So I've been pondering this for a while, and it's starting to coalesce in my lil brain here.
Oh - this is my first post on the forums, BTW. I've been lurking for a while, but never registered/posted till now.
SO...
When I read the Horus Heresy novels, it comes across pretty loud and clear that the Emperor wasn't down with psykers, warp-shenanigans, or religion. He most definitely did not want to be remembered as the God-Emperor, thank-you-very-much, Emperor will do. And man, have things changed in the Imperium in 10 000 years.
So shortly before the Horus Heresy kicks off, or maybe even as it's taking place, this system (Call it Charon, for our purposes) is cut off from the rest of the imperium. We'll blame warp-storm-shenanigans, because they'll interfere with attempts to find the Astronomicon, and interfere with any attempts at astropath communication too.
Result?
10 000 years pass, without the (corrupting/hindering/delaying) influence of the Ecclesiarchy, the Inquisition, the Adeptus Mechanicus, etc. Essentially, the Charonites have had to adapt and overcome, without anyone to tell them what to think, what to do, etc. And because they're waaay out on the edge of the galaxy, they've come equipped to survive, with (what used to be) a functional STC (10 000 years ago). Semi-regular attacks by daemons keep the entire population on edge and militant, and encourages them to spread out amongst their system, rather than just finding another convenient Terra-esque ecology they can just move into. That STC isn't really necessary any more, however, because their knowledge base has expanded .
10 000 years also gives them plenty of time to do research into the principles behind what makes tech do what it does. In RT, Archaeotech is great because it was built and designed from before the AdMech and everyone forgot how to make it. The AdMech superstitious taboos and rote memorization prohibit true understanding, something that would not be an issue in Charon. The result? Advanced applied tech that doesn't suck. Anti-grav-converted tanks. Plasma that doesn't overheat. Standard-issue energy fields (a la Borderlands or Halo?). What could you do with a Land Raider that moved like a Land Speeder? The trick is to keep it all recognizable, but more advanced, without all the Machine Spirit mumbo-jumbo and Tech-Rites.
Now, what about psykers?
Well, the Emperor didn't care for them, and the warp-shenanigans they brought. Especially given their proximity to these warp-storms, they would likely have a rather low tolerance for them. As in, none. So Charon's society permit no psykers to live (making interstellar communication impossible, not that they'd know to look) and no navigators (Seriously? That guy has a mutant third eye in his forehead that sees into the very stuff of Daemons and you're okay with this??? ). In fact, the one true mutation they enquire is the one they can't see because they have no psykers to begin with: Untouchables. They are the True Born Guardians of the People, because you know what? When those daemons show up? The Untouchables are their secret weapon. They are (cue ominous music) Untouchable. And over 10 000 years, they are now being born at a rate in the 1/100K, not 1/billion.
Finally, what about spaceships? Well, in my rough notes so far, we have a system somewhat comparable to the Terran system, with plenty of planets, asteroids and other resources, and the issue is just creating bubbles for people to live in, on hostile planets, and going to work mining resources and shipping them to where they need to go. It's not terribly starfaring, but just think what we could do in our system if we had the ships and the tech to get out there and colonize the other planets in our system! Of course, there are occasional incursions of chaos fleet ships that get lost in the warp, daemonships, and so on, and so there is a regular standing non-warp-capable STC-based Space Navy. Game-wise, the rules are simple to convert: Don't buy warp engines or gellar fields for the ships, and look at archaeotech upgrades to tweak them a bit. It's amazing how much room frees up in a ship when you don't need all that volume and power for warp drives.
And then... A Rogue Trader (or his mutant-third-eye-freak Navigator) makes a left at Callopius Magnus when he meant to go right, and stumbles into town.
Here's the catch: The people in the aforementioned system don't need anything from the RT & his crew. They have no interest in psykers ("They're abominations, don't hold with them, never have. Warp-shenanigans, you know.") or navigators, have no interest in any quaint little tech the AdMech may think they know about, and none of the RT's influence or oomph does him any good. And lastly, they have the ships and the guns to defend themselves from just about anything the Imperium could send its way. For more details, read John Ringo's "Live Free or Die" trilogy. Short version: Massive asteroid battlestations, converted over 10 000 years to be the ultimate defensive battlestation, 10+km in diameter, walls 1km thick. Low-tech Blackstone fortresses that the crew actually understand and can operate efficiently.
So that's going to be one of the big Big BIG surprises in our RT campaign. It's totally not "grimdark" 40K, but there's enough there to tie it in.
Comments, criticisms?
- just that the system would be highly defensible, and they didn't really need anything the RT would have to offer. How well it goes for everyone will be up to... everyone else. The trick, I think, will be to get the PC's thinking outside the box in ways to 'earn' the gear, instead of looting it from their dead bodies or simply whip out their interstellar credit cards.