4. Random Fortune

Random Fortune in a comet-shell

Random Fortune are small prizes that can be found in many games tucked away into outlying areas of the table. If a scenario calls for random fortune these rules govern the placement, discovery, and arbitrary pickings that can result from exploring such locations.

  Additionally, some games use the random fortune rules for discovering scenario objectives or other campaign goals.

Random Fortune Markers

When a scenario calls for random fortune generate a number of random fortune markers equal to D3 + the number of warbands taking part in the battle.

After warband deployment, players take turns placing random fortune markers in order of warband rating lowest to highest.

No marker can be placed within 8” of:

  • The center of the table 

  • Any warband models,

  • Other random fortune markers. 

Additionally, a placement procedure is followed to insure that most markers are far off from a warband’s own warriors.

Random Fortune Discoveries

Any warrior using normal movement or running which comes into contact with a random fortune marker can make a discovery test. Roll a D6, and on a 4+ a discovery is made! If the roll fails, nothing was found (only trash), but the warrior may continue moving and acting normally. If a random fortune discovery is successful the warrior makes no further movement or actions this turn.

The scenario will state what a successful random fortune discovery entails, usually a D66 or D100 roll on the Random Fortune Table, but not always.

Most random fortune discoveries cannot be used in the battle they are found in, and are carried items for the game.

Dark Artefacts and Random Fortune

Warbands possessing Dark Artefacts will attract the attention of the cultists who originally brought the relics to Mordheim. A natural 1 when making a discovery test will result in a surprise attack from the cult if your warband started the game in possession of a Dark Artefact.

Random Fortune - Full Rules

During fights warriors may glimpse curiosities on the battlefield that pique their interest. If lucky, this Random Fortune can be collected by players who are ready to explore further reaches of the table. Scenarios which call for random fortune follow the rules below.

Random Fortune Markers

All Mayhem in Mordheim scenarios state whether or not random fortune is present in the game. When it is, players must generate a number of Random Fortune Markers to be placed on the table. Roll a D3 and add the number of warbands participating in the game. The result indicates the number of random fortune markers present. Unless stated otherwise, markers are placed after all warbands have deployed, including infiltrating models that begin the game outside of deployment zones.

In order of Warband Rating, lowest to highest, players take turns placing random fortune markers. If there are ties in warband ratings roll off to determine placement order. Random fortune is intended as an enticement for players to send their warriors into areas of the table which don’t often see much action. The following basic restrictions to random fortune placement apply to all markers.

Basic Restrictions

Taking vertical distances into account, no random fortune marker can be placed within 8” of:

  1. The center of the table

  2. Any warband models

  3. Other random fortune markers

  If for any reason it becomes impossible to place a marker, break the restrictions in reverse order placing the random fortune marker as far as possible from the restriction.

Placement Procedure

  Additionally, use the following placement procedure. If for any reason you cannot place a marker using the procedure’s limitations, your opponent will place the marker instead.

  • Place your 1st marker at least 20” away from any of your own models.

  • If you get to place a 2nd marker it must be positioned at least 16” away from any of your models.

  • If you get to place a 3rd marker only follow the basic restrictions.

Random Fortune Discoveries

During your movement phase, any warrior which does not Charge, Flee, Escape From Combat, or Hide, can inspect a random fortune marker by coming into base contact with it. Test for a Random Fortune Discovery by rolling a D6:

  • On a result of 1–3, they find only trash, broken equipment, or nothing at all (it was a figment of the warrior’s imagination). Remove the marker. The model may continue performing actions normally, including finishing movement, running or otherwise.

  • On a result of 4–6, the warrior makes a random fortune discovery! The model stops and cannot act in the turn’s following phases as they examine what they found. Roll on the Random Fortune Table. In the scenario’s description random fortune is listed as either D66 or D100. Make the appropriate die roll and consult the table to see what the warrior has come across.

Note that in some scenarios the result of certain successful discoveries might be pre-determined. In this case no roll is made on the random fortune table and the scenario will describe what warriors will find. At other times discovery tests might be automatically successful and the scenario will describe how to proceed.

Random fortune discoveries are Carried Items in the game they are found in, unless noted otherwise. They may not be used during this battle as they are packaged, bundled, or locked away. After the game, the warband controlling the marker secures the random fortune which becomes a part of their treasury.

  Most discoveries from the random fortune table can be placed in appropriate Storage Containers. For the game they are found in consider a random fortune discovery to be 1 Stored Item for purposes of storage container capacity. If placed into a storage container, remove the discovery’s marker and record its location in the container it was placed in.

