Master the Biomancer archetype in Warhammer 40,000: Rogue Trader. Learn about unique abilities like Iron Arm, Enfeeble, Invigorate, Regeneration, Warp Speed, and Metabolic Overcharge.
As a Biomancer, you can manipulate living flesh and biological processes, allowing you to heal wounds and alter physical characteristics. You receive the following unique ability:
Iron Arm
| Cost | Area of effect | Cooldown | Effect |
| 1 AP | 1 friendly creature within a 10 cell radius | 1 round | The target gains +(10 + 4 x psy rating) Strength and Toughness until the end of combat |
Abilities (Biomancy)
When selecting abilities on level-up, you can choose the following abilities rather than the abilities of your archetype.
Enfeeble
| Cost | Area of effect | Cooldown | Effect |
| 1 AP | All creatures within a 10 cell radius | 1 round | All targets within the area of effect suffer a -(5 + 3 x psy rating) penalty to Strength and Agility and a +(3 + 2 x psy rating)% increase to all incoming damage. |
Invigorate
| Cost | Area of effect | Cooldown | Effect |
| 1 AP | 1 friendly creature within a 10 cell radius | 1 round | Restore (2 x psy rating + WP bonus) wounds to the target. If the target is fully healed, the ability removes any stunned, bleeding, fatigued, blinded and immobilised effects and heals any fresh injuries. |
Regeneration
| Prerequisites | Cost | Area of effect | Cooldown | Effect |
| Psyker Majoris; Invigorate or Enfeeble | 2 AP | 1 friendly creature within a 10 cell radius | 1 round | Until the end of combat, the target recovers +(psy rating + WP bonus / 2) wounds at the beginning of each turn and is healed of one of the following effects: bleeding, blinded, fatigued, immobilised, staggered, stunned, toxin. If the target is afflicted by more than one of these, the status to be removed is chosen at random. |
Warp Speed
| Prerequisites | Cost | Area of effect | Cooldown | Effect |
| Psyker Majoris; Invigorate or Enfeeble | 2 AP | 1 friendly creature within a 10 cell radius | 1 round | Until the end of combat, the target increases their MP by +(3 + psy rating), their Agility by +(5 + 2 x psy rating) and their AP by +1. |
Metabolic Overcharge
| Prerequisites | Cost | Area of effect | Cooldown | Effect |
| Psyker Terminus; Regenerate or Warp Speed | 1 AP | 1 friendly creature within a 10 cell radius | 1 round | Grant the target an extra turn with their normal MP and a number of AP equal to your psy rating. Every action the target takes during this extra turn deals 5% of their maximum wounds damage and they continue to take this damage at the end of every subsequent turn until the end of combat. |
Talents (Biomancy)
When taking talents on level-up, you can choose from the following unique talents: Adrenaline Surge, Biophysical Distortion, Sanguine Siphon, Confer Immunity, Corpus Conversion, Pulse of Life, Strange Vitality, Deterioration.