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Squadron

SHIPYARD

Cobra Mk IV — 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 IV

2,622,786 crhull 623,374 · fitted 1,999,412
Speed
186m/s
Boost
279m/s
Jump
24.03ly
Power
7.76/11.7MW
Shields
143MJ
Armour
216
DPS
Laden jump
17.13ly
Cargo
84t
Fuel
16t
Unladen
238.0t
Laden
338.0t
Hull mass
210.0t
Modules
28.0t

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
1

Utility mounts

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

Optional internals

2.0 t · 1.44 MW · 175,187 cr
SzModuleMassPowerCostStatistics
40 t34,328
40 t34,328
40 t34,328
40 t34,328
30 t10,563
32 t1.4418,812
20 t3,250
20 t3,250
10 t1,000
10 t1,000
1

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