SHOW YOUR WORK
THE DICE DO NOT LIE
BUILT NOT BORN // STILL HERE
OT RAID RACERS // THE CASK RUN // STILL IN THE SERVICE CUT//THE CASK WAS IN HIS HANDS AT THE END OF ROUND ONE//THREE NATURAL SIXES AND THREE NATURAL ONES//THE RIPPER FRAME NEVER WOKE UP//A THIRD CREW WAS BOOKED FOR ROUND THREE AND NEVER ARRIVED//WINNING PRIORITY TWICE IS NEARLY A WIN CONDITION//OT RAID RACERS // THE CASK RUN // STILL IN THE SERVICE CUT//THE CASK WAS IN HIS HANDS AT THE END OF ROUND ONE//THREE NATURAL SIXES AND THREE NATURAL ONES//THE RIPPER FRAME NEVER WOKE UP//A THIRD CREW WAS BOOKED FOR ROUND THREE AND NEVER ARRIVED//WINNING PRIORITY TWICE IS NEARLY A WIN CONDITION//

UNSTABLE SIGNALS

‹ ALL REPORTS
BATTLE REPORT // LATE 2066
OPERATOR TACTICS // RAID RACERS
TELEMETRY: RECONSTRUCTED
PLAYTEST RECORD // SHOW YOUR WORK
FILED_FROM: THE RAZE // THE CASK RUN
FILING_DATE: 2026-09-03
RESULT: SPARROWS EXTRACT // T2 OF 5
██ █ ████ ███ █
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BARCODE: SIG-BATREP-2026-09-03
OPERATOR TACTICS // RAID RACERS // RECONSTRUCTED STILL IN THE
SERVICE CUT
TWO ROUNDS // THREE NATURAL SIXES // THE FRAME NEVER WOKE
OT RAID RACERS // THE CASK RUN THE RAZE // HAUL LANE TO THE BARRICADIA ARCH SPARROWS EXTRACT // T2 OF 5 ELEVEN GAPS INTO THE QA LOG
// ROLL IN THE OPEN // COUNT THE DICE // BLAME THE TERRAIN // FILE THE REPORT //
// OPERATOR TACTICS // RAID RACERS
A five round clock, a lethal escort frame, a boulevard the rear engine sled had been waiting all night for, and an unregistered third crew booked to arrive at the start of round three. None of it happened. The Boneyard Sparrows had the cask off the deck and the deck behind them before the game got around to being a game.

STILL IN THE SERVICE CUT

BY BY QUILL ADAIR
GAME: OPERATOR TACTICS // RAID RACERS
FILED: THE RAZE // THE CASK RUN // 2026-09-03
TELEMETRY: RECONSTRUCTED // THE DICE ARE ON RECORD.
// DESK NOTE // M. KOSE
Two rounds, one flesh wound, and a scenario that spent most of its budget on things nobody got to touch. Adair says the shortest report of the season is also the most useful one, and I am inclined to let him have it.
// DEPLOYMENT
GAMEOperator Tactics // Raid Racers
SCENARIOThe Cask Run. Built at the desk from the supplement's own Mission Seed shape, with the complication rolled live on the Raid Event table (D6 = 3, an unregistered third crew).
CREW // ABONEYARD SPARROWS, no-chip Raze locals. Sled THE TUNING FORK, front-engine salvage build, at home in the rubble. Jockey: NEELY VASS "SHORTWAVE", TACT Good, GUTS Good, LINE 3, baseline. Jumper: ODIE KRANE, TACT Good, FIGHT Ordinary, GUTS Good, MOBI 7, GRIP 3, baseline. The best mover on the table and the worse pair of hands.
CREW // BCANTICLE NINE, Glass Forest patron money. Sled THE SERMON, rear-engine, hostile in the rubble and at home on the Ridgeline Cut. Jockey: PRAX HOLLOWAY, wolf-stock reaction augment, plus 1 to all Race Rolls, TACT Good, LINE 3. Jumper: SIBB ARDENT, wolf-stock, FIGHT Good, TACT Ordinary, GUTS Good, MOBI 6, GRIP 3. The muscle, and a mediocre mover.
TARGETSURVEY 6, an NAF Reclamation Authority survey crawler running a sealed core-sample cask out of a newly opened pre-Upheaval subbasement. Cask netted to the deck under a cargo web. One Monitor Central Ripper frame riding the deck, live from the end of round 2.
TABLEThe eastern quake ruins, night, dust hours. Tight terrain in rounds 1, 2, 4 and 5: tipped slab, collapsed overpass stubs, service cuts. One Open stretch, the Ridgeline Cut demolition boulevard, in round 3.
OBJECTIVELift the cask, get your carrier back aboard your own sled, break clear.
WIN CONDITIONFirst crew to complete the break-clear Commit. Security Pressure 6 blows that crew's run.
TURN CAP5 rounds. At the end of round 5 the crawler is through the Barricadia arch and nobody scores.

