Skip to content

Squadron

SHIPYARD

Cobra Mk III — 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.

Cobra Mk III

2,172,636 crhull 208,372 · fitted 1,964,264
Speed
254m/s
Boost
363m/s
Jump
27.19ly
Power
8.08/11.7MW
Shields
58MJ
Armour
216
DPS
Laden jump
21.13ly
Cargo
48t
Fuel
16t
Unladen
210.0t
Laden
274.0t
Hull mass
180.0t
Modules
30.0t

Starting point

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

Bulkheads

Core internals

24.0 t · 5.32 MW · 1,778,225 cr
SzModuleMassPowerCostStatistics
44 t53,379
44 t3.6959,633
410 t0.451,610,080
32 t0.4810,133
32 t0.4510,133
32 t0.2510,133
40 t24,734

Hardpoints

0.0 t · 0.00 MW · 0 cr
SzModuleMassPowerCostStatistics
2
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

4.0 t · 1.76 MW · 140,039 cr
SzModuleMassPowerCostStatistics
40 t34,328
40 t34,328
44 t1.7659,633
20 t3,250
20 t3,250
20 t3,250
10 t1,000
10 t1,000
1

Sign in with Discord to save this build and share it with the squadron.

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