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Biomancer
Warhammer 40,000: Rogue Trader

Biomancer

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.

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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
CostArea of effectCooldownEffect
1 AP1 friendly creature within a 10 cell radius1 roundThe 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
CostArea of effectCooldownEffect
1 APAll creatures within a 10 cell radius1 roundAll 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
CostArea of effectCooldownEffect
1 AP1 friendly creature within a 10 cell radius1 roundRestore (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
PrerequisitesCostArea of effectCooldownEffect
Psyker Majoris; Invigorate or Enfeeble2 AP1 friendly creature within a 10 cell radius1 roundUntil 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
PrerequisitesCostArea of effectCooldownEffect
Psyker Majoris; Invigorate or Enfeeble2 AP1 friendly creature within a 10 cell radius1 roundUntil 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
PrerequisitesCostArea of effectCooldownEffect
Psyker Terminus; Regenerate or Warp Speed1 AP1 friendly creature within a 10 cell radius1 roundGrant 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.

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