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Squadron

SHIPYARD

Imperial Cutter — 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 Cutter

273,775,231 crhull 200,493,413 · fitted 73,281,818
Speed
176m/s
Boost
281m/s
Jump
23.65ly
Power
17.49/27MW
Shields
1051MJ
Armour
720
DPS
Laden jump
15.34ly
Cargo
730t
Fuel
64t
Unladen
1428.0t
Laden
2222.0t
Hull mass
1100.0t
Modules
328.0t

Starting point

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

Bulkheads

Core internals

304.0 t · 11.01 MW · 63,844,639 cr
SzModuleMassPowerCostStatistics
864 t4,323,699
864 t8.106,021,722
780 t0.9051,289,112
732 t0.81622,843
732 t0.67622,843
732 t0.53622,843
60 t341,577

Hardpoints

0.0 t · 0.00 MW · 0 cr
SzModuleMassPowerCostStatistics
4
3
3
2
2
2
2

Utility mounts

8.0 t · 4.00 MW · 184,000 cr
SzModuleMassPowerCostStatistics
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000

Optional internals

16.0 t · 2.48 MW · 9,253,179 cr
SzModuleMassPowerCostStatistics
80 t3,829,866
80 t3,829,866
60 t362,591
60 t362,591
616 t2.48599,242
50 t111,566
50 t111,566
5
5
40 t34,328
30 t10,563
10 t1,000
1

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