Beastmen

Beastmen are a playable faction in Total War: Warhammer.

Beastmen require the Call of the Beastmen campaign pack DLC to play, but will still appear in the game as an NPC faction otherwise.

## Gameplay

* Many expendable, weak, low-morale units.
* Generally low armour values across the board.
* Many large fear and terror-causing units.
* Most units have Vanguard deployment, allowing them to begin the game outside of the deployment zones.
* Spellcaster Bray-Shamans have access to the unique Lore of the Wild as well as the Lore of Death and Lore of Beasts.
* Horde campaign playstyle, similar to the Warriors of Chaos but lacking the attrition from two nearby hordes.
* Spread Chaos Corruption.
* In the campaign, get a special event every time the Chaos moon is full.
* Each army has a Bestial Rage meter which operates similar to the Fightiness/Waaagh! meter of the Greenskins.
* Has access to Beast Paths, which operate similar to the Underway system used by Greenskins and Dwarfs.
* Have a superior Ambush stance, which is their default stance.
* Unique options for razing settlements.

## Background

Beastmen are a bestial, Chaos-touched race of horned creatures who dwell in the dark forests of the Warhammer World. Most resemble a sickening blend of horned beast and man, though there are many other variations. They range through the secret beast-paths of the woods, ambushing the unwary or the isolated. Most victims of the Beastmen are killed, but those who are not suffer a far worse fate...

Beastmen first arose in the ancient past when the polar warpgates collapsed and the raw magic of Chaos first spewed into the world. It was in that time of mutation and madness when the energies of Chaos touched the world, that man became animal and animal became man. Even still, the beastmen will replenish their numbers by capturing human women, or adopting mutant babies abandoned by parents in the forest.

The Beastmen have an ancestral memory of the Time of the Beast, when primitive tribes of humans were prey and Beastmen ruled supreme. Now they look upon the walled cities of men with rage, and seek to tear down every stone, defile every shrine, and return to the true primeval chaos of the wild.

The true children of Chaos, Beastmen belong body and soul to the dark powers from their very birth. The Dark Gods have no need to woo Beastmen with divine gifts and offers of immortality, for the Beastmen instinctively serve Chaos with their bestial, violent nature.

Beastmen herds are made up of a collection of creatures, from man-sized Ungors and Gors, to troll-sized Minotaurs and monstrous Razorgors and Cygors. In Beastmen society, status is determined by size, strength and the size of one's horns. So it is that the more bestial Gors rule over the smaller, human-like Ungors. The spellcasting Bray-Shamans perform a mystic role, reading signs and omens, communing with the gods and performing black rituals and sacrifices at herdstones and other sacred sites.

Every so often, a powerful Beastlord will unite the herds, drawing them to a sacred Herdstone under the dark moon Morrslieb, and uniting them into a mighty warherd to ravage the lands of men, or even the hallowed boughs of the Wood Elves.

## Lord Choices

Khazrak the One-Eye

* Additional Starting Units
	+ Gor Herd
	+ Minotaurs
	+ Gor Herd
* Lord Effects

Malagor the Dark Omen

* Additional Starting Units
	+ Giant
	+ Ungor Spearmen Herd (Shields)
	+ Chaos Warhounds (Poison)
* Lord Effects

Morghur the Shadowgave

* Additional Starting Units
	+ Chaos Warhounds (Poison)
	+ Harpies
	+ Chaos Spawn
* Lord Effects