SHOW YOUR WORK
THE DICE DO NOT LIE
BUILT NOT BORN // STILL HERE
DEAD DROP // VORHANGA SHELF// GLASSWING 2 // BRASSARD 1// SHE GOT IT OPEN, NEVER GOT IT HOME// CLIMAX 1 // COMMS DOWN // T6// SIX PRIORITY WINS, ONE LOSS// THE DICE ARE ON RECORD// DEAD DROP // VORHANGA SHELF// GLASSWING 2 // BRASSARD 1// SHE GOT IT OPEN, NEVER GOT IT HOME// CLIMAX 1 // COMMS DOWN // T6// SIX PRIORITY WINS, ONE LOSS// THE DICE ARE ON RECORD//

UNSTABLE SIGNALS

‹ ALL REPORTS
BATTLE REPORT // MID 2066
OPERATOR TACTICS // SKIRMISH
TELEMETRY: RECONSTRUCTED
PLAYTEST RECORD // SHOW YOUR WORK
FILED_FROM: VORHANGA SHELF // DEAD DROP
FILING_DATE: 2026-06-17
RESULT: GLASSWING 2-1 // T8
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BARCODE: SIG-BATREP-2026-06-17
OPERATOR TACTICS // SKIRMISH // RECONSTRUCTED SHE GOT IT OPEN
NEVER GOT IT HOME
DEAD DROP // 24x24 // 8 ROUNDS
OPERATOR TACTICS // SKIRMISH DEAD DROP GLASSWING 2-1 RAN TO T8 // NO DROP EXTRACTED CLIMAX 1 // COMMS DOWN
// ROLL IN THE OPEN // COUNT THE DICE // BLAME THE TERRAIN // FILE THE REPORT //
// OPERATOR TACTICS // SKIRMISH
Two splices, two packages, two corpses face-down on the objectives, and not one box walked off the board. BRASSARD's gun-line won every exchange that decided anything and still filed a loss, because a secured drop is worth nothing until somebody carries it home.

DEAD IN HAND

BY TIB MARLOW
GAME: OPERATOR TACTICS // SKIRMISH
FILED: VORHANGA SHELF // DEAD DROP // 2026-06-17
TELEMETRY: RECONSTRUCTED // THE DICE ARE ON RECORD.
// DESK NOTE // M. KOSE
Two splices, two packages, and both runners face-down on the drops they came for. BRASSARD out-shot GLASSWING in every exchange that decided anything and still walked away one short, which is the sort of loss that teaches a commander more than a clean win ever does. Worth your hour.
// DEPLOYMENT
GAMEOperator Tactics // Skirmish. 400 points a side, alternating activations, core D6 engine.
SCENARIODead Drop. Each splice hides its OWN package in the other side's ground, 6 inches off any edge. You have to cross into enemy territory to retrieve your own box.
GLASSWINGBleached-teal coastal salvage runners. SLOE (Infiltrator), HALYARD (Commando), LEDGER (Tech Specialist), POSY (Medic). Fast, ghost-led, light on guns. Drop hidden behind the SE mannequin ranks.
BRASSARDRust-and-black reclamation gun-line. VERGE (Marksman, 36in rifle), CROWBAR and TALLY (Commandos, Rapid Fire), SUTURE (Medic). Slow, no stealth, heavy firepower. Drop hidden in the SW, deep in GLASSWING's deployment.
TABLEThe Dead Shelf, Sublevel 3 of the drained Vorhanga retail arcology. Frozen escalators, dead vendor stalls, mannequin ranks, a blind-box vending wall, and one impassable escalator core dead center that cuts the table in half.
OBJECTIVEReach your own hidden drop, Interact (OPINT), carry it off any board edge.
WIN CONDITION+5 for completing your drop AND extracting it. +2 for discovering the enemy drop. +1 per enemy Out of Action. Highest VP at round 8.
TURN CAP8 rounds. The game ran the full distance.

The Dead Shelf does not echo anymore. Sublevel three of the Vorhanga arcology drained out years ago, and what is left is a retail floor frozen mid-transaction, escalators stopped on their last step, mannequin ranks still angled toward shoppers who never came back. Two splices walk in from opposite corners. Each is carrying nothing and looking for one thing: a package the other side has hidden somewhere in their own ground. GLASSWING comes off the southwest in bleached teal, light on its feet. BRASSARD comes off the northeast in rust and matte black, heavy with rifles. Neither knows where its prize is buried. Both have to cross the whole floor to find out.

GLASSWING moves first and moves smart. SLOE, their infiltrator, is already forward when the others are still in the corner, ghosting along the south wall past the mannequins toward the spot the splice marked behind the ranks. She is invisible and she is fast, and for a round and a half she is exactly the plan working. The gun-line on the far side cannot see her, cannot see anyone, because the dead escalator core sits in the middle of the floor like a tombstone and cuts every long sightline BRASSARD owns.

