New Monsters for Warhammer Quest

These are creatures that stats aren't provided for in any of the GW source material for Warhammer Quest. If you have comments about a specific entry, please send them to the author. If you have something to add, let me know.

--Joe

Monsters in this document

Goblin Big'un

Knowing that they are not gifted in the same way as their Orc cousins, some Goblins realizes that being a little sneaky and moving fast can also win you the battle.

Goblin Big'un
Wounds 4
Move 4
Weapon Skill 3
Ballistic Skill 5+
Strength 3
Toughness 3(4)
Initiative 3
Attacks 1
Gold (each) 45
Armour 1
Damage 1D6

Special Rulez

Armed with spears
Da Trip
When a Big'un rolls a natural 6 to hit, it has managed to trip the Warrior, in addition to hitting him. Tripped warriors are +1 to hit. All creatures will attack a tripped warrior before a standing one, but will not break pin to do it. (Creatures that can't be pinned will leave its opponent and attack the prone warrior if able to). Tripped warriors remain prone until the next warrior's phase.

Author

Ng, Kai Teck
University of Tasmania
e-mail: kt_ng@postoffice.sandybay.utas.edu.au

Chaos Rats

Giant Rats are a common place creature of any dungeon, boated to immense proportions from eating indescribable foul things. But a rarer breed exists which have suffered the effects of Chaos. These creatures have been mutated, bearing extra tails, scales and spines. Sometimes it has been seen that a Chaos Rat would lead a group of Giant Rats.

The creature is in constant pain and hurls themselves at their enemy, abandoning all thoughts of safety.

Wounds 2
Move 6
Weapon Skill 3
Ballistic Skill-
Strength 3
Toughness 3(4)
Initiative 3
Attacks 1
Gold (each) 35
Armour 1
Damage 1D6

Special Rules

Deathleap
Chaos Rats make the same deathleap as do Giant Rats, inflicting 2D6+3 damage.

Once a Chaos Rat has attacked your Warrior, roll1D6. On a result of 4, 5 or 6 the Chaos Rat's sucidal, frenzied attack has opened it up to your Warrior's attack and he automatically kills it.

Author

Ng, Kai Teck
University of Tasmania
e-mail: kt_ng@postoffice.sandybay.utas.edu.au

Giant Snake

Move3
WS 0
BS 0
Strength 5
Toughness 3
Armour *
Damage **
Experience 150 points
Wounds 10
Attacks 1
Initiative 4
Usual number 1d3
Gold, skin 30 gold

Special Rules

* Scaly Skin, deflects blows on a 6 on a D6 each time it is hit.
** Damage See to hit roll
To Hit roll: Instead of the usual procedure roll a D6.
1
2
The snake hisses ominously whilst rearing on its back and fakes a strike. If it has been wounded, re-roll this result.
3
4
5
The snake strikes, to see if warrior if he can dodge the strike he must make a successful initiative roll of 8, 6 always works. Damage, 1d6+2, ignore 1 point of armour. Poison effect.
6 The particularly vicious snake coils itself round the warrior with lightning speed. It then crushes the warrior inflicting 5 wounds every other turn as the snake contracts to prepare another crush. The warrior can ONLY try to break free. To break free warrior must pass a strength test of 7 modifiable +1 to elves and nimble characters. If other warriors attack, 50% chance to hit snake or warrior, inflict damage as usual. Other warriors may try to help to disentangle the warrior in which case the effect on the breaking free roll is cumulative. If warrior breaks free without help, then put snake on any adjacent free space. If warrior is helped then snake has a surprise attack on helper with 1d6+2 damage inflicted instantly, biting back as he feels his hold on the warrior weakening.
Ambush Magic, A
If reduced to 2 wounds snake will run away through the nearest wall. Pinned 5+.
Poison attack

Author

Copyright 1996 Simon "BELFAGOT" Caruana
e-mail PHOENIX@keyworld.net
Permission granted to use giant snakes only if my name is mentioned when they are used.

Goblataur

These strange creatures have the head and torso of a Goblins and the legs and lower body of a giant spider. No one knows for sure what their origins are except maybe the oldest Forest Goblin Shamans. Most theories says that they are in someway connected to Chaos, drawing similarities to Centaurs, Dragon Ogres and Bull Centaurs.

Goblataurs live in tribes much the same as Goblins and Orcs with similar social structure. Their preferred habitats are deep tropical forests and caves. They usually live near a Forest Goblin settlement, who treats them like Gods. They seldom hunt or do anything, since they simply demand their loyal subjects to get it for them.

