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Squadron

SHIPYARD

Python 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.

Python Mk II

71,858,358 crhull 64,743,724 · fitted 7,114,634
Speed
220m/s
Boost
297m/s
Jump
22.60ly
Power
12.57/18.9MW
Shields
496MJ
Armour
504
DPS
—
Laden jump
19.37ly
Cargo
80t
Fuel
16t
Unladen
540.0t
Laden
636.0t
Hull mass
450.0t
Modules
90.0t

Starting point

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

Bulkheads

Core internals

80.0 t · 7.81 MW · 6,538,597 cr
SzModuleMassPowerCostStatistics
616 t—480,411
616 t5.67599,242
520 t0.605,103,953
44 t0.5628,373
616 t0.61222,444
58 t0.3779,444
4——24,730

Hardpoints

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

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

4.0 t · 1.76 MW · 438,037 cr
SzModuleMassPowerCostStatistics
60 t—362,591
44 t1.7659,633
30 t—10,563
20 t—3,250
10 t—1,000
10 t—1,000
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.