Sunday, December 3, 2023

Horus Heresy 2e Review: Biomancy

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. The rules are good. 

Biomancy.
In general biomancy is the art of enhancing one's own - and others - body and physique. There are two powers within this discipline.

Biomantic Augmentation.
By sacrificing a shooting attach, the psyker can add +1 to Strength for a unit in a small radius - including himself/herself for the remainder of the player turn. 

In general this is a reasonable buff, but questionably at the price of not shooting. Hence this is going to only be used just prior to a charge of a large unit I would anticipate. 

Biomancer's Rage.
This is a psychic weapon. When successfully activated, the psyker gains a S=10 attack in close combat with 4+ rending. This is just amazing for what you could otherwise do. The only downside here is that the AP is a measly 4 and therefore does very little to help rip apart space marines beyond the rending. Very handy for tackling light tanks though!

2 comments:

Rob said...

I think biomancy is a fair bit better than this for a few reasons.

Firstly, you did not mention the increased toughness on a successful psychic check. This is huge in an era of two wound vets, terminators etc., as you are not getting instant-deathed by powerfists, and are much more survivable against thunderhammers because of that.

Secondly, the time to do this is *when you are being charged*, i.e. in place of an overwatch shooting reaction. This is pretty huge in terms of survivability I think, and you are only giving up one shot, this seems pretty strong to me.

I also think that the 4+ rend and native instant death at initiative mkes biomancer's rage *excellent* in terms of challenges.

Mike Nogle said...

They just got rid of being able to use it on overwatch in the new rulebook faq.

Related Posts Plugin for WordPress, Blogger...

Facebook

Sequestered Industries