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Squadron

SHIPYARD

Adder — outfitting

Every hull the game has, every module that fits it, and what the result actually does. Mass, jump range and the power budget update as you change things — nothing is submitted and nothing is saved until you want it to be.

OUTFITTING

Slot sizes are shown beside each dropdown — a module larger than its slot is not offered, and a smaller one usually saves weight.

Adder

684,324 crhull 40,833 · fitted 643,491
Speed
193m/s
Boost
280m/s
Jump
29.78ly
Power
6.22/9MW
Shields
84MJ
Armour
162
DPS
Laden jump
17.94ly
Cargo
28t
Fuel
8t
Unladen
50.0t
Laden
86.0t
Hull mass
35.0t
Modules
15.0t

Starting point

Each fits the whole ship from the game’s own module list.

Bulkheads

Core internals

12.5 t · 4.26 MW · 566,625 cr
SzModuleMassPowerCostStatistics
32 t17,793
32 t2.7918,812
35 t0.45507,912
10.5 t0.361,293
21 t0.413,619
32 t0.2510,133
30 t7,063

Hardpoints

0.0 t · 0.00 MW · 0 cr
SzModuleMassPowerCostStatistics
2
1
1

Utility mounts

2.0 t · 1.00 MW · 46,000 cr
SzModuleMassPowerCostStatistics
01 t0.5023,000
01 t0.5023,000

Optional internals

0.5 t · 0.96 MW · 30,866 cr
SzModuleMassPowerCostStatistics
30 t10,563
30 t10,563
20 t3,250
20 t3,250
10 t1,000
10 t1,000
10.5 t0.961,240
1

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4 slots are empty. An empty slot costs nothing and weighs nothing, which is often the right answer on a long-range build.