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Star Citizen

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Tools

Open the ship library or a fictional tool example. This is not a live builder.

Nearby discovery, Fleet & hangar, and RSI ownership verification are not enabled.

Fictional example

Ship Library

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Static catalog excerpt; game availability can change.

ShipManufacturerSource statusOfficial reference
100iOrigin JumpworksIn LIVE buildOfficial RSI page
125aOrigin JumpworksIn LIVE buildOfficial RSI page
135cOrigin JumpworksIn LIVE buildOfficial RSI page

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Fictional example. Names, dates and activity counts are illustrative. Nothing here contacts members or changes your account.

Fictional example

Community Builds

Read-only · Star Citizen

Star Citizen · Exploration · published

Weekend scout — travel light

A compact setup for relaxed scouting and short exploration trips.

By Example Pilot · 3 helpful · 1 comments

Created 3 Oct 2026, 18:00 UTC
Expires 3 Oct 2027, 18:00 UTC
Live version at creation: Illustrative version
Equipment data: Example equipment notes

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Fictional example. Names, dates and activity counts are illustrative. Nothing here contacts members or changes your account.

Fictional example

Ship Builder

Read-only

Fixed demonstration. The text below describes choosing equipment, changing slots and saving a plan. Those controls are disabled here and do not choose, change, save or allocate power.

Star Citizen · Game Tools

Build your ship. See the power plan.

Choose a ship, compare equipment, then save the setup for community feedback.

Community Builds
Equipment data · Snapshot 4.10.0-LIVE.12519617 (2026-09-09). The source dataset may lag the current game patch. View data source. No live prices or in-game changes.

269 extracted ship variants. Some are special or NPC variants; inclusion does not mean player availability. Changing ship starts a stock equipment plan.

1. Choose equipment

Dropdowns use the snapshot’s size, type and tag rules. Stock mounts, turrets and racks stay fixed; equipment inside their slots can be changed below. Availability and fit still need an in-game check.

Weapons3 slots

weapon class2 nose / class 2

0.1 maximum power demand · 1,266 nominal burst DPS

weapon gun class1 right wing / class 2

1.5 maximum power demand · 546.8 nominal burst DPS

weapon gun class1 left wing / class 2

1.5 maximum power demand · 546.8 nominal burst DPS

Shields2 slots

shield generator left

1 maximum power demand · 2,244 shield HP

shield generator right

1 maximum power demand · 2,244 shield HP

Power plants1 slot

power plant

14 power generated

Coolers2 slots

cooler left

3 maximum power demand

cooler right

3 maximum power demand

Quantum drives1 slot

quantum drive

2 maximum power demand

Missiles4 slots

weapon missilerack right wing / missile 01 attach

No power demand recorded

weapon missilerack right wing / missile 02 attach

No power demand recorded

weapon missilerack left wing / missile 01 attach

No power demand recorded

weapon missilerack left wing / missile 02 attach

No power demand recorded

Flight systems1 slot

controller flight

4 maximum power demand

Radar1 slot

radar

5 maximum power demand

EMP1 slot

weapon emp · Fixed by ship data

Choose equipment for this slot.

Life support1 slot

lifesupport · Fixed by ship data

1 maximum power demand

3. Explain your build

Save a draft to your account, review it, then publish it to the community.

BUILD ANALYSIS · 4.10.0-LIVE.12519617

What this setup gives you

Compare against the same ship’s stock equipment, then inspect each fitted component.

Compared with stock

Equipment metricStockYour buildDifference
Nominal burst DPS2,359.62,359.60
Full shield HP4,4884,4880
Power generation14140
Coolant generation (source units)68680

0 equipment slots changed. Totals sum component records, including turret weapons. They do not predict pilot-only damage, sustained damage, effective shields or cooling at the chosen PIPs.

Damage per volley & energy budget

Combined nominal alpha
500.7 damage
Stock nominal alpha
500.7 damage
Recorded SCM component demand
21.1 segments
Weapon demand / weapon pool
3.1 / 4
Planned allocation / generation
22 / 14 segments
Remaining allocation
-8 segments

Alpha sums one recorded shot from every fitted gun, including turrets. It excludes missiles and assumes all those weapons can fire together. Component demand, shared-pool allocation and actual energy consumption are different measures; this is not a watts or in-flight drain calculation.

Detectability · IR, EM & cross section

IR is the infrared signature; EM is the electromagnetic signature. Cross section varies with the ship’s orientation to an observer.

Stock ship reference · Stock equipment selected
Stock infrared · shields mode
6,835
Stock EM · shields mode
16,527
Stock infrared · quantum mode
6,835
Stock EM · quantum mode
32,477
Cross section · X axis
5,923
Cross section · Y axis
2,028
Cross section · Z axis
8,114
Custom-build IR / EM
Not yet calculated

These ship-level values come from the snapshot’s stock reference. They do not change with your selections or PIPs. Component emissions below help compare parts, but do not reproduce the ship’s signatures: power conversion, armor modifiers, heat state, flight and operating modes still need a validated model. Cross-section axes retain the source labels; these are not detection distances.

