Space Bums / SPACEBUMS

  • Organization
  • Casual
  • Role play
  • Social
    Social
  • Engineering
    Engineering

No credits. No clearance. No problem. Space Bums is a scrappy crew of bounty hunters, haulers, salvagers, miners, and manufacturers making a living on the edge of the ‘verse—turning wrecks, contracts, and bad decisions into paydays. Barely funded, poorly insured, and somehow still flying.



History

Year 0: The First Bad Decision

Space Bums began the way most great organizations do: with no funding, no plan, and a ship held together by borrowed parts, questionable wiring, and blind optimism. Cytreen Spiegel gathered a small crew of broke pilots, haulers, wrench-turners, and trigger-happy survivors with one simple idea: if the ‘verse was going to be dangerous, they might as well get paid for it.

Year 1: The Great Hangar Eviction

After a series of unpaid docking fees, several “misplaced” cargo containers, and one incident involving a forklift, a fuel line, and a vending machine, Space Bums were officially asked to leave their first hangar. With nowhere to go but up, the crew launched into the black and declared themselves a mobile operation.

Year 2: The First Bounty

The crew’s first bounty contract was supposed to be simple: find the target, bring them in, collect the credits. Unfortunately, the mark was better armed, better funded, and only slightly less confused than the Bums. After a messy chase, three damaged ships, and one accidental ramming maneuver, Space Bums got paid. A tradition was born.

Year 3: The Salvage Gospel

Running bounties taught the crew an important lesson: every fight leaves something valuable behind. Wrecks became paydays, scrap became parts, and parts became ships. Space Bums entered the salvage business with a sacred motto: “If it’s floating, it’s inventory.”

Year 4: Industrial Enlightenment

Tired of paying full price for gear they were probably going to break anyway, Space Bums expanded into mining, refining, hauling, and manufacturing. The operation was crude, loud, and only occasionally OSHA-adjacent, but it worked. The crew learned to turn rock into metal, metal into parts, and parts into the next bad idea.

Year 5: The Cargo Incident

Space Bums accepted a hauling contract that looked easy, paid well, and asked very few questions. Naturally, everything went wrong. Pirates attacked, the cargo shifted, someone spilled noodles into a control panel, and the delivery arrived late, dented, and technically on fire. The client still paid. Space Bums considered this a success.

Year 6: The Junkyard Fleet

By now, the Bums had collected enough ships, wrecks, spare engines, half-working components, and “borrowed” equipment to form what historians generously call a fleet. Others called it a flying junkyard. Space Bums called it home.

Year 7: War Stories and Warranty Voids

As the crew grew, so did the stories. Bounties were hunted, cargo was hauled, wrecks were stripped, factories were fed, and ships were repaired using methods manufacturers strongly advised against. Every scar on the hull became proof that Space Bums were still flying.

Year 8: The Bum Economy

Space Bums became more than a crew. It became an ecosystem of pilots, miners, salvagers, haulers, bounty hunters, crafters, traders, and chaos professionals. If one Bum broke it, another Bum could scrap it. If one Bum mined it, another could build it. If someone put a bounty on it, the Bums could probably find it.

Year 9: Reputation, Sort Of

Word spread across the ‘verse. Space Bums were not the cleanest, richest, or most polished organization in the stars, but they got things done. They took the dirty jobs, the dangerous jobs, the weird jobs, and the jobs that started with, “This should be easy.”

Year 10: Still Broke. Still Flying.

After years of bad landings, hard contracts, questionable repairs, and profitable disasters, Space Bums remain what they have always been: a scrappy crew making a living on the edge of the ‘verse. We hunt the mark, haul the cargo, scrap the wreck, mine the rock, build the future, and laugh when the plan falls apart.

Space Bums — barely funded, heavily armed, industrially confused, and somehow still flying.

Manifesto

Who Are We?

Space Bums is a laid-back Star Citizen organization built for players who want to experience the ‘verse without turning their hobby into a second job.

We are bounty hunters, haulers, salvagers, miners, industrial manufacturers, mercenaries, explorers, traders, and professional bad-decision survivors. Some of us chase contracts. Some of us build ships, parts, and supplies. Some of us mine rocks, strip wrecks, move cargo, or provide the firepower when things inevitably go sideways.

