Regeneration A creature with this ability may try to regenerate any wound on a 1d6 roll of 4+. Only one attempt may be made on each wound to regenerate it.
Troops that are able to can regenerate damage if not too badly hurt. Work this out as follows. When attacked in close combat, shot at, or the target of spells, calculate the number of wounds suffered as normal. Once all attacks for the phase have been made, the creature may try to regenerate. Roll a D6 for each wound suffered during that phase. If a 4 or more is rolled, that wound has regenerated. You may only try to regenerate any single wound once. Any regenerated wounds are reinstated, and models removed as casualties are replaced if enough wounds are regenerated.
The results of combat, panic, etc are worked out after creatures have regenerated (the number of wounds inflicted does not include any that arc regenerated).
Grom's Chariot This is a normal Goblin Wolf Chariot drawn by three Wolves.
When shooting at Grom's chariot, roll as normal to see if a character is hit.
On a 6, randomise the hit between Grom and Niblit (if they are both still alive!). In close combat, use the Weapon Skill of the Wolves when attacking the chariot itself.
Goblin General Grom would never follow anyone else, so if you take him he must be your General, regardless of the Leadership of any other characters. If you take Grom you must include at least one unit of common Goblins in your army.
In addition, Grom would never tolerate the presence of anybody who might threaten his command. Therefore you may not include any Orc, Savage Orc or Black Orc Lord characters if Grom is your General.