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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

29,445,105 crhull 21,116,895 · fitted 8,328,210
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 · 6,589,668 cr
SzModuleMassPowerCostStatistics
616 t—480,411
616 t5.67599,242
520 t0.605,103,953
58 t0.6479,444
616 t0.61222,444
58 t0.3779,444
4——24,730

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 t—1,178,420
60 t—362,591
40 t—34,328
40 t—34,328
30 t—10,563
32 t1.4418,812
20 t—3,250
20 t—3,250
10 t—1,000
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.