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Squadron

SHIPYARD

Keelback — 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.

Keelback

5,062,106 crhull 2,946,463 · fitted 2,115,643
Speed
181m/s
Boost
271m/s
Jump
27.64ly
Power
8.1/11.7MW
Shields
156MJ
Armour
486
DPS
Laden jump
18.53ly
Cargo
90t
Fuel
16t
Unladen
206.5t
Laden
312.5t
Hull mass
180.0t
Modules
26.5t

Starting point

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

Bulkheads

Core internals

21.5 t · 5.16 MW · 1,762,871 cr
SzModuleMassPowerCostStatistics
44 t53,379
44 t3.6959,633
410 t0.451,610,080
10.5 t0.361,293
32 t0.4510,133
21 t0.213,619
40 t24,734

Hardpoints

0.0 t · 0.00 MW · 0 cr
SzModuleMassPowerCostStatistics
2
2
1
1

Utility mounts

3.0 t · 1.50 MW · 69,000 cr
SzModuleMassPowerCostStatistics
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000

Optional internals

2.0 t · 1.44 MW · 283,772 cr
SzModuleMassPowerCostStatistics
50 t111,566
50 t111,566
40 t34,328
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.