ASTRONOMER

By Christopher Taylor

The highest towers in the great Imperial city of Altdorf belong to the Celestial College, which is home to Astronomers who gaze the skies in search of ancient secrets and portents of the future.  Their spell repertoire includes some combative spells, as the power of the heavens is within their element, but their greatest strength is in the ability to predict events yet to unfold, or even to manipulate the very winds of fate to harness that elusive factor known as "luck".

While Astronomers may have plenty to keep them busy in the cities of men, they have ample incentive to delve into the dungeon ruins of the ancient Dwarven empire.  After all, there may be great secrets buried beneath those ruins, and to learn about the past is to have a better understanding of what might lie in the future.  Not only that, but great power is there to be held, perhaps the Astronomer foresaw glory for himself, and is simply following the path foretold.

STARTING AS AN ASTRONOMER

Any player may start the game as an Astronomer rather than one of the Warriors in the Warhammer Quest box.  All of the rules for creating a new Warrior apply unless stated elsewhere in this Warrior pack. The Astronomer has statistics identical to those of the Wizard, both initially and at subsequent Battle-Levels.  Instead of starting with a Hand of Death Scroll, the Astronomer starts with a magical Astrolabe.

The Astrolabe

Any time that Treasure Card is selected, the Astronomer may use this magical device to twist the winds of fate.  The card may be discarded, and another taken instead -- This second result must be taken normally.  This may only be used once per tile, and when used, the Astronomer rolls a D6.  If the result of this roll is a 1, the enchantment of the Astrolabe is spent and it no longer functions, discard it.

Luck

The Astronomer is especially lucky, thanks to his portents and his magical ability to alter fate itself.  He is able to, once per game, re-roll a single die roll he does not like, but the second result must be taken.

Spells

The Astronomer chooses only two spells initially, which may be selected as desired from the three decks.  Optionally, one of these cards may be automatically chosen as Lightning Bolt without having to pick it randomly, though the other will still be randomly selected as normal.  When drawing spells, the Astronomer may opt to discard any spell card once and pick another instead, though he must keep his second selection.

ADVANCED RULES

In the advanced game, you can keep your Astronomer from game to game, building up his character as he progresses from adventure to adventure.  This section of the rulebook gives you all the rules for taking your Astronomer right up to battle-level 10, including special rules for visiting Settlements, training, and more.

The Astronomer starts at battle-level 1 as a Novice, all the rules for Warhammer Quest still apply in the advanced game, unless specifically stated otherwise.

The Astrolabe

This may be used once per week to re-roll or re-select an event while travelling in the wilderness, and may be used once per day in a Settlement to reselect an event there.  This second result must be taken, as always, and as above, roll a D6.  If the result of this roll is a 1, the enchantment of the Astrolabe is spent and it no longer functions, discard it.

Luck

The Astronomer’s Luck characteristic is at +1 compared to what a normal Wizard would have at the same Battle-Level.  This means that he starts the game with 1 Luck Point even at Battle-Level 1.  Also, when using Luck points, the Astronomer is able to use them to re-draw cards (or re-roll double dice) for dungeon Events as well, though he must keep the second result.

Equipment

The Astronomer may use any equipment or magical items usable by the Wizard, with a few exceptions.  If any Treasure Cards are found which contain new spells (such as a Finger of Doom scroll) listed as usable by the Wizard, the Astronomer cannot utilize them, as they are outside of his area of expertise.

Fortune

As the Astronomer is a prophet and seer of visions, he will find things that other Warriors do not.  As a result, the Astronomer will discover an additional amount of gold equal to (BLx25) at the end of the adventure.  In addition, any event or device that requires the Warriors to be determined randomly allows the Astronomer to roll again, or choose a Warrior counter once more, but the second result must be taken.

Treasure

If the Dungeon Room Treasure roll results in gold, the Astronomer may re-roll any one die that results in a 1 (and thus negating the gold value rolled) but must take the second result.

ASTRONOMERS IN SETTLEMENTS

The Astronomer is largely treated in the same way as the Wizard when visiting a Settlement, and may visit the Wizards' Guild as normal.  However, there is also a special location which may be present in some towns or cities that may be of interest to him, known as the Observatory.

Astronomers are not allowed into the Gambling House, as their abilities of telling the future are highly suspected in games of chance.

At the Alchemists, the Astronomer may use his Astrolabe to re-roll one die that resulted in a 1 for determining gold value of an object, as he is able to forsee the outcome of events and avoid some detrimental things.  This second roll must be taken, however.

Settlement Events

Settlement Event #24 (Circus) may be treated as merely an Uneventful Day for the Astronomer or any Warriors travelling with him.  Who needs their fortune told for a fortune, when you have a Celestial Wizard around?

Predicting the Future

Each day, the Astronomer may roll the next day’s events in advance, and as a result may decide not to make a purchase or sell an item for gold yet.  This result cannot be avoided, if the Astronomer somehow leaves town or spends the day in his room hiding out, it will come to pass at some point.  The next settlement event roll will be this roll, however long it takes for him to actually trigger it.  As a result, the Astronomer is not affected by the Quarg hunt, although he can partake in it if he so chooses to.

