Submit your wargame scenarios for Star Citizen
Submit your wargame scenarios for Star Citizen
Name: Yela Run Area of operations: Crusader / PU - Yela
Operational scope: Ship-to-ship combat
Number of participants: 6 - 8 (as defined by the party system and future limits)
Participant deployment structure:
- One or two players are marked as "Target"
- The remaining players act as "Seekers" after the target
Participant equipment:
- Targets receive the fastest available ship
- Seekers use standard combat craft
Initial Deployment:
- Target starts at the Yela entry point from Port Olisar
- Other players are positioned throughout the Victory field
Victory conditions:
- Targets win by completing a full revolution
- Seekers win by eliminating both targets
Special rules:
- Targets may only fly and cannot engage Seekers
- Targets can activate CRU mode
- Seekers must avoid using CRU mode to outpace targets
Name: Operation Rogue Nation
Area of operations: Crusader / PU
Operational scope: Ship-to-ship combat, EVA combat, FPS style
Number of participants: 4+
Participant deployment structure: All players turn into mercenaries—either by shooting each other or eliminating security personnel.
Participant equipment load out: Any ship can be used; multi-crew vessels are recommended for added challenge.
Initial Deployment: All mercenaries begin together and remain coordinated.
Victory conditions: Survive as long as possible against the rest of the universe population.
Special rules: N/A
They initially tried adding signatures but faced issues, so they paused that feature temporarily. Still, the Ghost works well with REC. You can customize it like a Super Hornet, just without the shield and powerplant. The SH is also now cost-effective.
Name: The Most Dangerous Game
Context: You're isolated in hostile territory, noticed by enemy forces. You have just four minutes before rescue. Will you make it?
Location: Crusader / PU / Broken Moon
Scope: From ship to ship, up to the number allowed by future systems
Team Size: Minimum four participants (more as needed)
Role Setup: Runner in one position; others positioned as attackers
Gear: Fighters on ships, runner on a fighter ship
Weapons: Any available options
Start: All begin in an asteroid field. Runner gets a 30-second advantage to escape.
Goals:
- Runner survives four minutes or longer from the start of the attackers’ assault
- Attackers aim to destroy or capture the runner
Rules:
- You’re free to choose your strategy—hide, fight, or dodge.
- The focus is on evasion and survival under pressure.
Personal note: I’ve run this scenario before—it’s engaging and teaches quick decision-making when you can’t defend.
Should I hide behind a rock, turn and engage, or avoid obstacles and wait?
Name: Seek and Hide Context: Standard CAP around Yela, the Wing should complete a loop around the moon in search of contacts. Within the Ring, a single Tango will operate, tasked with gathering intelligence without being noticed or destroyed, then relay the findings through the security console on Kareah. Area of operations: Crusader – Yela / Kareah Operational scope – Ship to Ship FPS Number of participants – 4+ Participant deployment structure – In asteroid field, one Tango; others remain in the CAP Equipment loadout: CAP – Combat ships Tango – Fighter ship (stealth variant or Sabre, subtle stealth features?) Weapons – Pilots Discretion Initial Deployment – Tango receives a 15-minute advantage to position itself in the asteroid belt. Then the CAP departs from Port Olisar. Victory conditions – Tango must identify at least 75% of the CAP’s ship types and at least half of the player names, transmitting that data to Kareah and compromising the terminal to confirm successful transmission. CAP must locate the Tango and neutralize it, or stop the pilot from successfully accessing the security station. Special rules – CAP may not send assets to Kareah unless the Tango has exited the initial engagement zone.
Name: Guerrilla Tactics with lower-tier vessels.
Context: Your team faces a more powerful opponent and there’s no chance for external help. You and your crew must neutralize or disable the enemy. Area: Crusader, PU, Arena Commander.
Scope: Ship-to-ship engagements are possible; boarding is feasible.
Participants: 3 to 8 ships (counts only the vessels, not crew).
Deployment: Flexible across different zones or scenarios.
Environment: Asteroid fields and nebulas can affect shields, energy, or speed. The aim is for a small, less-equipped force to succeed in unfavorable conditions. All tactics are permissible.
Equipment: Ships should be lower-tier, non-military certified, with weaker shields than the enemy. Speed is crucial. Mines and e-warfare are acceptable.
Enemy: Fewer ships but stronger protection and numbers than your force.
Setup:
- Your fleet includes:
• 2–3 mid to low-tier vessels vs 1 all-military ship
• 4 mid to low-tier vessels vs 2 medium fighters
• 5 mid to low-tier vessels vs 1 multicrew ship, escorted by 2 military-grade ships
Victory: Your side wins if the enemy is eliminated or your ships are rendered useless (engines down, warp disabled).
Enemy wins by defeating your escort.
Optional rules:
- Escort duty – you’re chasing a hidden target for the enemy.
- Misc cargo ship allowed.
- Ship must have solid shielding but be slow.
- Extra win if you destroy the ship being escorted.
- VIP scenario – hiding another vessel or cache in an asteroid field, nebula, or hard-scan area; you must locate and destroy it to claim victory.