I have a problem with my player's habit of breaching pacts I introduce to the game. Usual d10 of failing CP and negative disposition from psykers and daemons doesn't seem to be a big deal to him (**** dice didn't roll high enough to give him mutation), which makes them seem of no consequence.
Once he breached the pact of coperation with a daemon, and on the last session he outright betrayed the party, breaching the pact of fate between them.
What do you think are more adequate mechanical or non-mechanical consequences of such behaviour?
Edited by Itrogash