MASSIVE FRONTIERBASE AND SHIP BUILDING TOOLWith the friendly approval of FatChickens,
creator of Massive Frontier, by Quantum Gaming Studios.
MASSIVE FRONTIER / SHIP & FLEET ENGINEERING

Build a ship.
Command a fleet.

Fit in 3D. Check the firing arcs. Command your fleet.

Faceless F.E.A.R. — Massive FrontierPowered by F4C3L355
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Wiki data · Alpha / beta · Sources & credits

Based on www.massivefrontier.com wiki data. Subject to change at any time during alpha and beta.
With the friendly approval of FatChickens, creator of Massive Frontier, by Quantum Gaming Studios. Official Discord ↗

Ship workbench

SHIP-SCOPE MODULES
Calculation rules & official sources

Commander faction multipliers apply to every hull and module, irrespective of their origin. Ship Marks add slots, mass capacity, health, shields and weapon damage. Module Marks scale their own stats. When enabled, crew roster ratings, abilities, unlocked traits, jobs and captain synergy apply fleet-wide. Damage maneuvers enter their timed DPS window. Conditional bonuses use explicit health/loss inputs; temporary defensive/movement effects are separate readouts. Recruitment and actual combat damage are not simulated. Range = weapon base range × weapon Mark range × hull passive range × entered crew range; faction design values are already part of the published module. Resistances stack multiplicatively and cap at 75%. Hangar and Screen slots are shown as hull capabilities; the wiki says they are not yet fittable.

Build resources cover the selected fleet's hulls and fitted module copies. Module Mark coins are counted once per blueprint at the highest fitted Mark; hull Mark coins are per ship. Known module research chains are listed separately. Relic main stats and selected Tide traits are modelled separately. Optional recorded inventory and faction access feed the Fleet advisor; no game account or hangar is read automatically. Target resistance, actual combat hit chance and pilot commands are not simulated. Firing arcs are a property of hull mounts, not weapon modules. Forward DPS and Rear DPS are disjoint baseline totals from occupied hull mounts; weapon slots added by hull Mark upgrades are forward-facing. Fitting order begins with the fixed rear mounts, then forward mounts. Siege rear sectors are 45°. All-arcs and Overdrive totals are ceilings. Research and player requirements are planning milestones. No changes are made in the game.

3D hulls and weapon meshes are exported from Massive Frontier game assets. Display positions are illustrative and can be moved; they do not redefine the ship’s firing arcs or create extra slots. Dropping a weapon onto another numbered mount changes its actual fitted slot and therefore its forward/rear DPS assignment. Original shaders, dynamic skins and combat effects are not simulated.

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