Chapter Master Wiki Home
Relevant source files
The following files were used as context for generating this wiki page:
- datafiles/README.md
- datafiles/main/chapters/37.json
- datafiles/main/chapters/33.json
- datafiles/main/chapters/35.json
- datafiles/main/chapters/36.json
- datafiles/main/chapter_advantages.json
- datafiles/main/chapter_disadvantages.json
- datafiles/data/unit_stats.json
- datafiles/data/psychic_powers.json
- datafiles/data/technologies.json
Welcome to the technical documentation for the Chapter Master project. This repository serves as the core data and configuration hub for a strategy game centered around managing a Space Marine Chapter. The project utilizes structured JSON data to define complex game entities, including individual Chapters, unit statistics, technologies, and psychic abilities.
The system is designed with high modularity, allowing for extensive customization of Chapter attributes, fleet compositions, and specialized unit roles through a data-driven architecture.
Sources: datafiles/main/readme.md:1-4, datafiles/main/chapters/37.json:1-10
Core Data Architecture
The game's logic is driven by a series of JSON configuration files stored within the datafiles/ directory. These files define the fundamental building blocks of the game world, ranging from high-level Chapter traits to granular weapon statistics.
Data Organization
The project organizes its technical assets into three primary categories:
- Main Configuration: Defines Chapters and their unique traits (Founding, successor status, advantages/disadvantages).
- Unit and Entity Data: Contains statistical profiles for various units across different factions (Astartes, Sisters of Battle, Eldar, etc.).
- Systemic Mechanics: Defines the rules for technology research, psychic power effects, and mobility equipment.
The following diagram illustrates the relationship between these core data structures:
Chapter Management System
Each Space Marine Chapter is defined by a comprehensive JSON schema that dictates its starting resources, visual identity, and operational doctrines.
Chapter Schema Key Fields
| Field | Type | Description |
|---|---|---|
id | Integer | Unique identifier for the Chapter template. |
fleet_type | Integer | 1: Homeworld-based, 2: Fleet-based, 3: Penitent. |
purity | Integer | Scalar (1-10) representing genetic stability. |
stability | Integer | Scalar (1-99) representing internal cohesion. |
disposition | Array | Faction-specific relationship values (Imperium, AdMech, Inquisition, etc.). |
extra_specialists | Object | Delta values applied to the default HQ and specialist counts. |
Sources: datafiles/main/chapters/37.json:4-100, datafiles/main/chapters/33.json:10-150
Advantage and Disadvantage Logic
Chapters are further customized using an Advantage/Disadvantage system. These traits apply modifiers to combat effectiveness, disposition with other Imperial factions, and starting equipment.
- Advantages: Positive traits like "Bolter Drilling" (1.15x attack multiplier for bolt weapons) or "Tech-Brothers" (AdMech disposition and Techmarine count bonuses).
- Disadvantages: Negative traits like "Tech-Heresy" (decreased AdMech disposition) or "Obliterated" (massive reduction in starting strength).
Sources: datafiles/main/chapter_advantages.json:1-50, datafiles/main/chapter_disadvantages.json:1-40
Combat and Unit Systems
Units are defined by a standard set of attributes including Ballistic Skill, Weapon Skill, Strength, and Constitution. These base stats are often modified by Chapter-specific traits.
Psychic Power Framework
Psychic powers are categorized by target_type (e.g., enemy_unit, enemy_vehicle) and type (e.g., attack, buff). They feature complex "flavour text" structures that change based on whether the Chapter possesses specific disadvantages like "Warp Tainted."
Sources: datafiles/data/psychic_powers.json:10-100
Research and Technology
The technology system is a prerequisite-based tree that unlocks manufacturing capabilities for the Chapter's forge.
| Technology ID | Display Name | Prerequisites | Description |
|---|---|---|---|
armour_1 | Ceramite Bonding | None | Base armor manufacturing. |
melta_1 | Atomic Chamber | flame_1 | Enables anti-armor melta weapons. |
plasma_1 | Plasma Coil | None | Unlocks plasma-based weaponry. |
dreadnought_1 | Sarcophagus Assembly | armour_2 | Required for Dreadnought maintenance. |
Sources: datafiles/data/technologies.json:1-60
Technical Specifications & Assets
- Custom Icons: Must be
.pngformat, at least 141x141 pixels. Non-square icons are automatically scaled. - Save Path: Located in
%AppData%\Local\ChapterMaster\. - Logging: Error logs are maintained in the
\Logssubdirectory of the local AppData folder.
Sources: datafiles/README.md:1-20
Formatting Tools
The project includes a PowerShell script (run_gobo.ps1) for automated GML (GameMaker Language) formatting using the Gobo tool, ensuring code consistency across the repository.
Sources: run_gobo.ps1:1-25