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).
Bugman's Tankard This tankard is a fabled item. It is said that so long as a Bugman of the Dragonback clan holds it, the beer within will never be drained, no matter how many draughts are taken. The magical properties of the tankard, combined with the invigorating effects of Bugman's brew within allow Josef Bugman to Regenerate.
Early days As this mini-campaign is set before Bugman's Brewery was put to the torch, Bugman does not yet suffer from his greenskin grudge, nor is he the leader of his rangers.
At this moment in time Josef Bugman should be fielded just as he is presented here.