In addition, the Astronomer may attempt to predict the future for money, whether this takes the form of reading the stars for a client, speculating in a game of chance (through a third party) or some other manner, the result is the same.  The Astronomer rolls and consults this chart:

Roll

 Result

1

The prediction was not true, and it costs the Astronomer D6x20 gold

2

The prediction was false, but nothing unpleasant occurs

3-4

The Prediction comes true, and the Astronomer earns D6x20 gold

5

The Prediction is better than expected, earning D6x50 gold  

6

The Astronomer gains insight instead of gold, roll on the Observatory table for free!

The Observatory

The Astronomer may pay 100 gold for use of the facilities at the Observatory in order to try to gain portents of the future for himself and his fellow Warriors.  Roll 1D6 and consult the following chart for the results of his study of the stars and the celestial winds.  This is also where the Astronomer trains.

Roll     

Result

1

It is a fruitless night, and the stars are silent.  The Astronomer can learn nothing aside from vague omens of impending danger – nothing newsworthy for anyone in the business of adventuring.

2

The Astronomer gains visions of future fortune.  In the upcoming adventure, at one point when a Treasure Card is selected, the player may choose to discard the card and pick another instead, though the second must be kept.

3

The Astronomer gains a vision of imminent danger.  He must choose whether the vision is concerning  himself or a fellow Warrior.  Whomever is selected may ignore a single blow during the upcoming  adventure (even after rolling damage), able to avoid fate at the last moment.

4

The Astronomer gains a vision of a hazard which may be avoided.  In the upcoming adventure (or the 4 first journey to a Settlement thereafter), he may opt to avoid a single Event or Hazard, though the second card (or roll) must be taken normally.

5

The Astronomer realizes that he is blessed by the fates.  He gains a temporary point of Luck which may be used at any point in the upcoming adventure.

6

The fates are truly smiling upon the Warriors!  The Astronomers and every Warrior that accompanies him will each gain a temporary point of Luck usable during the upcoming adventure.

Also while at the Observatory, an Astronomer may buy a new magical Astrolabe if his old one has lost its power.  This will cost 500 gold, and the Astronomer can only carry one Astrolabe at a time.

ASTRONOMERS AND SPELLS

As the Astronomer advances in skill, he selects additional spells in the same way as the Wizard, as described in the Wizards' Training section beginning on p. 50 of the Roleplay Book, except that he selects from the following list of spells.  When rolling dice to determine what spells the Astronomer gets, the

Astronomer may re-roll one or more of the dice once each, though he must keep the second result of any roll, whether better or worse.

Some of the spells on this list are identical to those available to the Wizard, though they might have different Casting Levels due to the Astronomer's differing specialties.  New spells added to this list are described immediately following it.

* indicates a new spell
+ indicates a spell with altered Casting Level or special rules

Casting 1

ATTACK    The Guiding Hand*  

For a single attack, +1 may be added to a Warrior's die roll for a hand-to-hand or ranged attack, though a   natural roll of 1 will still miss, and there is no way to get a result over 6.
Target: Any Warrior in the same board section as the Astronomer
Duration: One attack

 

SPECIAL     Starlight* 

This spell lights a room (and any adjacent rooms) in the same way as a Lantern for one Turn. 
Target: Entire board section and all those adjacent to the Astronomer 
Duration: One Turn

 

Casting 2

DEFENSE    Intervention*

Immediately upon rolling damage for an attack, the Astronomer may opt to cast this spell to absorb some of    the damage. Roll 1D6. This spell absorbs up to this many Wounds of damage from the blow. If there are any points left over, it does not carry over to any additional damage the recipient takes from other attacks – It only applies to a single attack. 
Target: Any Warrior on the same board section as the Astronomer 
Duration: Immediate

 

SPECIAL    Book of Ages*

When this is cast, the Astronomer automatically is treated as if he had rolled a result of 6 for an intellectual Initiative test for purposes of identifying items.
Target:   The Astronomer
Duration: Immediate

 

Store*

Upon casting this spell, the Astronomer may choose to expend a number of additional power points above the normal cost. These additional points are “stored", and usable during the next turn in addition to whatever is rolled for that turn. These points must be used that next turn, or else they are simply wasted.  This spell cannot be cast while points from a previous Store are in play -- You cannot create a "tsunami" effect by storing magic from cumulative turns!
Target: The Astronomer
Duration: One Turn

 

Casting 3

DEFENSE    Avoidance*

For any blow that inflicts damage against the Astronomer, the damage may be negated if he can roll more than the number of wounds caused on a D6. Any attacks that would only cause one wound of damage are protected against automatically. If the Astronomer is attacked by a magic spell that either causes wounds or kills him outright, then Avoid will save him on a roll of 4+ on 1D6. Avoid will only work against one spell per turn.
Target: The Astronomer
Duration: One Turn

 

SPECIAL    Portent* 

Roll two 6-sided dice. The difference between the scores is the amount by which the Astronomer may adjust any single dice roll during the remainder of this Turn.
Target: The Astronomer
Duration: One Turn

Casting 4

ATTACK    Lightning Bolt 

 

