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Squadron

SHIPYARD

Federal Assault Ship — 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.

Federal Assault Ship

26,042,538 crhull 19,111,109 · fitted 6,931,429
Speed
182m/s
Boost
304m/s
Jump
21.49ly
Power
11.59/18.9MW
Shields
296MJ
Armour
540
DPS
Laden jump
18.49ly
Cargo
82t
Fuel
16t
Unladen
568.0t
Laden
666.0t
Hull mass
480.0t
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 · 6,538,601 cr
SzModuleMassPowerCostStatistics
616 t480,411
616 t5.67599,242
520 t0.605,103,953
58 t0.6479,444
616 t0.61222,444
44 t0.3128,373
40 t24,734

Hardpoints

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

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 · 300,828 cr
SzModuleMassPowerCostStatistics
50 t111,566
50 t111,566
44 t1.7659,633
4
4
30 t10,563
20 t3,250
20 t3,250
10 t1,000
1

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