. Two small stripe-symbol icons are printed in the lower part of the card; the card does not explain them.
Defenders
Ela
Role: Defender Weapons: 1–3: yellow die (lightning), yellow die, red die, red die. 4–6: orange die (lightning), red die, red die. 7+: yellow die, yellow die, red die. Run: 5 Destroy: yellow diamond icon Stamina: 4
Gadget: Grzmot Mines
- [Special gadget icon] REACTION → An opposing Operator that has moved through a door or window must spend an additional action to dodge a Grzmot Mine. If they are unable or decide not to, they receive a Stunned marker.
Note: two small mine-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.
Lesion
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: 2 Destroy: yellow diamond icon Stamina: 5
Gadget: Gu Mines
- [Special gadget icon] REACTION → An opposing Operator that has moved into an entryway space must spend an additional action to dodge a Gu Mine. If they are unable or decide not to, they take [red Hit die icon].
Note: two small starburst icons are printed in the lower part of the card. The card does not explain them, so they are not transcribed as rules text.
Mira
Role: Defender Weapons: 1–3: yellow die (lightning), orange die, orange die, 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: orange-red diamond icon Stamina: 6
Gadget: Black Mirrors
- SETUP → Cover up to 2 sections of light or fortified wall with Holed Wall tokens of the matching size.
- [Special gadget icon] ACTION → Place a Holed Ceiling token in a space in a [room icon] room.
- A Holed Ceiling token in a space on the main floor allows an Operator on the upper floor to perform a Shoot action targeting that space (close range, heavy protection).
Note: the card prints "close range". The base rulebook uses the term "short range" for the 1–3 space category. The card's wording is transcribed as printed. The two small diagonal-bar icons in the lower part of the card are not explained on the card.
Vigil
Role: Defender Weapons: 1–3: yellow die, yellow die, orange die, red die. 4–6: yellow die, yellow die, yellow die, orange die. 7+: yellow die, orange die, orange die. Run: 5 Destroy: yellow diamond icon Stamina: 4
Gadget: ERC-7 Rendering Cloak
- Vigil never receives a Located marker. His Hidden Operator tokens can never be revealed by gadget effects.
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 Ceiling is not defined in the base rulebook; the Year 1 Buck card describes it, and the Mira card here uses it with the same wording. Holed Wall, Candela, Grzmot Mine and Gu Mine are not defined in the base rulebook either. Their effects are as printed on the cards only.
- Legibility: the card text was legible at card resolution. Icons are described in brackets as above. Destroy icons are given by colour only, as printed; their strength tiers are not spelled out on the cards. Colours were read from the card images, which are the largest originals available; where a colour is close to a neighbouring one, the reading is the best available and should be checked against a physical card.
- Missing card: the Attacker Dokkaebi is shown in the expansion's box art but no card image for her was found, so her weapon, Run, Destroy, Stamina and gadget are not transcribed.