What ties us together is simple: we want to have fun, make credits, help each other out, and enjoy everything Star Citizen has to offer without ego, elitism, or fake military nonsense.

Your fleet size does not make you better than anyone else. Your playtime does not make you more valuable. Your ship price does not determine your worth. If you are here to fly, fight, build, laugh, and contribute when you can, you belong here.

Our Philosophy

Space Bums exists for players who want organization without oppression.

We are not a boot camp. We are not a milsim unit. We are not here to bark orders at grown adults over Discord. We respect that our members have jobs, families, responsibilities, limited time, and lives outside the game.

When you log in, we want you to feel welcome, not obligated. Whether you have ten minutes or ten hours, your time matters. Join a bounty crew, hop into a mining run, escort a cargo convoy, help with salvage, crew someone’s ship, work industry, or just hang out and talk nonsense in voice.

The goal is not to control how you play. The goal is to make playing together better.

What Do We Do?

Space Bums aims to take part in every major part of Star Citizen. We are not locked into one profession, one gameplay loop, or one rigid identity.

Our operations may include:

  • Bounty hunting and target interdiction
  • Mercenary and combat support work
  • Cargo hauling and convoy operations
  • Mining, refining, and resource gathering
  • Salvage and recovery operations
  • Industrial manufacturing and logistics
  • Exploration and scouting
  • Trading and market support
  • PvP practice and combat training
  • Cooperative events and casual game nights
  • The occasional questionable contract, depending on how broke we are

We encourage members to try different play styles and find what they enjoy. You do not need to be a top-tier pilot, a perfect shot, or a spreadsheet industrialist to be useful. If you are willing to learn, communicate, and help the crew, there is always a place for you.

Respecting Time

Space Bums respects the most valuable resource in the ‘verse: your time.

We do not expect members to be online every night. We do not punish people for missing events. We do not treat the game like a mandatory shift schedule.

Members are encouraged to communicate when they are available, what they want to do, and how much time they have. This helps us form better groups and avoid wasting anyone’s session.

Some nights we may run organized operations. Some nights we may just wing it. Both are fine. The point is to make the most of the time we have and make sure people leave with a good story.

Free Form Structure

Space Bums uses a Free Form Structure, or F.F.S.

That means members are encouraged to form temporary crews, squads, wings, or work groups based on who is online and what everyone wants to do. A mining crew might form for one session. A bounty team might form for another. A cargo convoy might need escorts. A salvage group might need haulers, scouts, and security.

During a session, the captain or operation lead is responsible for coordinating the group. If you are crewing someone else’s ship, you are expected to follow that captain’s direction while aboard. If you join an operation, respect the person organizing it.

That authority applies only to that ship, crew, or operation. It does not make anyone better than anyone else, and it does not carry over as some permanent power trip.

Simple version: respect the captain, help the crew, don’t be a problem.

Leadership, Roles, and Ranks

Space Bums uses roles for access and responsibilities, not ego.

Roles exist so the organization can function. Someone has to manage recruitment. Someone has to handle events. Someone has to maintain communication, marketing, Discord, org pages, and general organization tools.

Ranks are used as a member progression ladder, but they are not a measure of personal value. A higher rank does not give someone the right to talk down to others, boss people around outside of organized operations, or act like they own the place.

We recognize contribution, activity, trust, and experience, but we do not worship rank.

At Space Bums, respect is earned by how you treat the crew.

Mission Classifications

To keep operations clear, Space Bums classifies missions by risk and required coordination.

  • Normal Operations: Open to most members. These include casual bounty hunting, mining, hauling, salvage, exploration, trade runs, and general group activities. Bring the right equipment, communicate, and be ready for things to go wrong.
  • S-Class Operations: High-risk missions intended for experienced members or prepared crews. These may involve dangerous bounty targets, hostile areas, valuable cargo, major salvage, contested resources, or operations requiring multiple ships and support roles.
  • SS-Class Operations: Major organization-level operations requiring serious coordination. These may involve multiple wings, logistics, combat support, industrial planning, escorts, scouts, and command coordination. These are the “bring your good ship and maybe a backup plan” operations.

