Main Faction trait - extra powder. The more ammo the range units have, the more damage they do with each shot. As they run out, their shots weaken. Threshold, probably 50% cut off? Units kind of have limited ammo, intended to play into this and encourage using Gunnery Wights
Luther Harkon and Infantry - finished his section
Key things to specialize in - he is of the Blood Dragon dynasty (bloodlines becoming relevant?), flawless duelist but with range capacity (fire while moving with pistol)
Think we see a fleet captain behind him? Seems female too. Confirmed, one hero per Lord (4 total?). Come with Lore of Vampires, Deep, so on (very similar to Vampire heroes in Vampire counts). Heavily armored and mobile, can also mount a Rotting Promethean
Zombie Deckhands mob - Cannon fodder. Expendable trash tier. 2 variants - standard and polearm variant (polearm is AP apparently, although not skillful)
Zombie Gunnery Mobs - little more useful. Pistol variant confirmed (fire while moving, forward only, not AP). Also a handgunner variant (AP, think Empire but far less accurate). Abilities can boost accuracy though
Zombie Gunnery Mob with Bombs - Think Miners with blasting charges?
Zombie Gunnery mob with Hand cannon - think shotgun - short range, but high mass high spread shots. Idea is to disrupt shots for more opportunities to shoot them.
Depth Guard - 2 variants. Not intended to form front line, but to supplement a meatshield frontline. Small model number (smaller than Chosen!). One is Dual Axes, another with Halberd. Embedding in units of fodder recommended - even moreso than Vampire Counts.
Syreen - counted as infantry here. Flanking AP infantry, still more used to bog down enemy for guns. Ethereal, "Charmed" effect. Think poison, but lowering melee attack (and weapon strength too?). Wonder if we'll see hero variant?
Count Noctilus and Monsters - finished his section
Talking about his start location, Galleon's Graveyard. again, everything is nearby for plenty of choices
Noctilus himself is a brick wall - tanky compared to the other lords. Capable of magic (hasn't mentioned lore, presumed Shadows?). Has "X" ability (didn't catch), for leadership fixing. Comes with halberd. As we know, he can ride a Necrofex Colossus
Mourngul Haunter - hero variant, a little bit ethereal (appearance wise or ability?)
Mournguls - wendigos that have been cut in half. Did show off their creepy movement animation. Have the stalk and vanguard attribute, so creepy ambush is a go!
Necrofex Colossus - Ranged monster, can fire 4 cannonballs at a time (fires in combat, AP Damage), possibly fire on the move? Kill at range or else. Has ability "Abandon Ship!" that triggers at half health. Sounds like it will summon zombie deckhands when that happens. Similar to the Abomination's skill, but 100% chance while still alive. Idea is that it's an escape mechanic. Long range, almost Cygor style artillery function
Rotting Leviathan - Full blown shipwreck as hermit crab shell. Role is intended as a linebreaker. Tons of mass, hitpoints and armor, intended to break through elite infantry and tear up their missile line. Again, melee will not be doing much damage, but he should tarpit them for quite a while - freeing up guns to shoot them down.
Rotting Promethean - 2 variants! Standard, and with gunnery mobs mounted on them. Have Charge defense vs large? (can't really hear speech over crab sounds). Have AP attacks. The mounted variant have hand cannons, so that nasty AP high mass shots. Described as essentially living creatures, so be at ease Saltspite fans
Scurvy Dogs - similar to the VC hounds. Fast moving and intended to harass enemy backline
Fellbats - also back, basically ignored since their the same as VC version
Animated Hulks - Horrific fusion of corpses, sea creatures, and ship stuff (cannons for Arms!). Frankenstein would be proud
Bloated Corpse - single entity. Legitimate suicide bomber - charges at enemy, and if they make contact... boom! Described as oneshotting Chaos warriors if they make it to them. However, they will also explode if they are shot too much... and since they do friendly fire, potential for chain reactions.
Terrorgheist - you know it, you love it. These are the 'Death Shriek" variant, essentially a rename to justify Barnacles and algae galore
Cylostra and Artillery - Started now.
More going into her backstory, ATM same as her blurb on Academy. Described as having mutineed the ship that was taking her to Ulthuan when the captain said it was too risky to ride through a storm to make it to Ulthuan on time. Arrogant enough to try and sing the storm into submission (you can imagine how well that went). Came back through her own spite and rage, implied to want to drown all of Ulthuan so she can finally, properly give her concert
Sure enough, she is a ghost, floating on her lightning cloud. Ethereal spellcaster, Lore of the Deep. Uses that proper magic in melee, not to really deal damage, but to cause
I think I saw a single unit ghost? Hero unit? Ghostly Paladin that only she can summon (proper recruit presumably, since displayed before battle start).
Gunnery Wight - hero unit, designed to keep ammunition reserves high. Not only is this always valuable, but plays into the Extra Powder ability. Considered a fundamental core of the roster, can be mounted on a Rotting Promethean.
Carronade - traditional arc-fire cannon, pulled straight off a ship, covered in sea-detritus and taken to the battlefield. AP, long range, you know the drill. Cheaper than other cannons, but that's because they have terrible accuracy. But zombie crew means no routing - have to wipe out the unit (or just make them crumble).
Mortar - again, similar to the empire variant, it has a higher arc of fire. Described as having more synergy with the roster, due to tarpits, slows, and already having terrible accuracy
Queen Bess - only can have one at a time; basically counts as a regiment of renown. Large arc, so no hiding behind terrain. Shots have "Monstrous Impact" effect - getting hit will also cripple the speed of the unit, setting them up for more punishment. Described as easily the biggest artillery piece in the game, possible just biggest model period. Most expensive artillery in the game too. This is very much a build-around unit
Aranessa and her Unique unit
Vampire first mates are included reluctantly by Saltspite, used as a "Fight fire with Fire" option so she can more effectively wipe out the actual vampire pirates.
Sartossan Free Company - her unique unit (only one, but you get multiple). Not actually a Free Company reskin - they carry lots of Boarding axes, for AP damage (no Anti-large or infantry? Back to game sounds drowning out the talking). Described as both cheap and available early. Definitely intended to be easily spammed in campaign
ROR Sneak peak - Red Mournguls, Prometheans, possibly more shown that I missed
Also have Vampire Admirals as generic Lords. Can come with Lore of Death, Deep, and Vampires.