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Squadron

SHIPYARD

Orca — 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.

Orca

54,941,999 crhull 47,800,723 · fitted 7,141,276
Speed
258m/s
Boost
327m/s
Jump
33.02ly
Power
11.3/15.3MW
Shields
346MJ
Armour
396
DPS
Laden jump
21.02ly
Cargo
186t
Fuel
32t
Unladen
368.0t
Laden
586.0t
Hull mass
290.0t
Modules
78.0t

Starting point

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

Bulkheads

Core internals

72.0 t · 7.86 MW · 6,291,347 cr
SzModuleMassPowerCostStatistics
58 t160,137
616 t5.67599,242
520 t0.605,103,953
616 t0.72222,444
58 t0.5679,444
44 t0.3128,373
50 t97,754

Hardpoints

0.0 t · 0.00 MW · 0 cr
SzModuleMassPowerCostStatistics
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 · 757,929 cr
SzModuleMassPowerCostStatistics
60 t362,591
50 t111,566
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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4 slots are empty. An empty slot costs nothing and weighs nothing, which is often the right answer on a long-range build.