v6.01

BOUNTY HUNTING

Bounty hunting is one of the most profitable careers in Star Citizen. This guide walks you through the five tiers of bounty contracts, which ships you'll face, what loadouts work best, and how to manage your criminal rating.

⏵ TIER GUIDE
TIER 1 Starter contracts: Unarmored haulers, damaged ships, NPCs flying stock loadouts 5K–12K aUEC
Common Targets
Aurora MR · Aurora LN · Cutter · Mustang Alpha · Avenger Titan
Typical HP
4K–5K
Difficulty
Very Easy
Recommended Hunters
Any fighter; use starter weapons

Strategy: These NPCs are slow and predictable. Fly head-on, out-turn them, or let superior gunnery handle it. No special tactics needed. Make sure you're legal: take contracts from Crusader Industries or your local Advocacy office to avoid becoming a criminal yourself.

TIER 2 Mid-range bounties: Light fighters with basic armor, pirates with upgraded weapons 15K–28K aUEC
Common Targets
Gladius · Arrow · Hawk · Defender · Buccaneer
Typical HP
6K–9K
Difficulty
Easy
Recommended Hunters
Light fighters; basic loadouts

Strategy: These targets have upgraded weapons and tactics. Manage your shields carefully. Aim for disabling them (target their power plant) rather than pure alpha. Use CS missiles if you have them to disable their thrusters. Don't joust head-on; keep range control.

TIER 3 Advanced bounties: Medium fighters, shielded combat hulls, organized squad tactics 30K–60K aUEC
Common Targets
Sabre · Sabre Comet · F7C Hornet · Vanguard (any)
Typical HP
10K–14K
Difficulty
Medium
Recommended Hunters
Medium fighters; upgraded weapons

Strategy: These are skilled pilots. You need superior gunnery, shield management, and heat discipline. Deploy multiple IR missiles to overwhelm shields. Focus on armor penetration after shields drop. Bring a buddy if you're learning; these fights are 5–10 minutes solo.

TIER 4 Elite bounties: Heavy fighters, capital-class gunships, endgame pilot skill 75K–150K aUEC
Common Targets
Cutlass Steel · Mercury Star Runner · Redeemer · Hammerhead (solo)
Typical HP
18K–35K
Difficulty
Hard
Recommended Hunters
Hammerhead · Redeemer · F8A

Strategy: These targets can kill you in 30 seconds if you make a mistake. Bring a wingman. Use coordinated alpha to break shields, then sustained fire to armor. Hammerheads require crew to maximize their turret DPS. Mercury Star Runners are slippery—cut off quantum escape routes. Expect 15–30 min fights.

TIER 5 Apex contracts: Wanted player criminals, hardened PvP builds, group encounters 200K–500K+ aUEC
Target Types
PvP pilots with custom loadouts, multi-crew ships, organized groups
Variable HP
20K–80K+
Difficulty
Extreme
Requirement
Squad + comms

Strategy: These are player killers. You need a coordinated squad, target lock focus, and comms discipline. Expect evasion tactics, hard maneuvers, and superior piloting. These are best attempted by org squads with practiced coordination. Single hunters should pursue Tier 4 instead.

⏵ LEGAL STATUS & CRIMINAL RATING
How Criminal Rating Works

Each crime (killing a lawful NPC, damaging their ship, theft) adds to your criminal rating. The Advocacy tracks this. At 25+ rating, you're "wanted" and can be hunted. At 50+ rating, you have a bounty on your head and cannot land at major spaceports.

How to Clear Your Rating

Fastest method: Bounty hunting itself. Pursue criminal bounties legally (via Advocacy offices) for 5–10K aUEC per contract. Each bounty successfully closed reduces rating by ~5–10 points. Takes 30–60 min to clear a mid-range rating.

Alternative: Pay the fine at a Crusader Industries office (costs aUEC, usually 1K–5K). Reset instant.