The only thing they do is fight and that they do well. In this, they are more similar to Orcs. They fight each other for the right to stand as the head of the tribe. Also, when there is a big Waaagh, some of the Goblataur tribes might join in.

As a result of the Forest Goblins, the Goblataurs are quite lazy and do nothing. A small number, by choice or otherwise, live away from Forest Goblin tribes and hunt by themselves. They hunt by placing traps around their home. They can easily avoid their traps but the other inhabitants of the area are not so lucky. Every day, the Goblataurs will retrieve any animals that are caught in a trap which will be their dinner.

Goblataur Boss Big boss War boss
Wounds: 6 30 34 47
Move: 6 6 6 6
Weapon Skill: 3 4 5 6
Ballistic Sk: 5+ 4+ 3+ 2+
Strength: 4 5 5 5
Toughness: 3(5) 3(5) 4(6) 4(6)
Initiative: 3 4 5 6
Attacks: 2 3 4 5
Armour: 2 2 2 2
Damage: 1D6 1D6 1D6 1D6
Sp. rules: Fear 5 Fear 6
Ignore blows 6+
Fear 8
Ignore blows 5+
Fear 10
blows 4+
Gold: 100 450 980 1500


Author

Ng, Kai Teck
University of Tasmania
e-mail: kt_ng@postoffice.sandybay.utas.edu.au

Half-Giants

Half-Giants are humanoid creatures that stand slightly taller than an ogre. They are exceedingly strong and look, move, and think more like large humans than either ogres or giants.

I acquired two Dark-Sun Half-Giants by Ral Partha at a miniature fire sale for $1 US, and this is my attempt to make WQ stats for them. Just using the ogre stats made them seem weak.

Half-Giant Half-Giant
Champion
Half-Giant
Hero
Wounds 50 60 70
Move 7 7 7
Weapon Skill 5 6 7
Ballistic Skill 4+ 3+ 3+
Strength 9 9 9
Toughness 6(8)6(9)6(10)
Initiative 4 4 4
Attacks 3 3 4
Gold (each) 120018002400
Armour 2 3 4
Damage 2d6/3d6(5+)3d63d6/4d6(5+)

Special Rules

Half-Giant: Ignore Blow 6+, Knock Down 6+
Half-Giant Champion: Ignore Blow 5+, Knock Down 4+
Half-Giant Champion: Ignore Blow 4+, Knock Down 4+, Ignore Pain 2

Knock Down n+

If the creature rolls better than n to hit the warrior is knocked down. A knocked down warrior must spend its entire next warriors phase standing up, cannot cast spells, and cannot use any item other than potions, provisions, and bandages.

Author

Joe Ludwig
evil@frii.com

Milliasaur

Milliasaurs are hideously mutated and enlarged centipedes which can reach up to two meters in length. They normally live in the darkest dungeons and cavarens where they lurk in the moist darkness, waiting for an unsuspecting creature to venture nearby.

When their prey is close enough the Milliasaur will dart from cover and sink its poisonous fangs into its prey. The Milliasaur's quick-acting poison will quickly reduce all but the largest creature to a helpless state, so the vicious predator can drag its unresisting victim down into its lair and feast on the body at its leisure.

Wounds 1
Move 4
Weapon Skill 4
Ballistic Skill-
Strength 1
Toughness 3(4)
Initiative 4
Attacks 1
Gold (each) 35
Armour 1
Damage 1D6

Special Rules

Poison
The bite of a Milliasaur is quite poisonous and if a Warrior is reduced to 0 wounds by a Milliasaur, reduce the Warrior's strength by one. Also , as a result of their powerful poison, all damage is not modifiable by Toughness.
Ambush A
A Milliasaur can attack before the Warriors but the Wizard may cast any spells before they do so.

Author

Games Workshop
Converted to Warhammer Quest by:
Ng, Kai Teck
University of Tasmania
e-mail: kt_ng@postoffice.sandybay.utas.edu.au


Ripper Jacks

Ripper Jacks are strange bat-like creatures of the underground. No one is quite sure of their origin or if they are related to any other monsters. Some believe them to be some sort of Deamon while others believe them to be simple creatures like a bat or cow, with primal instincts and an arsenal of weapons to hunt and defend themselves. It is generally believed that they are not intellegent.