The Raze does not have roads. It has the memory of roads, which is a different surface to drive on: slab that used to be a boulevard, tipped and settled at angles a survey rig takes one wheel at a time, and between the slabs the dust that never clears out here because there is nothing left standing to stop it.

SURVEY 6 came up out of a hole in that dust at a walking pace. Eight wheels, floodlit, Reclamation Authority white gone grey at the arches. A cask netted to the deck under a cargo web, and folded down beside it on its own mount, a Monitor Central frame with six limbs and nothing switched on yet. A drill crew had found a subbasement under the eastern ruins that predates the whole argument, and whatever came out of it was going to a Center Point evidence lockup by way of the Barricadia arch. Ten minutes of open ground. Both sleds had been sitting in the dark for an hour waiting for exactly that.

The Sparrows moved first because the Sparrows moved first, which in this sport is a sentence that does more work than it looks like it does. Neely Vass took the Tuning Fork off a slab lip and onto the crawler's flank in one push, and the front-engine car did what a front-engine car is supposed to do in broken ground, which is go exactly where it is pointed. She held the flank and then did something a lot of drivers would not have bothered with at that moment: she stopped driving for a second and read the lane ahead instead.

What she found in it was a gantry. Stacked cargo frames in the service arch a hundred meters up, resting on a footing that had been resting on nothing for eleven years. She did not do anything about it yet. She just knew where it was.

Prax Holloway came up the other side at a speed the Sermon had no business carrying through that surface. Wolf-stock, and it shows in the hands rather than anywhere you can photograph: the correction happens before the slab has finished moving. He read his own line, took the flank, and for about four seconds both crews were level on the crawler with their Jumpers still in the sills and nothing decided.

Then Odie Krane went over the rail.

HE WAS NOT FIGHTING ANYBODY FOR IT. THERE WAS NOBODY THERE YET.

He is not a big man and he does not do the thing the Feed likes, the pause on the sill with the city behind him. He stepped off the Tuning Fork onto the crawler deck the way you step off a kerb, crossed it through the deck clutter and the sensor mast guys in one unbroken movement, and put his hands on the cargo web.

He was not fighting anybody for it. There was nobody there yet. Sibb Ardent was still coming over the far rail with her own crossing to make, and by the time she was standing on the deck the net was cut and the cask was against Krane's chest.

She went for him anyway and the deck stopped her. A rib of the crawler's spine, a cable run, something in the dark between them that a mediocre mover finds and a good one does not. She hung on it long enough that the crawler's own systems noticed somebody was aboard, and that was the only Security Pressure either crew took all night, one tick, on the wrong crew, for a movement that never arrived.

Round two is where the Sparrows spent their read.

Krane went back over the gap with the cask in one arm, which is the part of the job that gets Jumpers hurt and did not get him hurt, and he was in the Tuning Fork's sill before Holloway's activation started. Then the gantry came down. Neely Vass had known where it was for a full round and she took her line so that the Sermon was underneath it when the footing finally let go, and Holloway lost his flank to a wall of falling cargo frame he had no way to have seen.

He tried to take her line back and the road took it off him instead. One correction too early on a slab that had already moved, the Sermon out of shape, two positions gone and a car pointed at the wrong part of the ruin. He got it back. He is good enough that getting it back was never in doubt. He just got it back a hundred meters behind a woman who was already breaking clear.

Neely Vass put the Tuning Fork through the last gap in the slabs with the cask aboard and her Jumper's hand still on the roll bar, and the run was over on the second round of five.

Sibb Ardent had to get home from a moving NAF crawler with nothing in her hands. She missed the gap, went into the deck rail hard enough to bruise something through the plate, hauled herself up and made it on the second try. She was the only person on either crew to bleed and she bled for a cask she never touched.

Behind all of it, in a service cut off the haul lane, an unregistered sled with no plate and no livery sat with its lights off waiting for the boulevard.

Its crew had timed the whole thing for the Ridgeline Cut. They were right about the Cut. It is the best place on that route to take something off somebody. They just booked it for a run that was already parked and counted by the time the Cut came up, and the last anybody saw of them they were still in the service cut, still dark, still waiting to be in this.

