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Squadron

SHIPYARD

Krait 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.

Krait Mk II

53,384,815 crhull 44,160,710 · fitted 9,224,105
Speed
206m/s
Boost
284m/s
Jump
27.31ly
Power
11.39/22.5MW
Shields
370MJ
Armour
396
DPS
—
Laden jump
17.60ly
Cargo
222t
Fuel
32t
Unladen
446.0t
Laden
700.0t
Hull mass
320.0t
Modules
126.0t

Starting point

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

Bulkheads

Core internals

120.0 t · 7.95 MW · 8,115,838 cr
SzModuleMassPowerCostStatistics
732 t—1,441,233
616 t5.67599,242
520 t0.605,103,953
44 t0.5628,373
732 t0.67622,843
616 t0.45222,444
5——97,750

Hardpoints

0.0 t · 0.00 MW · 0 cr
SzModuleMassPowerCostStatistics
3———
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 · 1,016,267 cr
SzModuleMassPowerCostStatistics
60 t—362,591
60 t—362,591
50 t—111,566
50 t—111,566
40 t—34,328
30 t—10,563
32 t1.4418,812
20 t—3,250
10 t—1,000
1———

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