Mission classifications are not about gatekeeping. They are about making sure people understand the risk before they undock.

Our Culture

Space Bums is built on respect, humor, teamwork, and freedom.

We joke around. We make bad decisions. We fly ships we probably should have repaired first. We take contracts that start with “this should be easy” and somehow end with explosions, insurance claims, and someone laughing too hard to land.

But we also look out for each other.

We help new players learn. We respect veteran players who want to do their own thing. We do not shame people for what ships they own, how skilled they are, or how much time they can play. We want members who are relaxed, helpful, willing to communicate, and able to laugh when the plan falls apart.

What We Are Not

Space Bums is not a hardcore military roleplay organization.

We are not here to micromanage your gameplay. We are not here to demand attendance. We are not here to judge you by your fleet value. We are not here to make you salute someone in a video game.

If you want strict chain-of-command roleplay, mandatory formations, and someone yelling at you because your boots are not shiny enough, there are other organizations for that.

If you want a crew that hunts bounties, builds industry, hauls cargo, strips wrecks, mines rocks, takes risks, makes credits, and laughs through the chaos, welcome aboard.

The Space Bums Promise

We will respect your time.
We will not judge you by your wallet, fleet, or playtime.
We will keep the structure simple.
We will help each other learn.
We will take the job, split the profit, and laugh at the wreckage.
We will keep flying, even when the plan was stupid from the start.

Space Bums — no credits, no clearance, no problem.

Charter

Section 1: Statement of Purpose

Space Bums is a Star Citizen organization built around one simple idea: have fun, make credits, and experience everything the ‘verse has to offer without turning the game into a second job.

We are bounty hunters, haulers, salvagers, miners, industrial manufacturers, mercenaries, explorers, traders, and chaos-adjacent professionals. Some of us chase marks. Some of us move cargo. Some of us strip wrecks, mine rocks, build parts, escort convoys, scout routes, or provide the firepower when the plan inevitably falls apart.

Space Bums exists to give members a shared crew, shared goals, and shared opportunities while still respecting personal freedom. Members are encouraged to play the way they enjoy, contribute when they can, and join organized operations when they want something bigger than solo play.

Our mission is to build a relaxed, capable, and entertaining organization where members can learn, earn, fight, build, explore, and laugh together.

No member should ever feel like Star Citizen is a second job.

Section 2: Keys to Success

Space Bums succeeds by keeping things simple, flexible, and fun.

Our keys to success are:

  • Respect each other’s time.
  • Communicate clearly during operations.
  • Help new and returning players learn.
  • Keep ego out of the cockpit.
  • Share opportunities when possible.
  • Prepare for the job before launching.
  • Accept that bad plans make good stories.
  • Make credits, make friends, and keep flying.

We aim to misbehave, but we also aim to survive, profit, and bring the crew home when possible.

Space Bums is not built on strict military roleplay, mandatory attendance, or chain-of-command theater. We are built on trust, teamwork, humor, and the understanding that the ‘verse is better when you have people to fly with.

Section 3: Organization Structure

Space Bums uses a flexible structure designed to support the many different careers and activities available in Star Citizen.

The organization follows a Free Form Structure, meaning members can form crews, teams, wings, and work groups based on who is online, what activity is being run, and what the group needs at that time.

Leadership exists to support the organization, not to micromanage members.

The Council

The Council is the senior leadership of Space Bums and is responsible for the long-term direction, rules, policies, charter changes, and overall health of the organization.

The Council may amend, update, or add to organization policy when needed. Major changes should be discussed, reviewed, and communicated clearly to members before they are enforced.

The Council’s job is not to control how members play. Its job is to keep the organization functional, fair, and aligned with the Space Bums identity.

Officers and Role Holders

Officers and role holders are members trusted with specific organization responsibilities. These may include recruitment, event planning, marketing, Discord moderation, org page updates, training, logistics, or operational coordination.

Roles are access levels and responsibilities. They are not personal status symbols.

A member with a role is expected to help the organization function, not act superior to other members.

Ship Captains

A ship captain is the person responsible for a ship during an operation.