When Bounties Reset

Bounty contracts reset when the target is killed, captured (not in game yet), or the contract times out (usually 1–3 game days). Check mission board regularly for fresh contracts.

⏵ HUNTER LOADOUT RECOMMENDATIONS

Bounty hunting loadouts prioritize DPS, missile reserves, and heat discipline. Below are proven fits per tier and ship class.

⏵ AVENGER TITAN (T1–T2 HUNTER)
Weapons: CF-227 Badger Repeater (both S3 mounts) · MSD-322 Stalker missile rack (6× IR missiles)
Systems: Regulus Power Plant · Palisade Shield Gen · V801-12 Cooler · Drift Quantum Drive
Entry-level bounty ship. Good maneuverability, cheap to repair. Effective vs Tier 1–2 targets. Upgrade shields if you hit Tier 3.
⏵ GLADIUS (T2–T3 HUNTER)
Weapons: CF-337 Panther Repeater (both S3) · MSD-322 Stalker (S3 rack, 2× missiles)
Systems: Regulus PP · Palisade SG · V801-12 Cooler · Atlas Quantum Drive
Pure fighter. Out-turns most Tier 2 targets. Weak hull armor—don't get hit. Missiles are your alpha spike; cycle guns for sustained DPS.
⏵ SABRE (T3–T4 HUNTER)
Weapons: CF-337 Panther (S4) + CF-227 Badger (S3, gimbal) · MSD-332 Spark missile rack (8× EM missiles)
Systems: JS-300 Power Plant · FR-76 Shield Gen · DR3 Hammer Cooler · Goliath Quantum Drive
Meta bounty ship. Fast, hard-hitting. The gimbal helps track evasive targets. EM missiles are cheaper and still effective. Solid heat efficiency.
⏵ F7A HORNET MK II (T3–T4 HUNTER)
Weapons: CF-337 Panther (both S3 hardpoints) · MSD-332 Spark (2× missile racks, 16 total)
Systems: JS-300 Power Plant · Palisade Shield Gen · DR3 Hammer Cooler · Goliath Quantum Drive
Bruiser option. More hull HP and firepower than Sabre, slower turn rate. Excels at medium ranges. Turret can be crewed if you have a gunner.
⏵ HAMMERHEAD (T4–T5 HUNTER)
Weapons: CF-337 Panther (all pilot guns) · Omnisky VI (all turrets, crewed) · MSD-332 Spark (2× large racks, 24 missiles)
Systems: WilliamsSeries-7 Power Plant · Palisade Shield Gen · DR3 Hammer Cooler · Goliath Quantum Drive
Capital-killer. Requires 2–5 crew. Solo pilot DPS is mediocre (only hardpoint guns count). With full crew, it's unstoppable. Bring a squad.
⏵ REDEEMER (T4–T5 HUNTER)
Weapons: CF-337 Panther (pilot nose) · Omnisky VI (all turrets) · MSD-332 Spark missile racks
Systems: WilliamsSeries-7 Power Plant · FR-76 Shield Gen · DR3 Hammer Cooler · Goliath Quantum Drive
Balanced multi-crew gunship. Better handling than Hammerhead, fewer turrets. Works well with 2–3 crew. More agile for chasing Tier 4 runners.
⏵ MISSION LOCATIONS & LOGISTICS
Where to Find Bounty Contracts

Crusader Industries Offices: Orison (Crusader) · New Babbage (microTech)
Advocacy Offices: Area 18 (ArcCorp) · Lorville (Hurston) · New Babbage
GrimHEX (Pirate Contracts): Yela · Pay-to-play, high-risk bounties, criminals only

Equipment & Repair

After each bounty, repair at the nearest major spaceport (same station where you picked up the contract is ideal). Buy missiles at commodity dealers. Refuel at refinery stations. Total cost per Tier 3 hunt: ~2K–5K aUEC. Profit margin is healthy (20K–50K after costs).

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