// THE TAPE
SETUPScenario complication rolled live on the supplement's Raid Event table, D6 = 3: an unregistered third crew, Void Walker adjacent gear, enters at the start of round 3. Cask access rolled netted, so an uncontested Lift is a TACT roll and contested possession is a raw FIGHT roll-off. Escort rolled at one Ripper frame, live from the end of round 2, and reaching a Jumper is 1 Mortal Wound. Both sleds start at CHASE, LINE 3, GRIP 3, Pressure 0. Drones in sight of the lane all event, so a failed non-opposed Race Roll costs 1 Pressure.
T1Priority: Sparrows 3, Canticle 1. Vass Commit 3, Tuning Fork to LOCKED IN. Vass Line Read NATURAL 6, which lets her dictate one route event, and she banks the gantry. Holloway Line Read 5, then Commit with the plus 1 and rolls a NATURAL 6: advance two, except Locked In is the top of the ladder, so the second advance goes nowhere. Sermon to LOCKED IN on half a six. Krane boards free at Locked In (desk ruling, see workbench), Flow across the deck 3, then LIFT: NATURAL 6. The cask is his at the end of round one, uncontested. Raid Surge D6 = 2, which STUCKs a rival Jumper contesting the same access point, and there was not one yet, so it fizzled. Ardent boards free, Flow to close on Krane 3 against 4+, STUCK with no action left: Canticle Nine 1 Pressure.
T2Priority: Sparrows 6, Canticle 2. Sparrows again. Krane Latch home with the cask, FIGHT Ordinary at minus 1 for carrying, raw 5 for a modified 4, aboard. Holloway's activation opens with the gantry in his lane: he does not spend an action to Drift it, so Sermon Locked In to CHASE. He Blocks Vass: she rolls 3, he rolls a NATURAL 1 and a natural 1 always loses. Chase to TRAILING, LINE 3 to 2, no Pressure and no complication, because an opposed loss costs Zone and LINE only. Desk ruling: from Trailing he is off her line and cannot Block again. Commit 5, back to Chase. Vass then goes straight to the break-clear Commit and rolls 2 against 2+. EVENT OVER.
AFTERRun already decided, but Ardent still had to get off a moving crawler. Latch home to the Sermon at Chase: NATURAL 1, auto-fail, and the GUTS check over the gap comes up a SECOND NATURAL 1. 1 Flesh Wound. Second action, re-Latch 3, aboard. The deck is empty when the Ripper frame wakes, so its end-of-round reach roll (3 against 4+) is discarded. The third crew never entered play.
DICE26 dice generated, all by script, none chosen. Three natural 6s (Vass Line Read, Krane Lift, Holloway Commit) and three natural 1s (Holloway Block, Ardent Latch, Ardent GUTS). Two dice were voided by rulings and one Surge result fizzled for want of a target.
// WORKBENCH
// HOW IT ACTUALLY PLAYED
// HOW IT ACTUALLY PLAYED

This was not a dice-luck game, or not only one. Both crews got a natural 6 in round one and both got it from a Jockey, and the difference is that the Sparrows' six bought a route event that mattered two minutes later while Canticle Nine's six was spent against a ceiling. A natural 6 Commit advances two Zones. Holloway made his from Chase, and Chase to Locked In is one step, and Locked In is the top of the ladder. The second Zone had nowhere to go, so the best driving roll of the night converted into exactly the same result as a plain success.

The turn it swung is round one and it is not really a turn, it is an action. Krane crossed the deck and lifted the cask before Ardent had crossed hers. Everything after that is a crew with the package running away from a crew without one.

// THE RULING THAT SHAPED THE GAME, STATED PLAINLY

The desk ruled that boarding the target from LOCKED IN costs one action and no roll. That is a ruling, not a rule, and it is the reason the cask changed hands in round one instead of round two.

The book is genuinely unclear here. The Early Board entry says a Jumper "normally boards the target only when the Jockey is Locked In" and then prints a Latch roll for the risky version from Chase, which reads like the normal board needs no roll. The Latch entry says grabbing a moving vehicle hull is a FIGHT roll, and a crawler under power is a moving vehicle hull. Both readings are on the page. The desk took the first one because it is the one that makes Locked In mean something, and the cost of that is honest: Krane got a free action, which is what let him Flow and Lift in the same activation, which is what ended the argument before the other Jumper had arrived.

// THE BALANCE READ

The extraction loop is too short for the clock the sport hangs off it, and a crew that wins priority twice can close it before anything else in the scenario is allowed to exist.

