Technology & Research
Relevant source files
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The Technology & Research system in Chapter Master governs the advancement, acquisition, and manufacturing of specialized wargear, psychic abilities, and chapter-specific upgrades. This system allows a Space Marine Chapter to expand its arsenal from basic kinetic weaponry to advanced plasma, power-field, and relic-grade equipment. It is deeply integrated with the Chapter's relationship with the Adeptus Mechanicus and the internal expertise of Techmarines and Librarians.
The scope of research encompasses physical technology for the forge, psionic disciplines for the Librarium, and specialized training doctrines. Chapters can specialize in certain technological paths based on their Chapter Advantages or historical relics, such as the "Ancient Armoury" advantage which grants access to rare Heresy-era equipment.
Sources: datafiles/data/technologies.json, datafiles/main/chapter_advantages.json:42-53, datafiles/main/chapters/37.json:6-10
Technological Advancement & Forge Production
The forge system utilizes a tiered research structure where basic technologies unlock more complex manufacturing capabilities. Research is categorized by weapon types (e.g., Flame, Plasma, Melta) and specialized equipment (e.g., Terminator armour, Dreadnought sarcophagi).
Research Dependencies
Many high-tier items require specific prerequisite technologies to be researched before they can be forged. For example, "Melta" technology requires "Flame" technology, and "Dreadnought" assembly requires advanced "Ceramite Bonding."
This diagram illustrates the prerequisite relationships between various technological research nodes.
Sources: datafiles/data/technologies.json:1-125, datafiles/data/weapons.json:18-40
Technology Categories
| Technology ID | Display Name | Purpose | Prerequisites |
|---|---|---|---|
armour_2 | Advanced Ceramite Bonding | Unlocks heavy walker and elite armour production. | armour_1 |
plasma_1 | Plasma Coil Magnetization | Enables production of plasma-based weapons. | None |
power_1 | Disruption Field Generation | Enables power-field melee weaponry and shields. | None |
force_1 | Psionic Resonance Valves | Enables specialized armaments for the Librarium. | None |
melta_1 | Atomic Chamber Construction | Required for anti-armor melta weaponry. | flame_1 |
Sources: datafiles/data/technologies.json:6-103
Weapons and Gear Integration
Researching a technology directly affects the availability of items in the Chapter's Armamentarium. Weapons are tagged with requires_to_forge requirements that must be met by the Chapter's researched technology levels.
Weapon Manufacturing Requirements
| Weapon | Required Technology | Description |
|---|---|---|
| Assault Cannon | solid_projectile_1, heavy_1 | Heavy rotary autocannon. |
| Power Fist | power_1 | Disruption-field melee gauntlet. |
| Multi-Melta | melta_1, heavy_1 | Heavy anti-tank thermal weapon. |
| Cyclone Missile Launcher | terminator_1 | Back-mounted missile system for Terminator armor. |
Sources: datafiles/data/weapons.json:28-32, 901-905, datafiles/data/mobility.json:42-47
Psychic Research & Disciplines
While physical technology is handled in the forge, the Librarium manages "research" into psychic disciplines. These disciplines determine the powers available to the Chapter's Librarians.
Psychic Disciplines Overview
Disciplines are structured as groups of powers with specific prefixes and effects. Chapters may have a default discipline, such as the librarius discipline for the Consecrators or rune_magic for specific traditions.
The relationship between disciplines and their functional focus in the project.
Sources: datafiles/data/psychic_disciplines.json:1-180, datafiles/main/chapters/37.json:28
Discipline Data Structure
The disciplines define a perils_chance and perils_strength, alongside a list of available powers.
"biomancy": {
"description": "Manipulates Biology to Buff or Heal.",
"name": "Biomancy",
"powers": [
"minor_smite",
"blood_boil",
"iron_arm",
"endurance",
"regenerate",
"haemorrhage"
],
"prefix": "BIO"
}
Sources: datafiles/data/psychic_disciplines.json:1-12
Chapter Advantages in Technology
The research and technological capabilities of a Chapter can be significantly modified by their starting Advantages.
- Ancient Armoury: Increases the amount of rare Heresy-era equipment and modifies Adeptus Mechanicus disposition.
- Tech-Brothers: Enhances ties with the Mechanicus, providing more Techmarines and a +10 starting disposition bonus.
- Crafters: Improves the quality of starting gear and eases equipment maintenance; also provides an initial boost to Mechanicus relationship.
- Tech-Scavengers: Periodically adds found items and wargear to the Armamentarium.
Sources: datafiles/main/chapter_advantages.json:31-72, 169-195
Conclusion
The Technology & Research system serves as a progression mechanic that translates Chapter resources and time into combat effectiveness. By navigating the dependency trees in technologies.json, players unlock the ability to forge the advanced weaponry defined in weapons.json and mobility.json. This physical progression is mirrored by the spiritual and mental development of the Librarium through the study of psychic_disciplines.json.