They hang upside down from the roofs of a dungeon, swooping down on unsuspecting creatures that venture below. They attack by enveloping the head of their prey with their leathery wings. They then bite and gouge at their victim's eyes, face and neck while maintaining a vice-like grip with their wings. Unless a Ripper Jack is removed its victim will quickly suffocate or bleed to death.

Wounds 1
Move 8
Weapon Skill 2
Ballistic Skill 0
Strength 1
Toughness 2
Initiative 4
Attacks 1
Gold 100
Armour 0
Damage see below

Special Rules

Fly
Ripper Jacks can fly and may move to any empty space within its movement allowance. It cannot be pinned and will try to envelop a Warrior.
Animal Instincts.
Note that the Ripper Jack obeys its instinct, as such they attack all models, be it a Warrior or another monster (except themselves). If they appear with some other monsters, they will attack them too. Distribute the Ripper Jacks amoung Warriors and the Monsters fairly.
Envelop
Ripper Jacks attack in a special way. They have the equivalent of the Ambush, magic ability and execute this attack immediatly. Distribute the Ripper Jacks as normal amoung the Warriors.

Roll 1D6 for every Ripper Jack. If the result is higher than the Initiative of its prey, or a roll of 6 under any circumstances, the Ripper Jack has enveloped its target. Models may only be enveloped by one Ripper Jack at a time, though more than one may try its luck but if one succeeds, the rest will have to go somewhere else. Those that fail are moved onto an empty space while those that have not tried yet can try again with any other unenveloped models.

Ripper Jacks that have enveloped a model shares the square with the model and takes up no space.

Models that are enveloped suffers an automatic hit each turn during the monsters' phase, at Strength 4 (1D6+4) with no modifies for armour, unless it comes from a helmet. Enveloped models may not drink potions. Also, they may not do anything until they have removed the Ripper Jack. If attacked, the model is treated as having a Weapon Skill of zero.

Roll 2D6 each turn during the Warriors' Phase, if the score is less than or equal to your Strength, you have removed the Ripper Jack. Removed Ripper Jacks are considered dead. Ohter Warriors can help to remove the Ripper Jack and must be in an adjacent square to do it. If they are, you may add the Strength of the aiding Warrior to the enveloped one.

Every turn any free Ripper Jack will try to envelop any free model. If there are no free models left, it will simple wait until one of them manages to free himself/herself.

Author

Games Workshop
Converted to Warhammer Quest by:
Ng, Kai Teck
University of Tasmania
e-mail: kt_ng@postoffice.sandybay.utas.edu.au

I just got WD196 yesterday and flipping thru it, came up with the following monsters. Those that play necromunda can use the models and those that do not can eiher just get them too or go and look for a similliar model that fits the discription. Or change the discription! As always, comments are welcome.

Slime

The fast growing Slime is perhaps one of the most disgusting monsters lurking in a dungeon. It is very much alive and stays dormant until something disturbs its environment. Then it will grow in size and attack the intruder. The Slime, when dormant can last for years without needing nourishment. When disturbed, it will grow and attack, using up its store of energy in minutes, which it will replenish by draining the blood of the unlucky visitor. When the action is over it will rest again conserving energy for its next victim.

It is not sure how they grow but that they do, undoubtedly. Within minutes, a small blob of Slime can grow till it surrounds the Warriors, slowly draining their life away.

Wounds 1
Move 1
Weapon Skill 1
Ballistic Skill-
Strength -
Toughness 2
Initiative 3
Attacks see below
Gold 20
Armour 0
Damage see below

Special Rules

Grow
During the Power Phase each turn, roll 2D6. Thats the number of 'pieces' that grew that turn. Place them randomly in any space adjacent to another Slime. If there are no empty spaces left, place two in the same square, or make a note of this with a die. This represents the Slime growing taller, instead of wider. It should be noted that there is only one Slime, it just gets bigger. Warriors that kill a piece of slime may wade in and take its place but if you do, you forego your deathstrike.
Leech Life
At the end of every Monsters Phase, every 'piece' of Slime will cause one wound damage (unmodifiable) to any and all Warriors or Monsters it touch..

Author

Ng, Kai Teck
University of Tasmania
e-mail: kt_ng@postoffice.sandybay.utas.edu.au
Well, I was quite busy over Easter and cooked up a few monsters. Amoung which is the dreaded slime. It is based on the Slime monster found in dungeons in the computer game Ultima(can't remember what number it is, 6?) Anyway, it is really easy to model, just get a lump of putty and paint it green. I myself am going to try to find a few green glass beads, the type used by Magic: the gathering players.(my brother is one of them and uses blue/red ones) Warning! it is not playtested, and may be too powerful or really useless. If anyone uses it, mail me and tell me what happened!

