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Squadron

SHIPYARD

Cobra Mk V — 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 V

3,624,288 crhull 1,477,085 · fitted 2,147,203
Speed
257m/s
Boost
363m/s
Jump
31.30ly
Power
8.81/11.7MW
Shields
180MJ
Armour
324
DPS
Laden jump
19.30ly
Cargo
102t
Fuel
16t
Unladen
182.0t
Laden
300.0t
Hull mass
150.0t
Modules
32.0t

Starting point

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

Bulkheads

Core internals

26.0 t · 5.37 MW · 1,796,465 cr
SzModuleMassPowerCostStatistics
44 t53,379
44 t3.6959,633
410 t0.451,610,080
32 t0.4810,133
44 t0.5028,373
32 t0.2510,133
40 t24,734

Hardpoints

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

2.0 t · 1.44 MW · 258,738 cr
SzModuleMassPowerCostStatistics
50 t111,566
40 t34,328
40 t34,328
40 t34,328
30 t10,563
30 t10,563
32 t1.4418,812
20 t3,250
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.