Then SLOE reaches the drop, kneels over it, and the box does not come. The pickup fumbles in her hands, the silence breaks, and a ghost who interacts with anything is a ghost no longer. She comes up visible, ten inches from three guns that have been waiting all game for exactly one target. CROWBAR's burst goes wide and jams. TALLY's does not: a clean hit, then a natural six, the dice that turn a flesh wound into a mortal one. VERGE adds a third. SLOE goes from untouched to one shot from gone in the space of a single exchange, the package still on the floor between her boots.

She does not get the second chance. BRASSARD wins the next priority roll the way it won the first, goes first, and finishes her before she can crawl for an edge. The runner is down, the plan is down with her, and GLASSWING has nobody fast left on a board that suddenly looks very wide.

TEN INCHES FROM THREE GUNS THAT HAD WAITED ALL GAME.

Here is where Dead Drop turns the knife on the side that thinks it is winning. BRASSARD shot GLASSWING's runner off the board, yes. But BRASSARD's own package is buried in the southwest, in the exact corner GLASSWING deployed into, and the only operator with the intel to lift it is SUTURE, their medic, who now has to walk the entire floor to reach it. Worse: the same escalator core that blinded BRASSARD's guns to SLOE will blind those guns to SUTURE the moment she crosses behind it. She is going to make the longest walk on the table, and she is going to make it alone.

She makes it. That is the thing nobody expected. SUTURE crosses under cover, reaches the drop sitting in GLASSWING's lap, and lifts it clean on the first try. For one heartbeat BRASSARD holds the win condition in hand. Then HALYARD, GLASSWING's commando, leans around at point-blank range and puts a natural six into her, the same dice trick that killed SLOE, and the medic who just secured the package is suddenly carrying it on a mortal wound with three enemies inside arm's reach. LEDGER's sidearm misses. POSY's does not. The medic's pistol, the worst gun on GLASSWING's roster, throws a natural six of its own, and SUTURE goes down on top of the box she came all that way to get. The package falls where she falls, in the middle of the people who least want her to have it. BRASSARD scores nothing for it. The longest walk on the table ends one move short of an edge.

One all, now, both runners dead on the drops they came for, and the math has quietly flipped. BRASSARD wins ties, having taken five priority rolls running, so a draw is a BRASSARD win. Which means GLASSWING, the side that just lost its whole plan, is the side that now has to attack. They have to throw a worse gun-line at a better one to force a single kill, or the game is gone.

HALYARD goes. He pushes to the mannequin ranks and opens on VERGE, and the natural sixes that had been BRASSARD's all game start landing the other way: VERGE drops to a mortal wound. Then the dice send the strangest gift of the night. The pressure clock tips over and the climax comes up Comms Down, line of sight choked to twelve inches, no reactions for a full round. It takes a thirty-six inch marksman rifle and makes it worth as much as a pistol. It takes a prone commando in cover and makes him nearly impossible to touch. HALYARD, flat behind the dead mannequins, pours fire out and finishes VERGE while the gun-line scratches at him and misses. GLASSWING leads, two to one, for the first time all game.

After that it is a chase that runs out of board. BRASSARD's commandos turn to hunt HALYARD down, but he slips behind the escalator core, the same tombstone that decided every sightline on this floor, and they cannot see him to kill him. One of them seizes up under the strain of watching half the splice go down and spends a turn doing nothing useful. The last shots of the game, TALLY's, go into the cover where HALYARD is lying and find nothing. The buzzer comes. Two to one. BRASSARD counts its kills, counts them again, and comes up exactly one short of the tie it needed.

// THE TAPE
T1Opening priority tied 6-6, reroll 3 vs 4 to BRASSARD. SLOE forward-deploys and ghosts to mid-south on her one action (loser penalty). BRASSARD holds the NE corner; the escalator core blanks every long sightline. No contact.
T2Priority BRASSARD (3 vs 5). SLOE reaches her drop and fumbles the pickup, Interact 3 vs OPINT 4+, breaking Ghost. The gun-line reacts: CROWBAR 2 / 1 (miss, nat-1 jam), TALLY 4 then natural 6 (Mortal Wound), VERGE 5 (advances the MW track). SLOE untouched to 2 MW in one volley. Drop still on the floor.
T3Priority BRASSARD (4 vs 5), goes first to finish her. TALLY opens natural 1 (second jam). VERGE's Steady-Aim shot lands (4, 3+ vs prone). SLOE Out of Action. Pressure 1. SUTURE starts the long walk SW.
T4Priority BRASSARD (2 vs 1). SUTURE reaches the SW drop and lifts it clean, Interact 5. HALYARD point-blank Rapid Fire: natural 6 then hit, SUTURE to 2 MW. LEDGER 4 / 2 miss. POSY's sidearm: natural 6. SUTURE Out of Action carrying the secured box. No extraction, no points. 1-1.
T5Priority BRASSARD (1 vs 2). HALYARD Rapid-Fires VERGE: 4 then natural 6, VERGE to 1 MW. TALLY's reply opens natural 1 (third jam). Pressure 2 at round end auto-fires the Climax: roll 1, COMMS DOWN (LoS 12in, no reactions, one round).
T6GLASSWING's first priority of the game (6 vs 5). Prone in cover under Comms Down, HALYARD spends both actions on Rapid Fire: natural 6 + 4 kills VERGE (GLASSWING 2-1), then 4 / 5 into CROWBAR for 2 FW. CROWBAR answers natural 6 (HALYARD to 1 MW) then natural 1 jam. LEDGER 3 / 4 and TALLY 3 both miss.
T7Priority GLASSWING (5-5, then 1-1, then 2 vs 1). Half-splice losses trip BRASSARD's Contact Ceiling: CROWBAR passes GUTS (6), TALLY fails (2) and is locked defensive. HALYARD breaks contact behind the core. POSY's Stabilize on HALYARD comes up 2, no effect. No clean shots for BRASSARD.
T8Priority BRASSARD (3 vs 4), last round. TALLY takes its shot at the ducked, covered HALYARD: 2 and 4, both miss. HALYARD slips fully behind the core, CROWBAR has no angle, the clock expires. Final: GLASSWING 2, BRASSARD 1.
// WORKBENCH
// HOW IT ACTUALLY PLAYED // Q. ADAIR

