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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.
Next: Dark Artefacts
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:
The center of the table
Any warband models
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