Vargr: Corsair Posse
Vargr hunter gatherer instinct is a lot closer to their surface consciousness than most other intelligent species, and with both a mythologic, folkloric and popular cultural romantic treatment of the corsair and his lifestyle, going on a raid is not only the most fantasized activity a Vargr may have, but one very much in reach.
To start off a corsair posse, someone has to persuade (not convince) a gathering of Vargr that they should stage a raid on someone they don't care about or have a grievance with. It usually doesn't take much effort to persuade a crowd to do something that they've been dying to try out, especially if they're somewhat intoxicated, so a lot of raids start off near or in a bar.
Vargr aren't particularly stupid, and even if their law enforcement is lax within their jurisdiction, it still frowns upon corsairing, impromtu or otherwise, against neighbours, continental, planetary or systematic.
This means that the raid would have to be against a target separated by an interstellar distance, and within a short time window, since they all want to be back to watch the Waterbowl final between the leading polo teams.
Popular tri dee series like Treasure Planetoid and Corsairs of the Caninebeanne with legendary figures such as Dog Gone Silver, Captain Jack Russell, and Blackschnauzer, having educated most of the Vargr public that in order to go raiding, you also need weapons and transport.
While Vargr wouldn't have much trouble getting hold of weapons, military grade are a little more difficult and expensive. It takes quite a lot to convince your local arms dealer to part with his cache as they tend to want cash up front, even in return for a very generous proportion of the loot.
Next, getting hold of interstellar transport.
Not an issue if someone in the posse owns a starship, or can persuade someone who owns of captains one to join the raid. Hijacking a starship may very well be a lynching offence for Vargrs, much like horse stealing used to be. And the posse does want to come back home.
Since corsair ships aren't lying around in some marina, a private yacht or a merchantman would be the most likely ship chosen; while somewhat underpowered for it's new role, the incongruity of it should shield it from suspicion, until it's in range of it's target.
Having identified their target, picked up sufficient ironmongery, and secured transport, the posse can now be on it's way.
If they succeed in taking their victims by surprise, the posse might be inexperienced in efficiently pilfering worthwhile loot.
After they return home, the average take just barely covers expenses and overheads, the shares of the ship owner and the gun dealer, and the impromptu privateer is lucky just to keep a souvenir from the loot, all his limbs in tact, and a font of stories of his great adventure, most of whom bear little resemblance to reality.