Read the priority log before anything else, because it is the funniest number on the sheet. BRASSARD won six of eight priority rolls and every single one through the first five rounds. By the rulebook's own tiebreakers a draw goes to the splice with the most priority wins, so BRASSARD spent the whole game holding a phantom lead it never converted. The dice handed them initiative over and over, and it bought them one dead infiltrator and a loss. Initiative is not the same as tempo, and this game is a clean little lecture on the difference.

The swing turn is four, not six. Six is where GLASSWING took the lead, but four is where BRASSARD lost the game, the moment SUTURE went Out of Action on a natural six from the medic's pistol while she was holding the secured package. That box was worth five points and the match. It died in her hand because she had no support inside twelve inches and BRASSARD's guns were on the wrong side of the escalator core to do anything about it. Both splices made the identical mistake: they sent one runner alone across the whole board and let the dice decide whether the plan survived. The dice said no, twice, once to each side.

Balance read: Dead Drop is brutal on a pure gun-line, and that is probably correct design. Hiding your package in the enemy's ground means you physically walk into their guns, lift it, and walk back out, and a slow firepower splice can win every firefight on the table and still never complete its own contract. BRASSARD out-killed GLASSWING two to one in raw exchanges and lost, because a kill is plus-one a body and the drop is plus-five. The scenario rewards mobility and screening, not marksmanship. Worth watching whether the gun-heavy build ever has a real line to the win here, or whether it is structurally a denial force in this mission.

The terrain decided more than the dice did. That one impassable escalator core dead center cut every long line BRASSARD's marksman wanted, and it turned the southwest into a blind pocket where SUTURE died alone and HALYARD later hid to protect the lead. In Dead Drop the central line-of-sight blocker is not scenery, it is the whole game. Place it like it matters.

One thing to try next time: BRASSARD should never have sent SUTURE on that walk by herself. Push a commando with her as an escort, or hide your own drop nearer your own edge and a lane your guns can actually cover, so your runner is not crossing the entire board through enemy ground to reach it. And on the dice, BRASSARD's commandos jammed three times on natural ones, two of them on the opening shot of a Rapid Fire, which is the action's built-in tax. If you are going to live on Rapid Fire, you are going to eat jams.

// DISPOSITION
RESULTGLASSWING 2, BRASSARD 1. Ran the full 8 rounds. Neither package extracted. GLASSWING wins on enemy Out of Action: SUTURE and VERGE down for two, against SLOE for one.
CASUALTIES // GLASSWINGSLOE (Infiltrator) Out of Action, round 3. HALYARD (Commando) 1 MW, survived. LEDGER and POSY untouched. One down.
CASUALTIES // BRASSARDSUTURE (Medic) Out of Action round 4 carrying the secured drop. VERGE (Marksman) Out of Action round 6. CROWBAR (Commando) 2 FW, survived. TALLY untouched. Two down.
MVPHALYARD, GLASSWING Commando. Mortally wounded SUTURE at point blank to keep the secured drop off the board, dropped VERGE under Comms Down to take the lead, soaked a mortal wound, and ran out the clock behind the core. Every point GLASSWING scored has his fingerprints on it.
DECISIVERound 4. SUTURE down on a natural six from POSY's sidearm while holding the secured package. The five points BRASSARD needed died in the medic's hand, one move from an edge.
RUN IT YOURSELF: OT SKIRMISH & IRON LINE // SCENARIO: DEAD DROP // 400 PTS A SIDE
BRASSARD WON EVERY SHOT THAT MATTERED AND COUNTED ONE TOO FEW.

THE BOX IS WORTH FIVE // A BODY IS WORTH ONE// WON EVERY SHOT THAT MATTERED// COUNTED ONE TOO FEW// BUILD A MODEL WHO CAN CLEAR A JAM// PLACE THE LOS BLOCKER LIKE IT MATTERS// THE BOX IS WORTH FIVE // A BODY IS WORTH ONE// WON EVERY SHOT THAT MATTERED// COUNTED ONE TOO FEW// BUILD A MODEL WHO CAN CLEAR A JAM// PLACE THE LOS BLOCKER LIKE IT MATTERS//