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Squadron

SHIPYARD

Kestrel Mk II — 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.

Kestrel Mk II

16,112,178 crhull 13,776,380 · fitted 2,335,798
Speed
233m/s
Boost
310m/s
Jump
24.69ly
Power
9.61/15.3MW
Shields
280MJ
Armour
126
DPS
Laden jump
18.71ly
Cargo
62t
Fuel
16t
Unladen
231.5t
Laden
309.5t
Hull mass
190.0t
Modules
41.5t

Starting point

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

Bulkheads

Core internals

35.5 t · 6.17 MW · 2,068,342 cr
SzModuleMassPowerCostStatistics
58 t160,137
58 t4.59189,035
410 t0.451,610,080
10.5 t0.361,293
58 t0.5679,444
21 t0.213,619
40 t24,734

Hardpoints

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

2.0 t · 1.44 MW · 175,456 cr
SzModuleMassPowerCostStatistics
50 t111,566
40 t34,328
4
32 t1.4418,812
20 t3,250
20 t3,250
20 t3,250
10 t1,000
1

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