Battlefield 6 Deep Six Event Guide: Rewards Recap

ByRoxarius

Last Updated:17 Oct 2026

What the Event Was and How It Ended

Deep Six was the collection event of Season 4 in Battlefield 6, running alongside the Tidal Strike update. It started on September 15, 2026 and ended on October 12, so this page is now a record of how it worked. Data is current as of 10/17/2026.

Rewards could be earned in both Battlefield 6 and REDSEC by completing contracts and gathering intel devices. The headline prize was the Royal Navy Dive Knife, called the Diver's Knife in EA's patch notes, awarded for finishing the full collection. EA also promised premium Weapon Packages and customization rewards along the way.

Events like this have a hard cutoff. Contracts refreshed on their own schedule rather than with the daily board, and missed weeks could not be made up. Below is how it all fit together, so the next collection event costs you less time.

Dates, Modes and the Free Trial Week

Deep Six content arrived on September 15 with update 1.4.3.0. The same update launched Tidal Strike, the final phase of the Naval Warfare season that began on July 21. EA set the closing date at October 12, which left about four weeks to play.

A military helicopter over a grassy field with tanks and explosions around

From September 15 to 22 a free multiplayer trial ran alongside it, requiring REDSEC and all updates. The trial's Deep Six playlist included:

  • contracts;

  • Casual Breakthrough;

  • Verified Portal experiences.

The trial maps were Wake Island, Tsuru Reef, Cairo Bazaar and Hagental Base. Wake Island came back on August 18 with Phase 2 Top Gun, and one of the collection's objectives was set there. A Double XP weekend ran at the same time.

According to the tasks on the reward cards, contracts counted in Conquest, Escalation and Battle Royale Quads. Other cards usually accepted any mode or offered separate multiplayer and REDSEC routes.

Contracts and Intel Devices

Contracts and intel devices were the two main sources of progress. Contracts ran on their own schedule, and some cards could not be finished by simply playing matches. That is why players handled them first.

Per player reports, intel devices looked like small radio-style gadgets that dropped near defeated enemies and showed as gold markers on the minimap. Grab them after a fight ends instead of sprinting across open ground while the area is still contested.

Devices counted from either game, Battlefield 6 or REDSEC, so you could play wherever you felt strongest. A practical routine looked like this:

  • read the contract objective as soon as it appears;

  • assign squad roles to match the task, infantry or vehicle;

  • confirm the progress registered, and only then look for the next device.

If contracts did not show up, the playlist was the usual cause: you had to queue into one of the modes listed above.

The Ten Reward Cards

The collection had ten cards. Each gave its own reward, and the full set unlocked the knife. The numbers below come from the tasks on the cards, and exact in-game values may differ, so treat them as a guide.

A squad of soldiers moving across a ruined slope through smoke and fire

Task type

Requirement

Contracts (3 cards)

targets of 3 and 10 contracts, the third card has its own condition

Matches

5 matches

Score

75,000 score

Combat

100 kills or assists

Objectives

30 multiplayer objectives

Damage

10,000 damage to enemies

Wins

2 multiplayer wins or 3 top-10 squad finishes in Battle Royale

Location

Radio Control Tower on Wake Island or 20 Battle Royale chests

In Battle Royale, score, damage and kills-or-assists progress counted double, by the same descriptions. For a squad comfortable in REDSEC, that was the fastest way through the combat cards. Wins mattered there too, and players who struggled with them could lean on RedSec wins from pros.

The location card was an easy choice. The tower on Wake Island was found by following the in-game marker, and Battle Royale offered a map-independent backup through chests.

Rewards and the Knife

EA described the rewards as premium Weapon Packages, customization rewards and the new Diver's Knife. The game itself showed the specific item on each card, while EA's announcements stayed general. Each completed card added its item to the collection. Weapon packages pay off most on guns you actually level, and assault rifle leveling covers the class most players run.

A serrated dive knife on dark fabric next to cartridges

The knife was the reward for finishing the whole collection. It appears under two names, Royal Navy Dive Knife in EA's event guide and Diver's Knife in the patch notes, but it is one item. It is a melee weapon. If you picked up the Weapon Packages, they are worth building up, and weapon attachments unlock helps with that.

For future events, this order works:

  1. on day one, review every card and its conditions;

  2. pick a route for each, multiplayer or REDSEC;

  3. check progress after each match;

  4. leave as little as possible for the final week.

Phantom Program Was a Separate Activity

A limited-time REDSEC operation, Phantom Program, launched alongside Deep Six. It centers on a breach of the Fort Lyndon security network: players hunted hidden intel and access-code fragments. Rewards were XP and Weapon Packages.

It was its own activity, not part of the Deep Six collection. EA gave no end date for it. Do not mix the two up when you are racing to finish cards.

How to Run the Collection Efficiently

The most reliable order was a simple one. Contracts came first, because they ran on their own schedule and did not repeat. Combat, score and damage built up as you played, so they could be filled in between contracts.

  • One mode per session. Conquest and Escalation suit players who like quick returns to the fight, while Battle Royale Quads works best for a coordinated squad.

  • Battle Royale for the combat cards. The double multiplier on score, damage and kills doubled the value of every match.

  • Objectives over kill chasing. Farming kills without objectives barely moved the multiplayer score cards.

  • Pick the location route early. Either the Wake Island tower or 20 chests.

  • Check progress after each match. It shows which mode to queue next.

For players short on time, overall account growth helped: every match added XP, and account leveling saved hours of repetitive play.

What to Carry Into the Next Collection Event

Deep Six is over, and new events arrive with season updates. A few habits carry over to any of them: open the event panel on day one, read the modes on every card, and never leave contracts for the last week.

If time or squad strength is the problem, practice with a mentor. Sessions through Battlefield 6 coaching help you learn the modes and roles. For squad play on event tasks there is booster rental: an experienced player leads the squad while you collect the progress.

A word on time. The event ran about four weeks, and contracts did not carry over: whatever went unfinished one week did not return the next. The smart move was to spread the ten cards across the weeks and not leave the longest ones for the end. Combat, score and damage filled up in regular matches, while contracts needed a place in the schedule.

Agree in advance who in the squad handles contracts and who handles shared score and damage. Then cards close in parallel instead of one by one, and an evening takes noticeably less time.

EA publishes start and end dates for new events in its update notes, so check them before launch.

Publication date:21 Sep 2026