PLAYTEST RECORD // SHOW YOUR WORK
FILED_FROM: MUSK TUNNELS // THE LUMICITE RUN
FILING_DATE: 2026-06-06
RESULT: JAGUARIO EXTRACTS // T4
██ █ ████ ███ █
███ ████ ██ █████
BARCODE: SIG-BATREP-2026-06-06
駆
OPERATOR TACTICS // RAID RACERS // RECONSTRUCTED
THE LUMICITE
RUN
MUSK TUNNELS // BUZZER STEAL
RAID RACERS
THE LUMICITE RUN
JAGUARIO EXTRACTS // T4
TACE OROKO // DETAINED
PRESSURE 1 / 6 // CLEAN
// ROLL IN THE OPEN // COUNT THE DICE // BLAME THE TERRAIN // FILE THE REPORT //
// OPERATOR TACTICS // RAID RACERS
Two crews hit the same Lumicite hauler in the Musk Tunnels with eight minutes on the lockdown clock, and the box changes hands twice in the final round. Jaguario's Jumper goes from two blown boards to the win on a single natural six. The thief who out-stole him gets sealed in the tunnel holding nothing.
NO ROAD HOME
BY RIO SOLVENG
GAME: OPERATOR TACTICS // RAID RACERS
FILED: MUSK TUNNELS // THE LUMICITE RUN // 2026-06-06
TELEMETRY: RECONSTRUCTED // THE DICE ARE ON RECORD.
// DESK NOTE // M. KOSE
Two crews spent four rounds proving nobody on the table could keep their feet, and the team that won is the one whose thief fell down first and got up last. I am fond of a run where the worst player becomes the best one without anybody touching a die for him.
// DEPLOYMENT
GAMEOperator Tactics // Raid Racers
SCENARIOThe Lumicite Run // a classified NAF containment transport carrying a shielded Lumicite sample, running the Musk Tunnels at speed
JAGUARIODexx Narita (Jockey, flicker-paint front-engine "Calavera", TACT Good, GUTS Ordinary, LINE 3) + Poki Chainz (Jumper, MOBI 7", TACT Good, FIGHT Ordinary, GUTS Good, GRIP 3, immuno-injector)
SABLE LANTERNWren Sho (Jockey, raptor-stock, +1 to Race Rolls, TACT Ordinary, LINE 3) + Tace Oroko (Jumper, TACT Good, FIGHT Good, GRIP 3) // an unregistered Yakotai-Chen ghost crew
TABLEMusk Tunnels high-speed corridor, Lost Angeles // position measured in Zones, not inches (Burned, Trailing, Chase, Locked In)
OBJECTIVELift the shielded Lumicite container off the moving hauler and clear the tunnel exit ramp
WIN CONDITIONFirst team to steal the package and extract before lockdown, or before Security Pressure hits 6
TURN CAP4 rounds // the transport AI seals the tunnel 8 minutes after first breach, 2 minutes per round
The transport runs the Musk Tunnels at full automated speed, a sealed NAF hauler with a Lumicite sample bolted into its spine and an AI that will close the bulkheads eight minutes after the first hand touches it. Two teams are already inside that window. Jaguario came up the south on-ramp in Dexx Narita's flicker-paint Calavera. The Sable Lantern car came in dark from the far side, no registry, Yakotai money under the matte. Both Jockeys had the same job in the first thirty seconds: get level with the hauler so a Jumper can step off a moving car onto a moving box.
Dexx settled his hands before he drove. He always does. He read the lane, let the Calavera find the hauler's rhythm, then closed the gap clean and held there, level and patient. Across the tunnel the Sable car came in hot and paid for it. Wren Sho took the lock-on, then over-cooked the next corner and the rear assembly stepped out under him. He saved it. Saving it cost him the line and a full beat of nothing while he gathered the car back up.
That was the opening Poki Chainz wanted and could not use. He stepped onto the hauler the way he steps onto everything, fast and already grinning, and the deck threw him. Twice. Two clean misses back to back, a hand that found nothing, a boot that skated on the shielding. By the time he stopped sliding he was down to his last notch of composure and pinned flat against the container housing, and the run that was supposed to be his was sitting on top of him like weather.
GLUED TO THE DECK ONE BREATH, UNTOUCHABLE THE NEXT
Tace Oroko did not slip. The Sable Jumper came across the hauler behind Poki and worked toward the same lock, lower and quieter, the kind of athlete who makes the hard version look procedural. For a moment the whole event belonged to the calm thief and the calm driver on the wrong team.
Then Poki found the one move that was still his. He hit the injector under his suit, let it take, and went again at the gap that had beaten him twice. This time the deck gave. He came up onto the container in a single motion, popped the housing, and the lock let go under his hands. He had the box open and nothing left to do with it, because Tace was already there. They met over the open container and Tace simply took it, one hard contest and the Lumicite went to the steadier grip.
It should have ended there. It did not, because Tace had the box and no road home. Wren was still dragging his car back toward the hauler and could not give his Jumper a deck to land on. The clock was inside its last round and the bulkheads were already moving. Tace went for the break anyway, tried to shake Poki and bail toward a car that was not there yet, and the deck threw him the exact way it had thrown Poki two rounds earlier. He hung up. The box stayed.
