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Random events are a kind of event which cause a random effect to happen to your faction or to all factions. As the event category implies, it can be triggered at any time but only once during a campaign game.

List of Random Events[]

Name Race Base game Effect
A Bone To Pick High Elves TWW2 Income from all buildings: +10% (all regions, 5 turns)
A Brutal Business All TWW1 Weapon damage: +20 for all armies of all factions (factionwide, 10 turns)
A Dripping Blade Dark Elves TWW2 Hero recruited at your capital: Khainite Assassin
A Final Supper All TWW1 Reduces Winds of Magic power reserve and starting amount for all armies (5 turns)
Amanar Attacks Vampire Coast TWW2 Damages buildings in a random coastal city
An Age of Discovery All TWW2 All major port owners have become known to each other via diplomacy
Arcane Fulcrum Lizardmen TWW2 Winds of Magic power reserve: +10 (local armies)
A Seductive Influence High Elves TWW2 Public Order: -4 (4 turns) (local province, 4 turns)
A Surfeit of Slaves Dark Elves Naggarond.png TWW2
A Tale of Treachery High Elves TWW2 Leadership: +10 when fighting against Dark Elves (all armies, 5 turns)
Born to the Bow High Elves TWW2 Recruit rank: +2 for missile units, Recruitment cost: -25% for missile infantry units
Blood Dragons Vampire Counts TWW1 Construction cost: -15% for buildings (all regions, 5 turns)
Blood Sacrifice Warriors of Chaos TWW1 Leadership: +8 (3 turns)

Melee attack: +10 (3 turns)

Income from all horde buildings: -50% (3 turns)

Income from sacking settlements: -50% (3 turns)

Income from post-battle loot: -50% (3 turns)

Boiling Point All TWW1 Armour: -10 for all units (all armies, 10 turns)
Brand New Mischief Skaven TWW2 +6 Leadership, +10 Public order (local provinces, 3 turns)
Brutish Overseer All TWW1 Construction costs: +15% for all buildings (all regions, 5 turns)
Clear Skies All TWW1
Contextual Healing High Elves TWW2 Casualty replenishment rate: +10% (4 turns)
Count Noctilus Vampire Counts TWW1 Total Dark Magic -850.
Da Great Green Prophet Greenskins TWW1 Obedience: -4 (all provinces, 3 turns)
Defensive Drills All TWW1 Melee defence: +15 (Lord's army, 4 turns)
Elector Pledges Aid The Empire TWW2 Treasury: +1000

random item

Evanescent Rift All TWW1 Winds of Magic power reserve: +10 (all armies, 5 turns)

Winds of Magic starting amount: +10 (all armies, 5 turns)

Eye of the Gods Warriors of Chaos TWW1
Exalted Warriors of Chaos TWW1
Gifted Musicians All TWW1
Gobbo Riots Greenskins TWW1 Obedience -4 (factionwide)
Grateful Paragons Tomb Kings Khemri.png TWW2
Guerillas in Our Midst High Elves TWW2 Public Order: -3 (4 turns) (all provinces).
Heroic Spawning! Lizardmen TWW2 Hero recruited at your capital: Saurus Scar-Veteran
Influx of Builders Bretonnia TWW1
Itz Kinda Magic Greenskins TWW1 Hero recruited at capital: Night Goblin Shaman
Jungle Warriors All TWW2
Lethal Etiquette All TWW1 +10% Hero action success chance (5 turns)
Let the Games Begin All TWW1
Lost All (or Warriors of Chaos?) TWW1
Mage Hunter Beastmen TWW1 Bray-Shaman is wounded for several turns
Magic is Chaos Warriors of Chaos TWW1
Mercantile Eloquence All TWW2
Myriad Gifts of Mutation Warriors of Chaos TWW1
Night of the Bloody Long Stabbas Greenskins TWW1 Hero recruited at capital: Goblin Big Boss
Northern Crusade Warriors of Chaos TWW1
Only One Wood Elves TWW1 Leadership: +12 when fighting against Beastmen (6 turns)
Pain Makers Dark Elves TWW2 +25% income from raiding

+25% income from sacking

Perfect Cover Vampire Coast TWW2 Higher ambush chance (10 turns)
Piracy High Elves? TWW2
Pleasure Palace of Slaanesh All TWW1
Recruiting Shortage All TWW1
Recruiting Surplus All TWW1
Shoddy Workmanship All TWW1
Slaver Raids All (except Dark Elves?) TWW1
Storm of Magic All TWW1 Enemy Winds of Magic power reserve: +8 (local enemy armies)

Public order: -2 (3 turns)

The Colleges' Endorsement The Empire TWW1 Hero recruited at capital: Battle Wizard
The Disappeared All (excepr Skaven?) TWW1
The Forge of Starlight Wood Elves TWW1 Leadership: +? (? turns)
The Great Council Wood Elves TWW1 Treasury +1500
The Lizardmen Retaliate! The Empire TWW2
The Saucy Bard All TWW1
The Savage Blow All TWW1
Todbringer's Wrath The Empire TWW1? Diplomatic relations: -20 with Middenland
Training Dummies All TWW1
The Winds of Pain All TWW1
Unseasonable Weather All TWW1
Voice of the Forest Wood Elves TWW1 Recruits a Waystalker at one of your settlements.
Volatile Vortex All TWW1
Warpstone Geode Skaven TWW2 -35% Recruitment cost for Warpfire Thrower, Warp Lightning Cannon and Doomwheel units (all provinces, 4 turns)
Wax & Wane All TWW1 Leadership decreased across all armies in your faction (3 turns)


General[]

  • Lethal Etiquette: +10% Hero action success chance (5 turns)
  • Storm of Magic: Enemy Winds of Magic power reserve: +8 (local enemy armies); Public order: -2 (3 turns)

The Empire[]

Wood Elves[]

  • A Final Supper: reduces Winds of Magic power reserve and starting amount for all armies (5 turns)
  • Voice of the Forest: recruits a Waystalker at one of your settlements.
  • The Forge of Starlight: Leadership: +? (? turns)
  • Only One: Leadership: +12 when fighting against Beastmen Warherds, for 6 turns.
  • The Great Council: Treasury +1500

Greenskins[]

  • Gobbo Riots: Obedience -4 (factionwide)
  • Da Great Green Prophet: Obedience: -4 (all provinces, 3 turns)
  • Night of Da Bloody Long Stabbas: Hero recruited at capital: Goblin Big Boss
  • Itz Kinda Magic: Hero recruited at capital: Night Goblin Shaman

High Elves[]

  • A Bone To Pick: Income from all buildings: +10% (all regions, 5 turns)
  • Contextual Healing: Casualty replenishment rate: +10% (4 turns)
  • Guerillas In Our Midst: Public Order: -3 (4 turns) (all provinces).
  • A Seductive Influence: Public Order: -4 (4 turns) (local province, 4 turns)
  • A Tale of Treachery: Leadership: +10 when fighting against Dark Elves (all armies, 5 turns)
  • Born to the Bow: Recruit rank: +2 for missile units, Recruitment cost: -25% for missile infantry units

Vampire Counts[]

Dark Elves[]

  • Pain Makers: +25% income from raiding, +25% income from sacking
  • A Dripping Blade: Hero recruited at your capital: Khainite Assassin

Vampire Coast[]

  • Amanar Attacks: Damages buildings in a random coastal city
  • Perfect Cover: Higher ambush chance (10 turns)

Skaven[]

Lizardmen[]