Vehicles & Vehicle Gear
Relevant source files
The following files were used as context for generating this wiki page:
Vehicles in the ChapterMaster project represent the heavy mechanical support available to a Space Marine Chapter. This system encompasses diverse units ranging from transport Rhinos to massive Dreadnought war-machines. The system is modular, allowing for various upgrades, specialized gear, and integrated weapon systems that modify a vehicle's defensive and offensive capabilities.
The architecture relies on JSON-based data definitions to determine unit stats, forge requirements, and equipment properties. Vehicles are primarily managed through the Chapter's 10th Company at the start of a campaign, though specialized advantages can alter the starting composition or provide unique mechanical variants.
Sources: datafiles/main/chapters/37.json, datafiles/data/vehicle_gear.json, datafiles/main/chapter_advantages.json
Vehicle Unit Statistics
Vehicles and heavy mechanical units like Dreadnoughts possess distinct attributes compared to standard infantry. These units feature significantly higher constitution and strength values, reflecting their armored nature.
Dreadnought Attributes
Dreadnoughts are unique "still standing" units that utilize specific traits to represent their battlefield role.
| Statistic | Base Value | Growth |
|---|---|---|
| Ballistic Skill | 55 | 5 |
| Weapon Skill | 55 | 5 |
| Strength | 70 | 4 |
| Constitution | 75 | 3 |
| Intelligence | 45 | 3 |
The diagram shows the internal structure of a Dreadnought unit, emphasizing its specialized traits and equipment slots.
Sources: datafiles/data/unit_stats.json:96-104, datafiles/data/armour.json:54-100
Vehicle Gear and Upgrades
Vehicle performance is modified through "Vehicle Gear," which provides passive bonuses to armor values, damage resistance, and ranged accuracy. These items are categorized via tags like vehicle, armour, or upgrade.
Defensive Upgrades
Defensive gear focuses on increasing the armour_value and damage_resistance_mod. These values often scale based on the quality of the item (Standard, Master Crafted, or Artifact).
| Gear Name | Abbreviation | Primary Effect |
|---|---|---|
| Void Shield | V Shld | Extreme protection (Standard: 40 Armor, 30 DR) |
| Armoured Ceramite | ArmCrmt | High protection (Standard: 20 Armor) |
| Artificer Hull | ArtHll | Hull-wide resistance (Standard: 15 DR) |
| Heavy Armour | HvyArm | Basic plate addition (Standard: 10 Armor) |
Sources: datafiles/data/vehicle_gear.json:1-105
Tactical Utilities
Beyond defense, vehicles can be equipped with utility gear to assist in specific combat scenarios.
- Searchlight: Provides a
ranged_mod(5 to 15) for fighting in dark environments. - Smoke Launchers: Grants a
damage_resistance_mod(5 to 15) for concealment. - Dozer Blades: Useful for clearing difficult terrain; functions as an improvised weapon with 30-50 attack.
- Lucifer Pattern Engine: Increases tactical flexibility, providing both
damage_resistance_modandranged_mod.
Sources: datafiles/data/vehicle_gear.json:44-96
Vehicle Weaponry and Integration
Vehicle weapons are often adaptations of infantry-grade armaments, requiring specific recoil-dampening cradles and automated feeds. These are mounted as pintles, sponsons, or turret systems.
Weapon Mounting Types
The relationship between mounting types and specific weapon configurations found in the data.
Sources: datafiles/data/weapons.json, datafiles/data/technologies.json:107-113
Heavy Vehicle Armaments
| Weapon Name | Mounting | Attack (Standard) | Special Tags |
|---|---|---|---|
| Lascannon Sponsons | Sponson | 700 | las, energy, heavy_ranged |
| Twin Linked Lascannon Turret | Turret | 1000 | twin_linked, heavy_ranged |
| Whirlwind Missiles | Vehicle | 600 | indirect, explosive |
| Flamestorm Cannon | Turret | 700 | flame, heavy_ranged |
Sources: datafiles/data/weapons.json:626-1510
Forging and Technology Requirements
The production of vehicle-related equipment is gated by the "Technology" system. Forging complex systems requires specific infrastructure upgrades within the Chapter's forge.
Technological Dependencies
The flow of technological requirements needed to unlock vehicle and Dreadnought production.
Sources: datafiles/data/technologies.json:107-124, datafiles/data/armour.json:89-91
Key Forging Prerequisites
- Vehicle Ordnance Integration: Enables pintle, sponson, and turret-mounted systems. Requires
heavy_1. - Heavy Vehicle Bays: Enables the assembly of heavy vehicle chassis. Requires
armour_2. - Sarcophagus Assembly: Required specifically for producing Dreadnought chassis. Requires
armour_2.
Sources: datafiles/data/technologies.json:20-124
Strategic Doctrine and Advantages
A Chapter's starting vehicle pool and vehicle effectiveness are influenced by chosen Advantages and Doctrine.
- Lightning Warriors: Increases the starting pool by two Land Speeders and Biker squads at the cost of defense.
- Devastator Doctrine: Provides an additional Devastator squad per company, which often utilizes vehicle-integrated heavy weapons.
- Venerable Ancients: Increases the number of additional venerable dreadnoughts in service.
- Boarders: Grants two extra Strike Cruisers, emphasizing naval-vehicle interactions.
Sources: datafiles/main/chapter_advantages.json:117-234
Summary
The Vehicle and Vehicle Gear system in ChapterMaster provides a robust framework for heavy support. By combining the base stats of units like Dreadnoughts with modular upgrades (Void Shields, Artificer Hulls) and integrated weapon systems (Twin-Linked Lascannons, Whirlwind Missiles), players can customize their armored spearhead. Access to these systems is strictly controlled by technological progression and Chapter doctrines, ensuring that heavy armor remains a valuable and strategic resource.
Sources: datafiles/data/vehicle_gear.json, datafiles/data/weapons.json, datafiles/data/technologies.json