For single-seat ships, the pilot is the captain of that ship.

For multi-crew ships, the ship owner is normally the captain unless they choose to appoint another member to command the ship for that session.

The captain is responsible for the ship, the crew assigned to it, and the decisions made aboard it during that operation. Captains may establish an internal chain of command for their ship as needed.

When you crew someone else’s ship, you are expected to respect that captain’s direction while aboard.

Simple version: their ship, their call.

Members

All Space Bums members are considered part of the same crew.

Members may have different ranks, roles, experience levels, ships, or playtime, but no member’s personal value is determined by the size of their fleet, the cost of their ships, or the number of hours they can play.

Ranks represent progression, trust, activity, and experience. Roles represent responsibilities and permissions. Neither gives anyone the right to disrespect another member.

Section 4: Organization Teams and Crews

Space Bums encourages members to form temporary or semi-permanent teams based on shared interests, schedules, and gameplay goals.

Teams may focus on bounty hunting, cargo, mining, salvage, industry, manufacturing, exploration, combat training, logistics, or mixed operations.

Temporary Crews

Temporary crews are formed for a single session or operation. These may include:

  • Bounty hunting groups
  • Mining crews
  • Salvage teams
  • Cargo convoys
  • Escort wings
  • Industrial support groups
  • Exploration parties
  • PvP practice teams
  • Multi-crew ship crews

Temporary crews dissolve when the operation ends.

Standing Teams

Standing teams are semi-permanent groups of members who regularly operate together. These teams may compete in friendly internal challenges, take on larger jobs, or specialize in certain gameplay loops.

Standing teams should remain open, flexible, and aligned with the overall Space Bums culture. They are not separate organizations within the organization.

Multi-Crew Ships

A multi-crew ship may function as its own team during an operation.

The captain is responsible for assigning stations, setting expectations, and making operational decisions. Crew members are expected to follow the captain’s direction while aboard.

At no point should a multi-crew ship operate without someone clearly responsible for command.

Section 5: Mission Classification System

Space Bums uses a mission classification system to help members understand risk, difficulty, and preparation requirements before joining an operation.

Mission classifications are not meant to exclude people for no reason. They exist to protect the crew, the ships, the cargo, the payout, and everyone’s time.

The three mission classifications are:

  • Normal
  • S-Class
  • SS-Class

Normal Operations

Normal operations are open to most standing members, provided they have the equipment, ship, or role needed for the job.

These missions may include casual bounty hunting, cargo hauling, salvage, mining, refining, manufacturing support, trade runs, exploration, scouting, combat patrols, and general group activities.

Normal does not mean risk-free. Members are expected to prepare properly, communicate clearly, and avoid creating unnecessary problems for the group.

S-Class Operations

S-Class operations are high-risk missions intended for seasoned or prepared members.

These may include dangerous bounty targets, contested salvage, hostile territory operations, valuable cargo movement, large industrial logistics, combat support missions, or coordinated multi-ship operations.

S-Class operations may require escorts, scouts, logistics, medical support, backup ships, or multiple crews working together.

Members joining S-Class operations should understand the risk and be prepared for serious losses, including ship destruction, cargo loss, mission failure, or character death depending on game mechanics.

SS-Class Operations

SS-Class operations are major organization-level missions requiring significant planning, coordination, and support.

These may involve multiple wings, command coordination, industrial planning, logistics, escorts, scouts, combat teams, haulers, salvage crews, and support ships.

SS-Class operations are reserved for members and teams who have demonstrated they can handle S-Class level activity and follow operational coordination.

These are the “bring your good ship, bring a backup plan, and maybe update your insurance” operations.

Section 6: Ship Policy

The Space Bums ship policy applies to every member participating in organization operations.

This policy may change as Star Citizen’s mechanics evolve.

Single-Crew Ships

Members operating single-crew ships are responsible for their own ship, equipment, weapons, cargo, and actions during an operation.

Single-crew pilots are expected to:

  • Bring the appropriate ship and loadout for the job.
  • Maintain control of their ship.
  • Avoid reckless friendly fire.
  • Follow the operation lead’s instructions during coordinated missions.
  • Communicate threats, damage, cargo status, or mission issues.
  • Accept responsibility for their own shots, collisions, and decisions.

