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Honestly, 40K has been sparing with mid-game bookkeeping. It tends to break up the flow of the game, and slow things down when you have to try and remember how many souls you have left, having to roll for D3 wounds for every successful hit/wound (whichever since the wording is a bit funky). However, in the spirit of encouragement, my suggestions would be to ditch the soul harvesting mechanic and instead make activating the weapon happen in the Psychic phase. Perhaps offer a list of six options that the player can choose from, each costing 1 warp point. It gives the enemy a chance to deny something important, while making the weapon a sort of swiss army knife. Something like: Str +1, AP 3, Melee, Daemon Weapon, Specialist Weapon, Reaper Reaper - The daemon bound within the blade feeds on the empyrean energies of the warp, growing stronger or weaker as the chaotic tides wax and wane. During the Psychic phase, the wielder may choose to activate the listed Chaos boons in the exact same way as psychic Blessings, which apply only to the wielder, at the cost of 1 warp charge each. These effects apply only if the weapon is being used in the Fight sub-phase, and are treated as Blessings in every way. In addition, due to the unruly nature of the warp-spawned monstrosity within, Perils of the Warp are triggered on any doubles rather than just 6's. If a Perils occurs, instead of rolling on the table, immediately apply the 'Empyric Feedback' result, unless the Perils was a result of 6's, in which case, apply the 'Warp Surge' result. Strength of the Berzerker (+1 Strength) Crystalline Body (+1 Toughness) Blademaster (+1 Weapon Skill) Cerebral Cogitator (+1 Initiative) Warp Claws (Shred) Fragment of Immortality (Eternal Warrior) Lifetaker (Instant Death) Warp Frenzy (+1 Attack) Now, granted, this makes the weapon a bit trickier to use, and you'll have to feed it warp charges(you naturally get D6 during the psychic phase, even if you have no psykers). However, it no longer requires you get stuck in to go Super Saiyan, and your lord can become a truly heinous combat monster. Bring a Mastery level 3 Sorcerer, or ally with Chaos Daemons (or Grey Knights/Inquisition for the lulz) and load up on Warp Charges. Get into punching range and then start spending your way into Khorne's favor. Sure, you're missing out on AP 2, unless you roll 2 6's and pass your Leadership test. Given a Chaos Lord (or Sorcerer) is Leadership 10, that gives them pretty good odds of not taking a wound, and instead giving them Smash, Armourbane, Fleshbane, and granting them a Storm Shield. (If you take a Mark of Tzeentch on the Lord, his Invuln save becomes 2+.) In the end, its both more and less reliable, offers the opponent some counter play, and even Perils is neutral or a good thing. True, your Chaos Lord is going to be risking a lot by bringing out this kind of power, but then again, isn't that what Chaos and the Warp is all about?
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