Poki took it back. He did not out-muscle Tace so much as arrive at the right second with everything finally working, ripped the container loose, and put himself onto the Calavera's flank with the Lumicite under one arm. Wren made one last lunge and rammed Dexx off his line at the mouth of the exit. Dexx did not argue with it. He found the gap, put the nose through the closing bulkhead, and took the Calavera out into open tunnel one beat before the doors met. Behind them the hauler sealed with Tace Oroko still aboard, holding nothing, processing into a detention system that does not publish addresses.
// THE TAPE
T1Priority Sable (6 v 2). Wren Commits to Locked In (4), then a natural 1 Commit knocks the sled and drops him to LINE 2; the complication die (5) oversteers him back to Chase and eats his next action. Dexx reads the lane (2) and Commits to Locked In (2). Both Jockeys set, Sable already hurt.
T2Priority Sable (6 v 4). Wren burns the lost action, re-Commits to Locked In (5). Dexx banks a Line Read (2, +1). Tace boards: Flow natural 1 (STUCK, GRIP 2), then Flow (4). Poki boards and the floor opens // Flow 1, Flow 1, two naturals back to back, STUCK twice, GRIP 3 to 1 (Burning), and the hung exposure ticks Security Pressure to 1.
T3Priority Sable (6 v 2). Wren Blocks Dexx to break the pickup // Block 5 vs Dexx natural 6: Wren loses his own block, falls to Chase, LINE 1. Poki hits the injector (GRIP 2), clears on a natural 6 // FLOW, GRIP back to 3, lands on the box; the Raid Surge reads FULL FLOW (next two activations auto bar a 1). Cracks the lock (OPINT 5). Tace Flows up (4) and takes the contested Lift on a natural 6 (6 v 2) // Sable holds the Lumicite. Dexx banks a second Line Read (5, +1).
T4LOCKDOWN ROUND. Priority Sable (5 v 3). Sable front-loads Tace to run it home // Flow-break natural 1 (STUCK, GRIP 1), Bail fails (2): stranded with the box. Poki, surge live, rips the Lift back (3, auto) and bails to Dexx on a natural 6 // aboard, 1 FW. Wren rams Dexx off the line (Block natural 6, 6 v 3), Dexx drops to Chase. Dexx punches the exit Commit on a natural 6 (+1 banked) // two Zones, through the bulkhead, clear. Tace sealed in // DETAINED.
// WORKBENCH
// HOW IT ACTUALLY PLAYED // Q. ADAIR
The dice were loud on both ends. Five natural 1s and a fistful of 6s across four rounds, and nearly every one landed on something that mattered. This was not a game won by clever play so much as a game where two crews kept handing each other the lead by fumbling on camera.
The swing was Poki's round 3 clear. He rolled into the round buried, GRIP 1, two failed boards behind him, and one natural 6 flipped the whole thing. The optional Raid Surge table read Full FLOW, which hands a Jumper auto-success on his next two activations bar a natural 1. That is an enormous payout off a single die, and it is the entire reason Jaguario won. Flag for Jesse: Full FLOW might be too strong for one nat-6 in a four-round event, where two free activations is half your remaining game.
Balance read: the role split did its job. The Jockey's Zone state throttled the Jumper's exit the whole way. Tace out-stole Poki at the box on a clean nat-6 and it bought him nothing, because Wren was stuck at Chase and had no deck to offer him. The line the game keeps drawing: the steal is not the win, the ride is the win.
The clock ran tight to the edge of not resolving. An 8-minute event is a 4-round cap, the actual theft did not happen until round 3, and the box changed hands twice in round 4. One more cold board and nobody extracts and the Lumicite just locks in the tunnel. Lovely on the knife, a hair short of fair if the dice run mean.
One thing to try next time: start both Jockeys at Trailing instead of Chase and give the event 5 rounds. See whether the extra round lets a Jumper actually string a FLOW chain instead of living and dying on single rolls.
- STUCK with no action left. When a Jumper burns both actions failing Flows, the clear-or-Pressure choice has no action to spend. I charged one Pressure tick for the unresolved hang and let the GRIP losses stand. Needs a written answer.
- Jumper on Jumper. Only the Jockey gets a Block. There is no listed way for one Jumper to physically jam a rival off a contested objective short of the Lift contest at the box itself. We needed one and improvised.
- Nat-6 on a contested Lift. I ran the box-grab as possession only, no wound, so Tace took it clean and walked away whole to be stranded later. Whether a combat nat-6 should also wound in a Lift contest is unstated.
// DISPOSITION
RESULTJAGUARIO extracts the Lumicite at the lockdown buzzer, end of round 4. Security Pressure closed at 1 of 6 (Clean).
CASUALTIES // JAGUARIONone lost. Poki Chainz 1 Flesh Wound (bail landing, patched). Calavera undamaged. Dexx at LINE 2 after Wren's closing ram.
CASUALTIES // SABLE LANTERNTace Oroko DETAINED, sealed inside the hauler at lockdown holding nothing. Wren Sho out of the run at Chase, LINE 1, one vehicle knock.
MVPPoki Chainz. Two natural 1s and a Burning GRIP track to a clutch natural 6, the Full FLOW surge, the rip-back, and a natural 6 bail. Worst player on the table for two rounds and the reason the box rode out.
RUN IT YOURSELF:
OT RAID RACERS // The Lumicite Run is in the Mission Seeds, the Race and Raid roll rules in Section 10.
THE BOX RODE OUT. THE THIEF DID NOT.