See fitted component emissions
Fitted componentOnline EMOnline IR
Avenger Stalker Standard Flight BladeNot availableNot available
Revenant Gatling33Not available
Ecouter1,800Not available
Ignite II MissileNot availableNot available
Ignite II MissileNot availableNot available
Tempest II MissileNot availableNot available
Tempest II MissileNot availableNot available
PowerBolt5,250Not available
Bracer1,4907,260
Bracer1,4907,260
Shimmer250Not available
Shimmer250Not available
Expedition15,000Not available
Omnisky IX Cannon743Not available
Omnisky IX Cannon743Not available
ComfortAir313Not available

Raw component online-state values, before ship modifiers. Missing values mean unavailable, not zero. Quantum equipment online emissions are listed here even though quantum demand is excluded from the SCM budget.

Tradeoffs to review

  • 8 power segments over budget. Reduce allocations before sharing the plan.
  • Mixed recorded weapon ranges (2,404 m–2,799 m). Longer-range weapons do not make the entire loadout effective at that distance.
  • This loadout includes weapons with finite ammunition. Check resupply needs before choosing a long combat session.

Armor penetration, projectile velocity, hit probability, shared capacitors and relay routing are not modeled. No optimal loadout or combat outcome is implied.

Weapons · 3 fitted slots

Damage, range and ammunition help players judge burst potential, engagement distance and staying power.

Revenant Gatling S4

Apocalypse Arms · Class not recorded · Stock equipment

Slot 1: weapon class2 nose / class 2

Nominal burst damage
1,266 DPS
Damage per shot
63.3
Damage types
Physical: 1,266 DPS
Rate of fire
1,200 rounds/min
Recorded effective range
2,799 m
Ammunition capacity
3,660 rounds
Recorded time to overheat
9.4 s
Maximum power demand
0.1 segments

Omnisky IX Cannon S3

Amon & Reese Co. · Class not recorded · Stock equipment

Slot 2: weapon gun class1 right wing / class 2

Nominal burst damage
546.8 DPS
Damage per shot
218.7
Damage types
Energy: 546.8 DPS
Rate of fire
150 rounds/min
Recorded effective range
2,404 m
Reference capacitor ammunition
25 rounds
Recharge delay (reference)
0.5 s
Maximum power demand
1.5 segments

Omnisky IX Cannon S3

Amon & Reese Co. · Class not recorded · Stock equipment

Slot 3: weapon gun class1 left wing / class 2

Nominal burst damage
546.8 DPS
Damage per shot
218.7
Damage types
Energy: 546.8 DPS
Rate of fire
150 rounds/min
Recorded effective range
2,404 m
Reference capacitor ammunition
25 rounds
Recharge delay (reference)
0.5 s
Maximum power demand
1.5 segments

Per-component reference values. Capacitor ammunition and recharge depend on the ship and power allocation; these are not simulated. Recorded overheat times are source estimates, not guaranteed firing durations.

Shields · capacity and recovery

Shimmer S1

Ascension Astro · Stealth · Stock equipment

Slot 1: shield generator left

Full capacity
2,244 HP
Maximum regeneration
426 HP/s
After taking damage
3.5 s delay
After shield loss
7 s delay
Source regeneration time
5.27 s
Maximum power demand
1 segment

Shimmer S1

Ascension Astro · Stealth · Stock equipment

Slot 2: shield generator right

Full capacity
2,244 HP
Maximum regeneration
426 HP/s
After taking damage
3.5 s delay
After shield loss
7 s delay
Source regeneration time
5.27 s
Maximum power demand
1 segment

Reference regeneration time excludes interruption and does not include the separate damage/downed delay. Shield faces, reserves and chosen power levels are not simulated.

Power and cooling · component demands

PowerBolt S1

Lightning Power Ltd. · Civilian · Stock equipment

Slot 1: power plant

Power generation
14 segments

Bracer S1

Aegis Dynamics · Military · Stock equipment

Slot 2: cooler left

Coolant generation
34 source units
Minimum power demand
1 segment
Maximum power demand
3 segments

Bracer S1

Aegis Dynamics · Military · Stock equipment

Slot 3: cooler right

Coolant generation
34 source units
Minimum power demand
1 segment
Maximum power demand
3 segments

Cooling supply is shown without a surplus claim: ship-wide coolant demand and relay effects have not been validated.

Quantum travel · drive characteristics

Expedition S1

Tarsus · Civilian · Stock equipment

Slot 1: quantum drive

Recorded maximum speed
189,309.1 km/s
Spool-up time
4.6 s
Cooldown
11.4 s
Drive power demand
2 segments

Maximum speed is not average trip speed. Route time and range need verified acceleration, fuel-tank and fuel-use data; no travel estimate is invented here. Quantum power is excluded from the SCM PIP panel.

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Fictional example. Names, dates and activity counts are illustrative. Nothing here contacts members or changes your account.

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