DEFENSE Ill     Omen*

At any point after casting this spell, the Astronomer may force the victim to automatically fail (roll a 1) at any one die roll to hit, damage, etc. 
Target: Any Monster in the same board section as the Astronomer 
Duration: One die roll

 

SPECIAL    Dispel Magic 

 

Second Sight 

 

Casting 5

ATTACK    Azure Blades* 

Any Monsters adjacent to the Astronomer take 1D6+1 Wounds.
Target: All Monsters adjacent to the Astronomer 
Duration: Immediate

 

SPECIAL    The Sapphire Arch* 

Place a template 4 squares by 1 square on the table (The WFB Sapphire Arch template would work   perfectly) to denote the location of the Sapphire Arch, anywhere within the Astronomer's line of sight, up to 24 spaces away. The Arch remains there until the end of the Turn. Any who walk into the Sapphire Arch disappear from play, and may reappear in any subsequent Turn when the Astronomer casts the Arch once more in a new location. If the Astronomer should be killed while any Warriors are within the Celestial Arch, or otherwise cannot cast it again, they perish in the void. 
Target: A 4 square by 1 square space in line of sight of the Astronomer up to 24 spaces away
Duration: One

Turn Swiftwing* 

The Astronomer may instantly move to any space within his line of sight that is unoccupied, ignoring any interposing models or any obstacles which can be flown over. He may also choose to instead go to any previously explored dungeon section (or out of the dungeon entirely) so long as there is some means of getting there. (e.g., This can't be used to get past a blocked passage.) This replaces the Astronomer's normal movement for the Turn.
Target
: The Astronomer
Duration:  Immediate

Casting 6

SPECIAL    The Crystal Charioteer* 

A single model in the Astronomer's line of sight within 24 spaces is trapped, and is immediately moved 2D6 spaces in a direction nominated by the caster. While trapped, the victim may do nothing except to attempt to break free with a Strength test. (Roll 1D6, add to its Strength, and it succeeds on a total of 7 or more.) A token should be placed under the model's base to indicate that it is trapped. Each subsequent turn the model is trapped, it continues to move 2D6 spaces in the same direction for as far as is possible, flying over pits, intervening models, etc. While trapped, the victim cannot be harmed, though an outsider may attempt a Strength test to break the bubble as well. 
Target: Any model in the Astronomer's line of sight within 24 spaces 
Duration: Until victim passes a Strength test 

Prophesy*

This may be cast in order to determine the result of a single random action beforehand. For example, the Astronomer could cast this spell to see what his chances are of crossing the Firechasm -- This would tell the result of the first die roll he would have to make, but not any subsequent rolls. He could then proceed with the predetermined result, or else opt for some other course of action. 
Target: The Astronomer
Duration: Immediate

 

Casting 7

ATTACK    Chain Lightning 

 

SPECIAL    Warp Jump 

 

Casting 8

SPECIAL    Winds of Fate+ 

 

Casting 9

SPECIAL    Fortune* 

For the remainder of the current Turn, any one Warrior within the same board section as the Astronomer   may be affected such that he may re-roll any failed dice throws. This includes to hit rolls, damage rolls, dodge rolls, Initiative tests, etc. In any case where a die is re-rolled, the second result must be taken, whether better or worse. 
Target: Any Warrior in the same board section as the Astronomer 
Duration: One Turn 

 

Casting 10

ATTACK    Windblast

 

SPECIAL    Disaster* 

The Astronomer may immediately draw an Event card (or roll for an Event, if applicable). If the Event consists of a trap or Monster Event, it is used against whatever Monsters are present. (If there are no Monsters already present, then the Warriors will just have to face/fight it as normal.) Any Monsters who arrive will fight against any Monsters currently on the board. The Warriors get no gold for any Monsters killed by the conjured creatures, and if the Warriors should decide to turn on the conjured creatures, they will all turn on the Warriors as well, and no gold (or Treasure Card) is gained for their defeat. As soon as any Monsters aside from the conjured creatures should be defeated, they immediately wander off, disappearing into the darkness.
Target: A single Event 
Duration: Current Monster Event

 

Casting 11

SPECIAL    Astrologos* 

Any one Warrior adjacent to the Astronomer has all of his Luck tokens back, up to his maximum Luck rating for an adventure. This spell may only be cast on any given Warrior once per adventure.
Target: Any Warrior adjacent to the Astronomer 
Duration: Immediate

 

Casting 12

SPECIAL    Precognition*

Upon casting this spell, all variable factors (wounds of the Warriors, power points this turn, Luck tokens, gold totals, Monsters still on the board, etc.) should be written down. The remainder of the current battle may be played out until all Monsters or the Warriors are defeated. At the end of this, the Astronomer player may decide (even if he "died") to avoid this possible future entirely (revert back to how everything  was upon casting this spell first), or else to accept it (and continue playing from this point). This spell may not be cast in the middle of such a "vision". Visions within visions are just too complex for the human mind (or the GM's mind) to comprehend.

If this is cast outside of a battle, then this "vision" lasts for up to a number of Turns equal to the Astronomer's Battle-Level after the initial casting.
Target: The Astronomer
Duration: Current Monster Event 

 

Prophesy