// ONE THING TO TRY NEXT

Gate the package instead of gating the road. Make the cask itself cost a second action to free, a cut or a cradle release or a seal, so that Lift is two actions rather than one when nobody is contesting it. That single change puts the Lift on round two, which is where the Ripper frame wakes up, which is where the whole design intent of the scene lives. It costs nothing at the table, it does not touch the Jockey's dice, and it means the crew that got there first still has to be there when the deck turns hostile.

// TERRAIN AND KIT

Build the crawler as a vehicle and a board at the same time. It wants to be long, flat and busy: a deck you can put two Jumpers on with real distance between them, a sensor mast, guy runs, a cargo web over the objective, and the frame on a folded mount so it reads as switched off until it is not. Everything that happened tonight happened in about eight inches of that deck. Around it, the Raze is the cheapest good table in the setting, because it is all tipped slab and rubble and there is no architecture to get wrong. Grey on grey on grey, one floodlit white vehicle in the middle of it, and the two sleds the only colour anywhere.

One note on the sleds themselves. The layout rule got rebuilt last month into a reroll in home terrain, and it is much better, and tonight it never fired: Vass had the rubble reroll available in both rounds and never failed a Race Roll to spend it on. Holloway's wolf-stock augment cancelled his hostile-terrain penalty exactly, which made the rubble neutral for him and made his one bad die a flat natural 1 that no modifier could have saved. That is the rule working. It is just invisible when a Good Jockey rolls this well.

// FOR THE RULES DESK

Eleven gaps into the QA log tonight, which is a lot for a two-round game and is mostly a function of how many edges a short fast run touches. The headline is the board-at-Locked-In question above. Under it: a natural 6 Commit at the top of the ladder has no printed answer, the possession roll-offs ignore FIGHT entirely, the Line Read natural 6 has no stated limit on what a player may dictate against a rival, the Race Complication table's "any Race Roll" and the Block entry's "Zone and LINE loss only" contradict each other on a natural 1 in an opposed contest, Block has no positional prerequisite at all, and the LINE track says you gain LINE on a success while printing no cap and no action that grants one. Add to that a Ripper frame with lethal contact damage and no activation sequence, a Surge table with results that can have no legal target, and no natural-1 table for Raid Rolls. None of it broke the game. All of it made the referee decide something the book should have.

// DISPOSITION
RESULTBONEYARD SPARROWS extract the cask on the break-clear Commit, round 2 of 5. Canticle Nine never held it.
CASUALTIES // SPARROWSNone. No wounds, no sled damage, LINE 3 of 3 untouched, GRIP 3 of 3 untouched, Security Pressure 0 of 6. Four Raid Rolls, four successes.
CASUALTIES // CANTICLE NINESibb Ardent, 1 Flesh Wound, taken after the run was already decided, on a missed Latch and a natural-1 GUTS over the gap. The Sermon undamaged, LINE 3 after dipping to 2, Security Pressure 1 of 6. No detentions.
CASUALTIES // TABLENone. The Ripper frame never made a roll that counted. The unregistered third sled never entered play. The Ridgeline Cut was never reached.
DICE26 generated, three natural 6s and three natural 1s, all by script, none chosen. Both crews got a six in round one. Only one of them got to spend it.
MVPODIE KRANE. Four Raid Rolls and four successes, the Lift among them, and he was off the crawler deck with the cask before the only lethal thing in the sport had switched itself on.
RUN IT YOURSELF: OT RAID RACERS // TAG THE LAUNCH
THEY WERE RIGHT ABOUT THE BOULEVARD. THEY WERE JUST BOOKED FOR A RUN THAT HAD ALREADY BEEN COUNTED.

FIGHT GOOD BUYS YOU NOTHING IN A GRAB//LOCKED IN TO PAID IS FOUR ACTIONS//A NATURAL SIX AT THE TOP OF THE LADDER IS HALF A SIX//THE RIDGELINE CUT WAS NEVER REACHED//TWO NATURAL ONES IN A ROW OVER A THREE FOOT GAP//ELEVEN GAPS INTO THE QA LOG//FIGHT GOOD BUYS YOU NOTHING IN A GRAB//LOCKED IN TO PAID IS FOUR ACTIONS//A NATURAL SIX AT THE TOP OF THE LADDER IS HALF A SIX//THE RIDGELINE CUT WAS NEVER REACHED//TWO NATURAL ONES IN A ROW OVER A THREE FOOT GAP//ELEVEN GAPS INTO THE QA LOG//