  Some discoveries on the random fortune table are not carried items: Cart, Opulent Coach, and any Animals/Mounts. In these cases use the appropriate rules. A wardog, for example, cannot climb ladders so if its random fortune marker happens to be on an upper floor of a building without stairs, assume the animal is on an eligible lower floor or on the ground, and that somehow your warrior only noticed the wardog from the position where the random fortune marker was located. Once a warrior gets to a location where the wardog can legally be, place its model next to the warrior. Obviously these discoveries cannot be placed into storage containers, but to compensate, they can be used immediately.

  Note that random fortune markers are potential treasures while discoveries are verified ones. Make sure to distinguish this difference (by mental note or distinct markers). When the game ends any random fortune markers still on the table are removed and forever lost. Only make uncontrolled recovery tests for random fortune discoveries should their markers be uncontrolled.

Scearnio Objectives and Special Discoveries

In many scenarios random fortune discovery tests will result in objectives for the game or other special finds instead of rolling on the Random Fortune Table. These exceptions will be fully described in such scenarios.

Dark Artefacts and Random Fortune

Warbands possessing Dark Artefacts will attract the attention of the cultists who originally brought the relics to Mordheim. When rolling for random fortune discoveries the roll of a natural 1 will result in a surprise attack from the cult if your warband started the game in possession of a Dark Artefact. See the Dark Artefacts section for more details.

Random Fortune Table

Roll D66 or D100:

1- d3 Pouches

2- d3 Torches

3- d3 Backpacks

4- d3 Large Sacks

5- d3 Saddle Bags

6- Treasure Chest

7- d3 Nets

8- Banner

9- d3 Caltrops

10- Ithilmar Weapon

11- d3 Garlic

12- d3 Daggers

13- d3 Slings

14- d3 Maces or Hammers

15- d3 Short Bows

16- d3 Rope & Hook

17- Rabbit’s Foot

18- d3 Toughened Leather

19- Tears of Shallya

20- Gromril Weapon

21- d3 Lanterns

22- d3 Bucklers

23- d3 Shields

24- d3 Axes

25- d2 Bows

26- Lucky Charm

27- Steel Whip

28- Blessed Water

29- Light Armour


30- Heavy Armour

31- d3 Helmets

32- d2 Spears

33- d2 Swords

34- Flail

35- Morning Star

36- d6 Gold Crowns 

37- Sigmarite  Warhammer

38- Rapier

39- Sword Breaker or Scimitar

40- Ithilmar Armour

41- d2 Halberds

42- Long Bow

43- Throwing Knives/Stars

44- Pistol

45- Two Handed Weapon

46- 2d6 Gold Crowns

47- Blowpipe

48- Holy (Unholy) Relic

49- Hunting Arrows

50- Elven Cloak

51- Crossbow

52- Black Lotus

53- Dark Venom

54- Mandrake Root

55- Crimson Shade

56- 3d6 Gold Crowns

57- Mad Cap Mushrooms

58- Healing Herbs

59- Fire Arrows


60- Gromril Armour

61- Blunderbuss

62- Superior Black Powder

63- Crossbow Pistol

64- Handgun

65- Mordheim Map

66- 4d6 Gold Crowns

67- Halfling Cookbook

68- Warpstone Shard

69- Warpstone Pendulum

70- Hunting Rifle

71- Pavise

72- Mule

73- Flash Powder

74- Wardog

75- Brazier Iron

76- 5d6 Gold Crowns

77- War Horn

78- Fighting Claws

79- Elf Bow

80- Opulent Coach

81- Horse

82- Lance

83- Repeater Crossbow

84- Fire Bomb

85- Duelling Pistol

86- Warplock Pistol

87- Weeping Blades

88- Tarot Cards

89- d3 Warpstone Shards


90- Tome of Magic

91- Bugman’s Ale

92- Cathayan Silk Cloths

93- d6 Warpstone Shards

94- Cart with Horse

95- Telescope

96- Barding

97- Warmount*

98- Hammer of Witches

99- Holy Tome

*Any cavalry mount that your warband can use or Warhorse.

100- Magical Artifact! 

Roll D6 Below:

1- Boots & Rope of Pieter

2- Count Ventimiglia’s Misericordia

3- Att’la’s Plate Mail

4- Bow of Seeking

5- Executioner’s Hood

6- All-seeing Eye of Numas