TheGlen ([info]theglen) wrote,
@ 2009-06-14 21:21:00
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Dark Heresy Custom Threat
Long time ago I wrote a codex for 40k, the Halo World codex. In the 40k universe they represented Humans that had left the galaxy in the Dark Age of Technology, living in a collection of stars just outside the galaxy. Due to their isolation from the Imperium they had to take steps to protect themselves from the dangers of Chaos. This led to the pogrom, where the Halo Worlders used their technology to remove the psychic gene from their numbers. This was done by forced sterilizations and genetic modifications.

Their technology went far beyond the Imperium's, they never fell into the superstition towards machines the Adeptus Mechanicus became known for. To avoid the perils of the warp they developed an advanced FTL travel that avoided entering the warp at all. The FTL was as fast, but could not jump long distances like traditional warp travel. Rapid response to nearby systems was impressive, but it would take decades to cross the galaxy instead of months.

In their separation the Halo Worlds terraformed the few worlds they could find, pushing away from the galaxy in most cases. They kept a few worlds near the Imperium, though Adrantis V was actually in the range of the Astronomicon. When the Imperials made first contact with the Halo Worlds at Adrantis, they blindly attacked. The planet was isolated and blockaded but still managed to brutally repulse all Imperial attacks. Finally the Imperium redirected a comet into the world and destroyed it utterly.

The Halo Worlders are mysterious antagonists in the Dark Heresy game. Their basic troops are heavily armed with ranged weapons, but due to their heavily reliance on technology their melee skills have largely been neglected. (This was written years before the Tau codex). In the game the Imperium forces thinks they are incarnations of daemons of pride. The psi-neutral troops are hard to detect by Astropaths. Their teleportation technology lets them strike and disappear at will. Their armor and shields are entirely reflective, giving them the description of 'mirror men'. While generally benevolent to other humans, they are especially hostile to factions that rely heavily on genetic or cybernetic modification. In particular they are extremely hostile to the Adeptus Mechanicus and the Space Marines.

The Halo World adventures are presented as a mystery for the acolytes to solve. Their agents appear as attractive humans with no cybernetic modifications of any type. They are considered unbound, but do not take the fellowship penalties. Their primary weapons have the disintegrate trait, which leaves no bodies for acolytes to find. Victims of Halo World attacks are never found, either vaporized by their weapons or teleported away by their rapid attack ships.

Halos represent the opposite of everything the Imperium stands for. They reject the divinity of the Emperor, the religious aspects of the Adeptus Mechanicus, and they engage heavily in genetic manipulation that is completely anathema to the people of the Imperium. While they will defend helpless humans from alien invasion, their total hatred of the Imperium government keeps them from being reliable allies and very deadly enemies.



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[info]dwennon
2009-07-01 06:59 am UTC (link)
this would be something i would be interested in hearing more about

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[info]theglen
2009-07-01 02:02 pm UTC (link)
I'll get you more info once I've rewritten everything, it was all on my computer.

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[info]dwennon
2009-07-01 07:47 pm UTC (link)
well terrific then

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