Double post, but it's better than editing the last one. The page for beastmen is
up on steam. Most of the below is paraphrased from the steam page because apparently I have nothing better to do.
They look pretty interesting, actually. They're hordes, like WoC. Unlike WoC, they don't get attrition for standing too close together. They start on Estalia in the Grand Campaign and use Chaos Corruption. They got a renamed (bestial rage) fightyness meter like the greenskins, complete with Waaagh! (brayherd) army. They get unique army stances. Ambush is their default one and allows not only for ambushing on the go, but also moving mostly unseen. Hidden encampment is pretty much like the WoC one, but also stealthed. Beast-paths is their version of the underway complete with unique battle map. Finally they get raiding stance like everyone else.
When they capture a settlement, they get two unique options: Raze and Loot, or Raze and Defile. First razes the settlement and gives you loot. Second also razes, but instead gives you population and erects a "blasphemous monument" that will generate a lot corruption for the area. They periodically get an event on top of all that where they can pick a bonus in exchange for specific prices.
Lords are Khazrak the One Eyed, that has two quests and the global abilities of +10% raiding income and +5 leadership vs humans, or Malagor the Dark Omen, with a single quest, but access to the beastmen-unique Lore of the Wild and global passives of +1 Bray Shaman capacity and +5% movement range.
Their hero options are either the melee-specialist Gorebull or the Bray-Shaman that can use Lores of Death, Beasts, and Wild. Lore of the Wild's final spell summons a
Cygor, which sounds insane.
The DLC will also feature a mini-campaign about Khazrak vs Boris Toddbringer
Resilience
An ability common to all units in the Beastmen roster, Resilience prevents the attrition caused by infighting between hordes in close proximity on the Campaign map.
Primal Fury
Many Gor units (Ungors, Gors, Bestigors and Centigors) have the Primal Fury ability, which brings a constant active buff to their Speed, Charge Bonus and Melee Attack characteristics.
Rowdy
Centigors are emboldened when fighting, drinking and feasting together, although such ‘bravery’ is only temporary at best. In battle, they gain immunity to vigour-loss and a leadership bonus. If their morale begins to waver however, the Rowdy effect is lost.
Bloodgreed
The Minotaurs’ Bloodgreed makes them vicious combatants, and brings buffs to their Charge Bonus, Speed, Weapon Damage and Melee Attack characteristics.
Soul Eater
The towering bipedal Cygor feasts on the souls of wizards. Any spellcasters within range of a Cygor’s aura suffer an increased chance to miscast.
Thunderous Charge
The porcine, tusky bulk of the Razorgor makes for a Thunderous Charge, granting buffs to its Charge Speed and Charge Bonus characteristics.
Vanguard Deployment
While this ability is not unique to The Beastmen, the majority of units in the Beastmen roster have it. This means that large swathes of the army may be deployed outside the normal deployment zone and deep in the field, ready to close with the enemy and strike in very short order.
Ungor Raiders: T1 missile infantry, bow
Abilities: Stalk, Resilience, Vanguard Deployment, Primal Fury
Ungor Spearmen herd: T1 melee infantry, spear
Abilities: Resilience, Hide, Primal Fury, Vanguard Deployment
Chaos Warhounds: T1 melee beasts, very fast
Abilities: Missile Resistance, Resilience, Hide
Ungor Herd (shields): T2 melee infantry, axe and shield
Abilities: Stalk, Resilience, Vanguard Deployment, Primal Fury
Ungor Spearmen herd (Shields): T2 melee infantry, axe and shield
Abilities: Resilience, Hide, Primal Fury, Vanguard Deployment
Chaos Warhounds (poison): T2 melee beasts, very fast
Abilities: Missile Resistance, Resilience, Hide, Poison Attacks
Centigors: T3 melee monstrous cavalry, very fast, vanguard deployment
Abilities: Resilience, Vanguard Deployment, Primal Fury, Drunken
Gor Herd: T3 melee infantry, axe
Abilities: Resilience, Hide, Primal Fury
Gor Herd (shields): T3 melee infantry, axe
Abilities: Resilience, Hide, Primal Fury
Razorgor Herd: T3 melee monstrous beast, armour-piercing
Abilities: Resilience, Causes Fear, Thunderous Charge
Minotaurs: T3 melee monstrous infantry, armoured
Abilities: Resilience, Causes Fear, Bloodgreed
Bestigor Herd: T4 melee infantry, great axe (armour piercing)
Abilities: Resilience, Primal Fury, Hide
Chaos Spawn: T4 melee monstrous Infantry
Abilities: Resilience, Causes Fear, Unbreakable
Centigors (throwing axes): T4 monstrous missile cavalry, armour piercing, shielded, very fast,
Abilities: Resilience, Vanguard Deployment, Primal Fury, Drunken
Razorgor Chariot: T4 chariot, armoured, armour piercing,
Abilities: Resilience, Causes Fear, Thunderous Charge, Primal Fury
Minotaurs (shields): T4 melee monstrous infantry, armoured and shielded
Abilities: Resilience, Causes Fear, Bloodgreed
Centigors (Great Weapons): T5 monstrous melee cavalry, armour piercing, very fast
Abilities: Resilience, Vanguard Deployment, Primal Fury, Drunken
Minotaurs (Great Weapons): T5 melee monstrous infantry, armoured, armour-piercing
Abilities: Resilience, Causes Fear, Bloodgreed
Cygor: T5 monstrous artillery, special ranged weapon, very long range, causes terror
Abilities: Resilience, Causes Fear, Causes Terror, Soul Eater
Chaos Giant: T5 monster, armour piercing
Abilities: Resilience, Causes Fear, Causes Terror