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Squadron

SHIPYARD

Krait Phantom — 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 Phantom

44,690,838 crhull 35,741,519 · fitted 8,949,319
Speed
215m/s
Boost
301m/s
Jump
30.71ly
Power
11.39/22.5MW
Shields
328MJ
Armour
324
DPS
Laden jump
20.19ly
Cargo
182t
Fuel
32t
Unladen
396.0t
Laden
610.0t
Hull mass
270.0t
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 · 8,115,842 cr
SzModuleMassPowerCostStatistics
732 t1,441,233
616 t5.67599,242
520 t0.605,103,953
44 t0.5628,373
732 t0.67622,843
616 t0.45222,444
50 t97,754

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 · 741,477 cr
SzModuleMassPowerCostStatistics
60 t362,591
50 t111,566
50 t111,566
50 t111,566
30 t10,563
30 t10,563
32 t1.4418,812
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.