Biomancy
From Warhammer 40k - Lexicanum
Biomancy is a Psychic Discipline known to psykers who specialise in the use of manipulating biological energy and processes. Through this art, biomancers are capable of changing or influencing a change in the physical form of either themselves or their enemies. Practitioners of Biomancy are known as Biomancers[2]
Contents
Abilities
Inquisitor (Game System)
- Blood Boil - The psyker accelerates the pulse of an enemy, increasing blood pressure to near lethal levels. This has the potential of making the enemy's heart or brain explode.[7]
- Choke - The psyker pinches tight the windpipe of an enemy with a simple gesture, choking him of breath.[7]
- Enfeeble - The biomancer drains the vigour from a victim, making them feel weak and incapable.[7]
- Hammerhand - The biomancer hardens the flesh and skin of their fist, as well as strengthen the tendons and muscles of their arms.[7]
- Regenerate - Laying their hands on the recipient, the biomancer reaches into the individual's cells knitting together flesh and binding wounds.[7]
- Storm of Lightning - Bio-electrical lightning jumps from the psyker's fingertips, jumping from enemy to enemy.[7]
- Warp Strength - The pyker invigorates the target with psychic energy. The power of the warp flows though muscles, tendons, and bones, providing amazing strength.[7]
Dark Heresy 1st edition
- Bio-lightning: Attack one foe with lightning
- Blood Boil: Raise a foe's heart rate and blood pressure, causing fatigue, then unconsciousness, then death
- Cellular Control: Gain one of the following buffs: immunity to poison, immunity to extreme temperatures, gain +10 to any Characteristic except for Weapon Skill and Ballistic Skill, immunity to Fatigue, or immunity to vacuum environments.
- Constrict: Choke a target
- Enhanced Senses: Gain a +30 bonus to Tests with one sense.
- Hammerhand: Strength is quadrupled, fists become lethal weapons
- Regenerate: Heal own injuries over time and regrow missing body parts
- Seal Wounds: Heal injuries of one target
- Shape Flesh: Shapeshift to gain special abilities or disguise yourself
- Toxic Siphon: Remove poison from target
Dark Heresy 2nd edition
- Invigourate: Remove levels of Fatigue
- Smite: Project lightning at foes
- Enfeeble: Temporarily weaken target
- Shape Flesh: Alter the appearance of a target
- Endurance: Heal wounds of multiple targets
- Iron Arm: Turn skin into living steel
- Life Leech: Drain target's vitality
- Warp Speed: Move at supernatural speed
- Haemorrhage: Wound a target at range
Psykana Obscura
- Agony: Lash out at foes with acute and all-consuming pain.[6]
- Drain Vigour: Drain vigour and energy of a living creature, sapping its vitality and strength, and ultimately incapacitating or even killing it.[6]
- Flesh Like Iron: Draw on the power of the warp to make your flesh as hard as metal.[6]
Notable Biomancers
- Calumny Faal - zeta-level biomancer[3b]
- Heinrix Van Calox - Interrogator[4]
- Hathor Maat - Thousand Sons
Images
A psychic bounty hunter using bio-lightning.[5]
See also
Sources
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- 1: Inquisitior Rulebook Part 1, pg. 49
- 2: Warhammer 40,000 6th Edition Rulebook, pg. 419
- 3: Warhammer 40,000: Darktide:
- 4: Warhammer 40,000: Rogue Trader
- 5: Necromunda: Hired Gun - Artbook, Psychic Bounty-Hunters
- 6: Dark Heresy: Disciples of the Dark Gods, pg. 29
- 7: Inquisitor: Conspiracies - The Cirian Legacy, pg. 49 Biomancy
| Imperium • Chaos • Eldar • Ork • Tyranid • Squat • Generic |
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