Snotling Rat Chariot

Much to the disdain of everyone, a Snotling likes nothing better than to copy their larger cousins and thus was born the Snotling Rat Chariot. This usually is composed of a chopped up wooden crate, some rope and a few giant rats - and of course the Snotling. In large Orc war bands, some Snotlings would ride this contraption into the battlefield, right next to an Orc's war chariot, and usually under it as well. Not detered by a few flat skulls, the Snotlings are convinced they form a vital part of the Orc and Goblin army, as always.

Snotling Giant Rat Chariot
Wounds 1 1 3
Move 4 6 -
Weapon Skill 1 2 -
Ballistic Skill - - -
Strength 1 3 4
Toughness 1 3 4
Initiative 1 4 1
Attacks 1 1 -
Gold (each) 10 25 30
Armour - - -
Damage 1D6 1D6 1D6


SPECIAL RULES:

Chariot
Up to three Giant Rats may pull the Chariot. Most chariots comes with 2 Snotlings thought 3 is not unheard off.

The Chariot moves at the speed of the Giant Rat. If any of the rats are killed, the speed is reduced accordingly. (If one third of the rats died, the chariot will move at two thirds speed). If all rats are killed, the chariot is considered destroyed.

If the Chariot is destroyed, the Snotlings and Rats may move normally.

If the Chariot was moving in the same turn, it may make one Strength 4 attack against the model in the square directly in front of it.

Attacks on the chariot are divided by rolling a dice: 1-2 a Snotling is hit, 3-4 a rat is hit, 5-6 the chariot is hit.


Author

Ng, Kai Teck
University of Tasmania
e-mail: kt_ng@postoffice.utas.edu.au
Inspired by an article in the Fantasy Battle mailing list, here is another SRC for you guys. Enjoy! As always comments are welcomed.

Snotling Pump Wagon

This is something I cooked up a while ago, before I even bought the game! I have since amended some of the stuff and now its all ready to go. AS with all my creations, any suggestions are extremly welcomed.

The four brave adventurers walk down a long passageway when they heard some argument in the distance. Immediately recognising the Snotling dialect (do they have a dialect? I have no idea), the barbarian lets of a mighty laugh ,"Ha! we'll be bak fur dinner after all!" Just before the barbarian started his charge, the elf held him back ,"wait, I hear something...". Then a loud mechanical clank sounded off and a strange sound started. The barbarian looked on with confusion and then the whole party froze in terror as an all too familiar machine enters the flickering radius of the lantern light....

A SNOTLING PUMP WAGON !!!!!!

Number appearing: One! how many do you want? Although with two, you could sandwich the poor heroes! There will be 1D6+1 Snotling on board, or any other number you want.

The following stats are for the pump wagon, the Snotlings have stats already from the box set.

Wounds 20
Move 2D6
Weapon Skill -
Ballistic Skill -
Strength 7
Toughness 7
Initiative 1
Attacks special see below
Gold 500
Armour -
Damage 1D6

Special rules:

Movement
There must be at least 2 Snotlings left or the wagon will not move. The pump wagon can only turn safely if there is at least one square to its side. (the Wagon should take up a 2x2 square.) The Wagon can do right angle turns but will suffer take 1D6 damage not modifiable by Toughness. If the Pump Wagon smashes into a wall for some reason or another, it sustains 2D6 damage not modifiable by Toughness.

Damage in hand to hand combat, the characters to the front may only attack the wagon. Characters to the side and those shooting may choose between the Snotlings or the Wagon.

Attacks
Automatic hit on every character the pump wagon's front touches. Any model hit by the Pump Wagon is pushed forward until the Wagon stops (ie. the characters will rest one square in front of the Wagon) and will suffer 1 additional wound for each square the character moves like this, not modifiable by Toughness or Armour.

The Snotlings may not attack since they are too busy fighting each other to pump the Wagon. If the wagon is destroyed, however, any remaining snotlings may fight as usual.

