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Squadron

SHIPYARD

Federal Gunship — 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 Gunship

42,818,700 crhull 34,814,912 · fitted 8,003,788
Speed
153m/s
Boost
252m/s
Jump
17.67ly
Power
12.03/18.9MW
Shields
342MJ
Armour
630
DPS
Laden jump
14.56ly
Cargo
138t
Fuel
16t
Unladen
692.0t
Laden
846.0t
Hull mass
580.0t
Modules
112.0t

Starting point

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

Bulkheads

Core internals

100.0 t · 7.95 MW · 6,990,071 cr
SzModuleMassPowerCostStatistics
616 t480,411
616 t5.67599,242
520 t0.605,103,953
58 t0.6479,444
732 t0.67622,843
58 t0.3779,444
40 t24,734

Hardpoints

0.0 t · 0.00 MW · 0 cr
SzModuleMassPowerCostStatistics
3
2
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

8.0 t · 2.08 MW · 921,717 cr
SzModuleMassPowerCostStatistics
60 t362,591
60 t362,591
58 t2.08189,035
4
4
4
20 t3,250
20 t3,250
10 t1,000
1

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