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Squadron

SHIPYARD

Imperial Clipper — 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.

Imperial Clipper

29,445,109 crhull 21,116,895 · fitted 8,328,214
Speed
258m/s
Boost
327m/s
Jump
24.88ly
Power
11.33/18.9MW
Shields
303MJ
Armour
486
DPS
Laden jump
16.47ly
Cargo
242t
Fuel
16t
Unladen
490.0t
Laden
748.0t
Hull mass
400.0t
Modules
90.0t

Starting point

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

Bulkheads

Core internals

84.0 t · 7.89 MW · 6,589,672 cr
SzModuleMassPowerCostStatistics
616 t480,411
616 t5.67599,242
520 t0.605,103,953
58 t0.6479,444
616 t0.61222,444
58 t0.3779,444
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

2.0 t · 1.44 MW · 1,646,542 cr
SzModuleMassPowerCostStatistics
70 t1,178,420
60 t362,591
40 t34,328
40 t34,328
30 t10,563
32 t1.4418,812
20 t3,250
20 t3,250
10 t1,000
1

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