When surveying the different psychic power tables I'll admit I wasn't at first impressed by what Biomancy had to offer. This is partly due to the dribble-inducing potential of the Divination table, sadly unavailable to regular Marines, but also beacause of the stat-buffing nature of some of the powers and the poor Primaris option. The stat-buffing of Librarians has a poor precedent in the Space Marine codex as neither Quickening nor Might of the Ancients made the psyker the close combat monster it so desperately wanted to be. However, I quickly woke up and realised that both Warp Speed and Iron Arm are both so much better than their precursors. Smite is still a bit meh, but at least its AP2 is a bit more desirable now 2+ Armour saves are harder to bypass with AP3 Power Weapons. So let's review the other six powers and see if Biomancy is a good choice to roll on:
One of the more dramatic changes in 6th edition has been the inclusion of Allies as legitimate additions to your army. While my knee-jerk reaction to this was a fear of seeing Imperial Guard gunlines supplemented with Long Fangs and Rune Priests and whatnot, I then settled down a bit and considered how I could use these rules to get more dinosaurs on the table.
Sometimes real life just can't stop hitting you in the face with lead buckets filled with bricks. After a rather turbulent year during which I occasionally spent a few hours on hobby-related activities I've thrown myself back into this pastime with confidence. 6th edition has given a lot of my miniatures a new lease of life. More on that in a later post. First, I'll show off what I've managed to paint in the last 18 months.