Author

Ng, Kai Teck
University of Tasmania
e-mail: kt_ng@postoffice.sandybay.utas.edu.au

SNOTLING RAT CAVALRY (SRC)

Although Snotlings are not very intelligent, a few managed to learn the basics of riding, a task attempted with great enthusiasm. Due to their size, the only creature they have successfully ridden is a Giant Rat. The Rats are usually cunningly trapped and trained by Goblins who also trains the Snotlings.

Snotling SRC
Wounds 1 1*
Move 4 6
Weapon Skill 1 2
Ballistic Skill - -
Strength 1 4
Toughness 1 3
Initiative 1 4
Attacks 1 1
Gold (each) 10 35*
Armour - -
Damage Special 1D6

Special Rules

Ambush, Magic A, Rider (Lair of the Orc Lord)
SRC stats
The SRC uses the stats under SRC, ignoring those of the Giant Rat and Snotlings. The Snotlings' stats are listed for reference when the Rat is killed.

Wounds: If the SRC suffers one wound of damage, the Rat is killed. The warrior can continue attacking the Snotling if a Death blow is allowed. If the Snotling is not killed, replace the SRC model with a Snotling.

Gold: If the Rat is killed, award 25 gold. If the Snotling is killed as well, an additional 10 gold should be rewarded.

Notes:
I have only made three of them. It would be advisable to field them with additional Snotlings or Giant Rats or both.

Author

Ng, Kai Teck
University of Tasmania
e-mail: kt_ng@postoffice.sandybay.utas.edu.au

Heres the SRC I promissed. The original idea was someone else so I can't take all the credit.


Snotling Wizard Mob

A powerful chaos sorcerer has experimented his magic on some snotlings giving them the ability of cast some spells.
Snotling SRC
Wounds 1 1*
Move 4 6
Weapon Skill 1 2
Ballistic Skill - -
Strength 1 4
Toughness 1 3
Initiative 1 4
Attacks 1 1
Gold (each) 10 35*
Armour - -
Damage Special 1D6

Special Rules

Gang up, Snotling Magic
Snotling Magic
The power of the spells come from the number of snotling that try to cast them. Throw a D6 and add the number of snotling in the room. Look in the Orc and goblin magic table.

Author

Bertarello Stefano
berta@morgana.usr.dsi.unimi.it


Thumpers

The Thumpers are quite a new race spawned by accident when a large Warpstone meteor hit a Necromancer's tower. The Necromancer was deep in the research of immortality, or more precisely, how to become a lich. He theorised that if he can create a powerful enough spell to protect himself from harm, even death cannot touch him. This he experimented on a group of rabbits his servant caught. Just at completion of the spell, the meteor struck the tower and drove the entire structure underground. The only survivors were the rabbits but due to the constant and powerful radiation of the Warpstone meteor, they were forever changed.

Thumpers are nomadic creatures, travelling in bands moving with the herds. Whenever a band gets too large, it will split up. Currently, their numbers are small but they 'breed like rabbits' and are a growing race.

They obtain their weapons and tools from trading with several races. Since they have few things of interest to non-Thumpers, they usually sell their services as mercenaries.

Unlike their ancestors, the Thumpers are omnivores and eat anything they can find. Hunting for meat if possible, eating plants if neccesary. Meat is preferrable to keep their strength and energy level high.

Thumper Champ. Chieftain
Wounds: 6 20 34
Move: 6 6 6
Weapon Skill: 3 4 5
Ballistic Sk.: 4+ 3+ 2+
Strength: 3 4 4
Toughness: 3(5) 3(5) 4(6)
Initiative: 5 6 7
Attacks: 1 2 3
Armour: 2 2 2
Damage: 1D6 1D6/2D6(5+) 2D6
Special rules: Leap
Dodge 6+
Leap
Dodge 5+
Leap
Dodge 4+
Gold: 140 480 1600

Special Rules:

Leap Thumpers may jump over a blocked square in order to reach their intended target. They must land in an empty square, and may not jump more than one square. The "leap" takes up one square of movement. Thumpers may also leap up to higher areas such as the raised levels in some rooms.

Author

Ng, Kai Teck
University of Tasmania, Australia
email : kt_ng@postoffice.utas.edu.au

Trollings

Just like the Orcs who have smaller cousins, so to do the Trolls. Like Goblins, Trollings are more intelligent than their larger cousin but this is not saying much! They posses a limited intelligence, slightly above that of an animal. They share several traits with the Trolls, including a powerful digestive system, an ugly face and a very efficient healing process. Also, they have the habit of eating anything you put in front of them and as is the case with Trolls, they are what they eat.

