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Cutlass Black loadout 4.10: what to upgrade first

For ordinary PvE and everyday flying, keep the stock power plant, coolers, and turret guns, then upgrade the shield to Lorica. Add Hemera for frequent quantum travel and four M5A cannons for armored targets. For a cheaper build aimed at lighter ships, use Chimalli, buy two more Panthers, and keep the stock Odyssey drive.

Applies to: Alpha 4.10.0 LIVE · Checked: 

What to upgrade first

Keep DayBreak, both ColdSnaps, the turret Panthers, missile racks, and utility equipment. The recommended build fits DayBreak's power budget in the calculator with the allocation below, though it leaves some systems turned down or off.

  1. Upgrade the shield. Lorica gives you more shield capacity than STOP and faster recovery than Chimalli. Choose Chimalli if you'd rather save 90,000 aUEC and keep the same shield capacity as Lorica.
  2. Choose travel or pilot weapons next. Buy Hemera if you spend much of the session in quantum. Put the guns first if combat matters more or you want to stop restocking Mantis ammunition: four M5As for armored targets, or two more Panthers for a cheaper matching set against lighter ships.

Leave Genoa until you need more power pips, and IceBox until you need to free a pip from cooling.

Recommended general-purpose PvE loadout

This build combines Lorica's shield recovery, Hemera's travel speed, and M5As for armored targets. The Panther option below costs less and has faster projectiles for lighter, more agile ships.

SlotEquipmentChange from stock
Pilot weapons4 × S3 M5A cannonReplace two Mantis GT-220s and two Panthers.
Pilot mounts4 × VariPuck S3 gimbal mountKeep.
Manned turret2 × S3 CF-337 Panther repeaterKeep; requires a gunner.
Shield1 × S2 7MA LoricaReplace STOP.
Quantum drive1 × S2 HemeraReplace Odyssey.
Power plant1 × S2 DayBreakKeep.
Coolers2 × S2 ColdSnapKeep both installed.
Jump module1 × S2 ExcelsiorKeep.
Radar1 × S2 ChernykhKeep.
Tractor1 × S1 SureGripKeep.
Life support1 × S2 ComfortAir PlusKeep.
Missile racks4 × MSD-423; 2 × MSD-442Keep on the six S4 missile hardpoints.
Missiles8 × S3 Arrester III; 8 × S2 Tempest IIKeep all 16.

All four pilot guns use the stock S3 gimbals without dropping to S2 weapons. The S4 missile hardpoints don't take S4 pilot guns, and the manned turret needs a separate gunner. The Star Citizen Wiki Cutlass Black equipment list identifies these mounts and the stock components.

M5As for armored targets, Panthers for lighter ships

The stock pilot guns mix ballistic Mantis gatlings with laser Panthers. Keep them while you save, but expect different projectile speeds and firing rhythms. Each Mantis carries 4,314 rounds and also has heat limits.

Four M5As remove that mismatch and use rechargeable weapon capacitors instead of ammunition. You'll still need to let the capacitors recover, and missiles still need restocking.

Per-weapon statisticM5A cannonPanther repeater
Damage per shotAbout 410About 44
Rate of fire100 rounds/minute750 rounds/minute
Projectile speed1,184 m/s1,480 m/s
Listed projectile range2,404 m1,924 m

These are Erkul's base weapon values. A listed range doesn't mean you'll land shots reliably at that distance.

The M5A's higher damage per shot matters against armor. With shields down, Erkul's model gives the Constellation Andromeda an energy-deflection threshold of 110. A Panther hit falls below that threshold; an M5A hit exceeds it.

M5A projectiles travel more slowly, so agile targets can be harder to hit. If you mostly fight lightly protected ships, four Panthers may suit you better. Buy two more for the pilot mounts and leave the turret pair in place for a gunner.

The number of shots before recharge and sustained damage output depend on your power pips and every weapon drawing power, including the turret. A single capacitor or sustained-DPS figure won't describe every solo and crewed setup.

Lorica recovers faster; Chimalli saves 90,000 aUEC

Both shields fit the Cutlass's single S2 shield slot and raise capacity from 7,200 to 10,000 HP, about 39% more than STOP.

ShieldCapacityRated regenerationDelay after damage
Stock STOP7,200 HP1,368 HP/s5.5 seconds
5MA Chimalli10,000 HP1,900 HP/s5.5 seconds
7MA Lorica10,000 HP2,200 HP/s4.6 seconds

Lorica starts regenerating sooner after incoming fire stops and restores more shield each second. Continued hits or too few power pips can prevent that recovery. The extra shield capacity doesn't translate directly into the same increase in whole-ship survivability.

Chimalli costs 30,000 aUEC, one quarter of Lorica's price. It keeps the 10,000-HP shield pool but gives up some recovery speed and component durability. If you choose it, keep it until faster recovery is worth the extra spend; there's little reason to buy both shields in quick succession.

FR-76 has a slightly larger 10,560-HP pool, but it takes longer to start regenerating and needs more power than Lorica. Its shop listing has no confirmed 4.10 seller to direct you to, so it isn't included in the shopping list below.

Keep DayBreak and both ColdSnaps

DayBreak supplies 18 power pips. Genoa supplies 20 and has greater component durability, but starts at 451,440 aUEC in the shop listings below. Those two extra pips are worth considering when they let you keep power on a system you'd otherwise turn down.

Erkul's calculator fits the recommended build within DayBreak's budget using this SCM allocation. The pip total describes power use; it doesn't establish cooling performance during sustained combat.

