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SHIPYARD

Panther Clipper 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.

Panther Clipper Mk II

362,843,562 crhull 286,905,678 · fitted 75,937,884
Speed
160m/s
Boost
221m/s
Jump
22.86ly
Power
16.16/27MW
Shields
605MJ
Armour
1116
DPS
Laden jump
13.17ly
Cargo
982t
Fuel
128t
Unladen
1478.0t
Laden
2588.0t
Hull mass
1200.0t
Modules
278.0t

Starting point

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

Bulkheads

Core internals

256.0 t · 10.68 MW · 64,197,178 cr
SzModuleMassPowerCostStatistics
864 t4,323,699
864 t8.106,021,722
780 t0.9051,289,112
58 t0.6479,444
732 t0.67622,843
58 t0.3779,444
70 t1,780,914

Hardpoints

0.0 t · 0.00 MW · 0 cr
SzModuleMassPowerCostStatistics
3
3
2
2
2
2
1
1
1
1

Utility mounts

6.0 t · 3.00 MW · 138,000 cr
SzModuleMassPowerCostStatistics
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000

Optional internals

16.0 t · 2.48 MW · 11,602,706 cr
SzModuleMassPowerCostStatistics
80 t3,829,866
80 t3,829,866
70 t1,178,420
70 t1,178,420
60 t362,591
60 t362,591
616 t2.48599,242
50 t111,566
50 t111,566
40 t34,328
20 t3,250
10 t1,000
1

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