They are usually found in tribes and are not aggressive, since their main food source is stationary. But if approached, they will attack. As said, they will eat anything. As yet, they are three distinct types of Trollings.

Haba-Nabas live in wooded areas and eat trees. As a result, they have developed a barky texture making them exceptionally tough. Unfortunately they dry skin they develop further emphasise their weakness to fire. A strange thing about the Haba-Nabas is that they are always chanting when they fight, which is how they got their name. "Haba Naba Daba Kaba Naba Kaba Laba Haba Duus..." It is not know how but this chanting disrupts magic energy giving them a strong resistance.

Bony Ridged Trollings live in caves and mountains and eats rocks. As a result, they have a stony skin which is even tougher than the Haba-Nabas. Also, they have developed long spiney sharp fingers which they use to carve out rocks. They has a rather unpleasant effect on flesh as well...

Swamp-backs live in swamps, rivers especially underground rivers. They feed on the loose sediments and muddy river floor, rich in minerals (but low in taste). They Swamp-backs got their name from the unsightly habit of oozing sloppy disgusting stuff from their back, leaving a trail of really putrid shit. It is not know why they do that, but one thing is for sure, it has no natural predators...

Haba-Naba Bony Ridged Swamp-back
Wounds 8 12 10
Move 4 4 4
Weapon Skill 3 3 3
Ballistic Skill 6+ 6+ 6+
Strength 4 5 4
Toughness 3 4 3
Initiative 1 1 1
Attacks 1 1 1
Gold (each) 150 150 150
Armour - - -
Damage 1D6 1D6 1D6

SPECIAL RULES (HABA-NABAS)

Regenerate 1

Ignore pain 1

Vulnerability, Fire
THey do not get deductions for toughness orignore pain when the attack is fire based

Magic Drain n+
Where n is 7 less the number of Haba-Nabas on the board.

SPECIAL RULES (BONY RIDGED)

Regenerate 1

Ignore pain 3

SPECIAL RULES (SWAMP-BACK)

Regenerate 1

Swamp Trail
Mark all squares that Swamp Backs have moved over. Any Warriors that move onto the squares suffers one wound automatically with no modifiers as all sorts of leeches and parasites attack the Warrior. This lasts until the battle is over.

Author

Ng, Kai Teck
University of Tasmania, Australia
email : kt_ng@postoffice.utas.edu.au

Werewolf

Werewolves are humans who has the rare ability to transform into a ferocious part man, part wolf creature. Werewolves often shape shift when threatened or angry. Often mistaken for Chaos Beastmen, they are mobbed while in the werewolf form. The few of these creatures that survive grow to hate humans and seek like minded Vampires and Necromancers who offer them protection. A few hide in forests or caves, hunting animals or men. Some are known to stay at their home town, terrorising the village for years. They are mainly solitary creatures.

Human Werewolf
Wounds 3 25
Move 4 6
Weapon Skill 3 4
Ballistic Skill 4+ -
Strength 3 4
Toughness 3 4
Initiative 3 5
Attacks 1 2
Gold (each) 50 500
Armour - -
Damage 1D6 1D6

SPECIAL RULES (in werewolf form):

Ambush, A; Fear 6; Hate Humans; Regenerate 2
Frenzy 3+
Frenzy is automatic if humans are present

Supernatural Creature
The Werewolf's wounds can only be brought below 1 by a silver or magical weapon. If the Werewolf's wounds are reduced to 1 wound, it will automatically flee and move as fast as possible away from the warriors. It will turn around and attack if more than half its wounds are regenerated.

Silver Weapons Werewolves get no deductions for toughness if hurt by a silver weapon. Also the Werewolf cannot regenerate wounds made by silver weapons.

SPECIAL RULES (if met in Human form):

Transformation
Subtract the number of Human warriors present from six(6). If the number rolled is equal to or greater than that number, the Werewolf transforms. Also, transformation is automatic if the Werewolf is attacked, regardless of whether the attack hits or not.

Note: the Ambush ability is ignored if the warriors encounter the Werewolf in Human form. Also, the rules for Supernatural Creature apply even when the Werewolf is in Human form.

Author

Ng, Kai Teck
University of Tasmania
e-mail: kt_ng@postoffice.sandybay.utas.edu.au

In response to the numerous ideas poping out of the WHFB mailing list on Werewolves, I have decided to convert it to WQ rules. And again, I can't take all credit...