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Squadron

SHIPYARD

Alliance Chieftain — 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.

Alliance Chieftain

25,784,363 crhull 18,612,476 · fitted 7,171,887
Speed
198m/s
Boost
284m/s
Jump
24.98ly
Power
11.59/18.9MW
Shields
274MJ
Armour
504
DPS
—
Laden jump
20.19ly
Cargo
106t
Fuel
16t
Unladen
488.0t
Laden
610.0t
Hull mass
400.0t
Modules
88.0t

Starting point

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

Bulkheads

Core internals

80.0 t · 7.83 MW · 6,538,597 cr
SzModuleMassPowerCostStatistics
616 t—480,411
616 t5.67599,242
520 t0.605,103,953
58 t0.6479,444
616 t0.61222,444
44 t0.3128,373
4——24,730

Hardpoints

0.0 t · 0.00 MW · 0 cr
SzModuleMassPowerCostStatistics
3———
3———
2———
1———
1———
1———

Utility mounts

4.0 t · 2.00 MW · 92,000 cr
SzModuleMassPowerCostStatistics
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000

Optional internals

4.0 t · 1.76 MW · 541,290 cr
SzModuleMassPowerCostStatistics
60 t—362,591
50 t—111,566
44 t1.7659,633
20 t—3,250
20 t—3,250
4———
4———
4———
10 t—1,000
1———

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