Every pilot is responsible for every round sent down range.

Friendly fire, reckless flying, intentional sabotage, or avoidable behavior that endangers the crew may result in removal from the operation or further action by leadership.

Multi-Crew Ships

Members who own and operate multi-crew ships are considered the captain of that ship unless they appoint another captain for the operation.

If a ship owner appoints another captain, the appointed captain has command authority over that ship for the duration of the operation.

The ship owner should not interfere with the appointed captain’s command unless there is a serious issue involving misconduct, sabotage, or violation of organization rules.

Captains are expected to:

  • Assign crew roles as needed.
  • Establish a clear chain of command.
  • Designate a second-in-command when appropriate.
  • Communicate the ship’s objective.
  • Protect the crew and ship to the best of their ability.
  • Coordinate with the operation lead or other captains.
  • Take responsibility for the ship’s conduct during the operation.

Crew members are expected to:

  • Follow the captain’s direction while aboard.
  • Stay at assigned stations unless told otherwise.
  • Communicate clearly.
  • Avoid unnecessary chaos during serious operations.
  • Respect the ship owner’s property and time.

No other member may take command of a multi-crew ship without the captain’s permission.

If the captain becomes unavailable or incapacitated, the ship’s established chain of command takes over.

At no point should there be confusion over who is in command of a multi-crew ship.

Section 7: Organization Payouts

Space Bums believes payouts should be fair, transparent, and based on contribution whenever possible.

Because Star Citizen’s economy, contracts, cargo systems, salvage systems, industry, and organization tools are still evolving, the official payout policy may change as game mechanics develop.

Until more permanent systems exist, payouts should follow these general guidelines:

  • Members should agree on payout expectations before the operation begins.
  • Costs such as fuel, repairs, ammunition, cargo buy-in, refining, or replacement costs should be considered.
  • Crew members who contribute time, ships, resources, scouting, escort, hauling, salvage, mining, or combat support should receive fair compensation.
  • Operation leads should communicate payout splits clearly.
  • Members should not intentionally hide profits from agreed group operations.
  • Disputes should be handled calmly and brought to leadership if needed.

Single-Crew Operations

For single-crew operations, each pilot generally keeps what they personally earn unless the group agreed to a shared payout structure before the operation began.

Multi-Crew Ship Operations

For multi-crew operations, the captain or operation lead should establish payout expectations before launch.

Suggested factors may include:

  • Ship ownership and operating cost
  • Crew roles performed
  • Mission payout
  • Cargo value
  • Salvage value
  • Mining yield
  • Combat risk
  • Repair and rearm costs
  • Time invested

The goal is not to nickel-and-dime each other. The goal is to make sure people feel respected for their contribution.

Organization Operations

For large organization operations, payout structures should be announced before the operation begins.

These may include equal splits, role-based splits, ship-cost considerations, industrial reinvestment, or other arrangements depending on the mission.

No one likes surprise math at the end of a three-hour op.

Section 8: Conduct and Culture

Space Bums is a relaxed organization, but relaxed does not mean careless.

Members are expected to treat each other with respect, communicate like adults, and avoid behavior that ruins the experience for others.

Space Bums does not tolerate harassment, bullying, griefing fellow members, intentional sabotage, repeated toxic behavior, or using “it was just a joke” as an excuse to be a problem.

We are here to have fun, make credits, build things, break things, hunt targets, haul cargo, and tell good stories.

Do not be the reason the story sucks.

Section 9: Final Statement

Space Bums is for players who want a crew without the boot camp.

We are here for bounty hunters, miners, salvagers, haulers, industrial builders, explorers, fighters, traders, and anyone else trying to carve out a living in the ‘verse.

We do not care if you have one starter ship or a fleet full of capital ships. We care that you show up with a good attitude, respect the crew, and help make the game more fun for the people around you.

Hunt the mark.
Haul the cargo.
Scrap the wreck.
Mine the rock.
Build the future.
Laugh when the plan falls apart.

Space Bums — no credits, no clearance, no problem.