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Squadron

SHIPYARD

Viper — 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.

Viper

742,501 crhull 96,733 · fitted 645,768
Speed
297m/s
Boost
371m/s
Jump
22.58ly
Power
6.31/9MW
Shields
167MJ
Armour
126
DPS
Laden jump
16.32ly
Cargo
24t
Fuel
4t
Unladen
66.5t
Laden
94.5t
Hull mass
50.0t
Modules
16.5t

Starting point

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

Bulkheads

Core internals

14.0 t · 4.35 MW · 572,152 cr
SzModuleMassPowerCostStatistics
32 t17,793
32 t2.7918,812
35 t0.45507,912
21 t0.413,619
32 t0.4510,133
32 t0.2510,133
20 t3,750

Hardpoints

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

Utility mounts

2.0 t · 1.00 MW · 46,000 cr
SzModuleMassPowerCostStatistics
01 t0.5023,000
01 t0.5023,000

Optional internals

0.5 t · 0.96 MW · 27,616 cr
SzModuleMassPowerCostStatistics
30 t10,563
30 t10,563
3
20 t3,250
10 t1,000
10 t1,000
10.5 t0.961,240
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.