Gear & Mobility
Relevant source files
The following files were used as context for generating this wiki page:
The Gear & Mobility system in ChapterMaster defines the equipment, specialized wargear, and transportation methods available to Space Marine Chapters. This system encompasses everything from personal protection and heavy weaponry to specialized mobility tools like Jump Packs and Bikes. These items are not merely cosmetic; they modify unit statistics, provide tactical keywords (tags), and often require specific technological advancements to be manufactured or maintained within the Chapter's armory.
Individual units, such as Chapter Masters, Captains, and Tactical Marines, are defined with specific loadout slots including wep1 (primary weapon), wep2 (secondary weapon), armour, mobi (mobility item), and gear (specialized tools). The availability and effectiveness of this gear are often tiered into standard, master_crafted, and artifact qualities.
Sources: datafiles/data/unit_stats.json, datafiles/main/chapters/33.json:340-350
Mobility Systems
Mobility items are equipped in the mobi slot and primarily alter a unit's movement capabilities and defensive resilience. These items include atmospheric flight tools, high-speed ground vehicles, and specialized heavy weapon support packs.
Types of Mobility Gear
The mobility system distinguishes between items meant for Power Armor and those designed exclusively for Terminator or Dreadnought chassis.
- Jump Packs: Devices like the standard Jump Pack or the ancient Serpha Pattern allow infantry to traverse great distances and provide the
Hammer of Wrathspecial property. - Bikes: Robust ground vehicles that increase HP and damage resistance.
- Support Packs: The
Heavy Weapons Packprovides ammunition bonuses for Devastator roles, whileServo-armsandServo-harnessesprovide technical repair capabilities alongside melee utility.
Sources: datafiles/data/mobility.json:42-132
Mobility Equipment Schema
The following diagram illustrates the relationship between mobility items and the units that utilize them.
This diagram shows how mobility items are categorized by tags (e.g., power_only, terminator) and how they interface with the tech-tree for forging.
Sources: datafiles/data/mobility.json:2-10, datafiles/data/technologies.json:20-25
Armamentarium and Weaponry
The Armamentarium consists of a vast array of weaponry categorized by their delivery method and damage type. Weapons are governed by "hands" requirements, determining if they are one-handed (pistols, most melee) or two-handed (bolters, heavy weapons).
Weapon Categories and Tags
Weapons are assigned tags that interact with Chapter advantages and unit restrictions:
- Bolt: Standard ballistic weaponry (e.g., Bolter, Stalker Pattern Bolter).
- Flame/Melta/Plasma: Energy-based weapons with varying armor penetration (
arp) values. - Power/Chain: Melee weapons with specialized disruption fields or motorized teeth.
- Heavy Ranged: Massive weapons typically requiring a
Heavy Weapons Packor specific chassis (Terminator/Dreadnought).
Sources: datafiles/data/weapons.json:62-250
Weapon Quality and Scaling
Most weapons scale their effectiveness based on their craftsmanship.
| Weapon Name | Quality | Attack Value | ARP |
|---|---|---|---|
| Bolter | Standard | 150 | 1 |
| Bolter | Master Crafted | 175 | 1 |
| Bolter | Artifact | 200 | 1 |
| Plasma Gun | Standard | 300 | 3 |
| Power Fist | Standard | 400 | 3 |
Sources: datafiles/data/weapons.json:62-75, datafiles/data/weapons.json:965-975, datafiles/data/weapons.json:1105-1115
Defensive Systems: Armour and Shields
The armour slot defines a unit's base durability and protection. Armor types range from non-powered Scout Armour to the massive Tactical Dreadnought (Terminator) suits.
Power Armour Variants
- MK7 Aquila: The standard, widely manufactured mark.
- MK3 Iron Armour: Ancient, heavy plating providing superior HP and damage resistance at the cost of ranged accuracy.
- Artificer Armour: Custom-built suits that provide the highest baseline protection for Chapter leadership.
Sources: datafiles/data/armour.json:1-180
Shield Integration
Shields like the Storm Shield or Boarding Shield provide significant HP and armor value bonuses. They are particularly effective during boarding operations, where their protection values are effectively doubled.
Sources: datafiles/data/weapons.json:1960-1980, datafiles/data/weapons.json:52-60
Forge and Technology Requirements
Manufacturing advanced gear requires the Chapter to unlock specific technologies. These represent the infrastructure of the Chapter's Forge.
This flowchart displays the dependency chain for high-tier equipment manufacturing.
Sources: datafiles/data/technologies.json:1-100
Technical Requirements Table
| Item Name | Required Technology | Base Value |
|---|---|---|
| Terminator Armour | terminator_1 | 400 |
| Plasma Gun | plasma_1 | 100 |
| Storm Bolter | combi_1 | 50 |
| Power Fist | power_1 | 60 |
| Heavy Flamer | flame_1, heavy_1 | 40 |
Sources: datafiles/data/armour.json:300-315, datafiles/data/weapons.json:985-995, datafiles/data/weapons.json:1100-1110
Chapter-Specific Loadouts
Chapters can define custom_roles and custom_squads to override default gear. For example, the Deathwatch utilizes "Kill Teams" with highly specialized equipment like Stalker Pattern Bolters and Xenophase Blades by default.
"custom_roles": {
"captain": {
"name": "Watch Captain",
"wep1": "Power Sword",
"wep2": "Infernus Pistol"
}
}
Sources: datafiles/main/chapters/33.json:345-355
The Gear & Mobility system provides the granular mechanical depth required to differentiate units and Chapters. By balancing technology requirements against the raw stat bonuses of artifact-grade gear, the system ensures a progression curve for the Chapter's military capabilities.