SystemPower pips
Weapons6
Engines3
Shields3
Radar2
Life support1
One ColdSnap3
Total18

In SCM, this leaves the second cooler and tractor powered off; the quantum drive is inactive. Keep the second cooler installed as a backup. Change the allocation when using utilities or NAV.

This setup leaves engines below maximum power and doesn't necessarily give the best weapon-capacitor efficiency. Reassign pips after damage or when switching on other equipment. Genoa gives you room for more engine or boost power without turning down the systems in this allocation.

IceBox uses up to two power pips per active cooler instead of ColdSnap's three. Its cooling rating is slightly lower, 32 versus 34. At 123,200 aUEC, consider it when you need that spare pip. Don't buy it simply to improve the guns.

Hemera for frequent quantum travel

Hemera raises quantum cruise speed without increasing Odyssey's listed fuel use. With the Cutlass's 4.6-SCU tank, both drives have a modeled full-tank range of about 209 Gm.

S2 driveCruise speedFuel useModeled range
Stock Odyssey238,314 km/s22 mSCU/GmAbout 209 Gm
Hemera326,114 km/s22 mSCU/GmAbout 209 Gm
SparkFire301,029 km/s22 mSCU/GmAbout 209 Gm

Hemera's listed cruise speed is about 37% higher than Odyssey's, but that isn't a 37% reduction in trip time. Acceleration, route length, spool, and cooldown also matter. Hemera's listed spool is 6.2 seconds and cooldown is 9.5 seconds.

Plan below the full-tank range. Leave fuel for the return, detours, and extra jumps; the jump module doesn't multiply ordinary quantum range.

Keep Odyssey for short trips or when you'd rather spend on combat gear. SparkFire saves 52,500 aUEC compared with Hemera, but has a lower cruise speed, an 8-second spool, and a 16.5-second cooldown. Fuel use is the same, so you're saving on the purchase at the cost of travel time.

SunFire has a slightly higher cruise speed than Hemera, but costs 231,000 aUEC and has a longer 14.9-second cooldown. It suits routes where the extra cruise speed matters more than the longer cooldown; it isn't a necessary upgrade from Hemera.

For the wider S2 comparison, see the Star Citizen 4.10 quantum-drive Guide.

Where to buy the parts

These prices and sellers are from the 12 September 2026 shop listings for 4.10. Prices are in aUEC; an item listed for sale may be out of stock at the terminal.

PartQuantityCost, aUECWhere to buy
M5A cannon475,145 each; 300,580 totalOrison: Crusader Showroom ship-weapons shop; CRU-L5: ship-weapons shop
7MA Lorica1120,000Orison: Cousin Crow's; New Babbage: Omega Pro; Stanton-side Nyx, Pyro, and Terra Gateway Platinum Bay shops
Hemera1168,000Orison: Cousin Crow's; CRU-L5: Platinum Bay

The complete upgrade costs 588,580 aUEC. You can buy it at Orison across the two named shops. CenterMass in Area18 and New Babbage also list M5As at 78,262 each, adding 12,468 aUEC to the four-gun bill.

That total covers the new components. Fuel, repairs, restocking, and any money recovered from replaced equipment aren't included.

Budget and optional purchases

PartCost, aUECWhere to buyTrade-off
5MA Chimalli30,000Area18: Dumper's Depot; CRU-L5: Platinum BayLorica's shield capacity for less money, with slower recovery and lower component durability.
CF-337 Panther36,308 each; 72,616 for twoCenterMass in Area18 or New BabbageFaster projectiles than M5A, but much less damage per shot against armor.
SparkFire115,500Grim HEX: Dumper's Depot; Baijini Point: Platinum BayCheaper than Hemera, with lower cruise speed and longer spool and cooldown.
Genoa451,440 at Everus Harbor; 475,200 at Omega ProEverus Harbor: Platinum Bay; New Babbage: Omega ProTwo more power pips and greater component durability, at a high purchase cost.
IceBox123,200Orison: Cousin Crow's; Baijini Point: Platinum BayOne fewer pip per active cooler, with slightly less cooling.

For a 102,616 aUEC budget build, buy Chimalli and two more Panthers, then keep Odyssey and the other stock equipment. This suits lighter targets but gives up the M5As' higher damage per shot against armor.

Upgrades you can leave until later

A higher grade or military label isn't a reason by itself to replace a working component. Choose a power plant or cooler according to what you need to keep powered.

A 48-Pioneer-I missile setup fits compatible racks. Whether it improves hit reliability or mission results remains unclear, so keep the stock missiles unless you have a specific reason to change them.

The 4.10 ballistic-gatling rebalance covers S4 gatlings. It doesn't apply to the Cutlass's stock S3 Mantis guns.

Patch applicability and sources

The component comparisons and loadout calculations here apply to Alpha 4.10.0 LIVE. The separate 4.10.1 PTU dataset isn't included. The recommendations cover ordinary PvE and everyday flying.

Weapon behavior, shield recovery, power requirements, quantum performance, and shop offers can change with balancing. Recheck those comparisons after an update before buying parts.

  • Erkul's LIVE calculator, version 4.10.0-LIVE.12572603: component comparisons, the armor model, and the calculated power setup.
  • SPViewer's Cutlass Black data, LIVE 4.10.0.12519617: stock equipment, fuel capacity, and range calculations.
  • RSI's Alpha 4.10 patch notes, published 26 August 2026: fuel, armor, and S4 gatling changes.
  • The linked Star Citizen Wiki shop tables use UEX shop observations. Erkul's buying panels use the same source, so matching listings aren't independent confirmation of stock at a terminal.