Hier die Armeesonderregeln, Waffen, neue Einheiten und Magischen Gegenstände der neuen Waldelfen (wiedermal copy/paste style

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Armeesonderregeln:
Army wide special rules:
Blessings of the Ancients: Any model with this special rule adds +1 to cast when in a forest
Ambush from the Worldroots: A Wood Elf army can place an additional forest (use a citadel wood) on the battlefield. This is done during deployment and must be placed wholly on your half of the battlefield. This is not mysterious terrain - declare it's type when you place it. If you cannot fit it, love other pieces of terrain by shortest necessary distance until it's possible to place. If a forest cannot be placed or the scenario means the Woof Elf army does not have a table half in which to deploy, this forest is not used.
Forest Spirit: Models with this special rule have the Forest Strider special rule and it's attacks (shooting and combat) are magical. In addition, if the model is not a mount, it has a 6+ ward and Immume to Psychology.
Forest Stalker: Models with this special rule have the Forest Strider special rule. In addition, if at least half it's models are within a forest:
- All models that have the Forest Stalker special rule fire in one more rank than normal (if the unit chooses to Volley Fire, this will mean that all the models in the front three ranks and half the models in forth and subsequent ranks are able to shoot)
- All models that have the Forest Stalker special rule can make supporting attacks with one extra rank than normal. This is cumulative with other special rules that allow models to fight in extra ranks.
- All models that have the Forest Stalker special rule (but not their mounts) re-roll all To Wound rolls of a 1 in combat.
Most Elven units also have, as expected, Always Strikes first.
So basically a mix of High and Dark Elf special rules if you're in a forest.
Magic: Spellsinger use one of the eight battle magic lores. Spellweavers use High Magic or Dark Magic or one of the eight other lores, but High Magic and Dark Magic have their own attributes:
High Magic attribute: Whenever a Wood Elf Wizard successfully casts a spell from this lore, and it is not dispelled, place a protection counter next to him once the spell has been resolved. Whenever the Wizard (or a model in the same unit as him) suffers an unsaved Wound and there are one or more protection counters next to him, remove a protection counter and treat the Wound as if it had been saved. (WOW!)
Dark Magic attribute: Whenever a Wood Elf Wizard successfully casts a spell from this lore, and the spell is not dispelled, place a vengeance counter next to each target once the spell has been resolved (do not place counters next to friendly units). Whenver a unit with vengeance counters suffers hits from a spell from the Lore of Dark Magic, remove those counters and increase the number of hits inflicted by D3 for each vengeance counter removed (roll separately for each counter).
Normale Waffen:
The Armoury of Torgovann:
Asrai Longbow: 30" Range, Str 3, Armour Piercing, Volley Fire
Blackbriar Javelin: 12" Range, Str User, Armour Piercing, Poisoned Attacks
Asrai Spear:
- Foot: Combat, Str User, Amour Piercing, Fight in Extra Ranks
- Mounted: Combat, +1 Str (only on the charge), Armour Piercing
Enchanted Arrows:
Arcane Bodkins: 30" Range, Str 3, Volley Fire. -3 Armour Saving modifier to wounds caused by Arcane Bodkins.
Hagbane Tips: 30" Range, Str 3, Armour Piercing, Poisoned Attacks, Volley Fire
Moonfire Shot: 30" Range, Str 3, Armour Piercing, Flaming Attacks, Volley Fire. Hits from Moonfire Shot have +1 on rolls to Wound against units with a majority model count from Forces of Order.
Starfire Shafts: 30" Range, Str 3, Armour Piercing, Flaming Attacks, Volley Fire. Hits from Moonfire Shot have +1 on rolls to Wound against units with a majority model count from Forces of Destruction.
Swiftshiver Shafts: 30" Range, Str 3, Armour Piercing, Multiple Shots (2), Volley Fire
Trueflight Arrows: 30" Range, Str 3, Armour Piercing, Volley Fire
Shooting attacks made with Trueflight Arrows do not suffer To Hit penalties.
Neue Einheiten:
New Units/Models:
Wildwood Rangers: Elven profile with WS5. Always Strikes First, Forest Stalker, Immune to Psychology and
Guardians of the Wildwood: If a model with this rule is in base contact with one model with Fear or Terror, it has +1 Attack.
Armed with Great Weapons & Light Armour.
Sisters of the Thorn: Elven profile with BS5. Always Strikes First, Forest Stalker, Fast Cavalry, Poisoned Attacks (Riders Only), 4+ Ward and:
Deepwood Coven: A unit of sisters is considered a Level 2 Wizard with the spells Shield of Thorns (Lore of Life) and Curse lf Anraheir (Lore of Beasts). This doesn't prevent other wizards knowing the same spells. Recievs +1 to cast for each rank of 5 after the first to a max of +3. Choose one sister for the caster or target for purposes of line of sight, range etc. Miscast results in d3 wounds with no saves of any kind allowed.
Wild Riders: Elven profile with WS5, Str 4. Always Strikes First, Devastating Charge (Riders only), Forest Stalker, Fast Cavalry, Fear, Frenzy and:
Talasmanic Tatoos: 6+ Ward Save
Magische Gegenstände:
Magic Weapons:
The Spirit Sword: Amour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll a 2d6 and add their respective Leadership values. If the wounded model's total is higher or the totals are the same, nothing else happens. If the wounded model's total is lower, it immediately suffers a Wound for each point by which it's total was exceeded, with no armour saves allowed.
Daith's Reaper: All failed to hit and to wound rolls made with this weapon must be re-rolled. All armour saves taken against wounds caused by this weapon must be re-rolled.
The Bow of Loren: Asrai longbow. Multiple Shots (Attacks + 1). Cannot fire enchanted arrows.
Magic Armour:
The Helm of the Hunt: +1 to armour save. Grants Devastating Charge and +1 WS on a turn in which the wearer charged.
Enchanted Items:
Acorns of the Ages: One use only. At the start of the game after battlefield has been set up, but before deployment, place d3 citadel woods on the battlefield. Can be placed anywhere at least 1" away from another terrain feature and the edge of the battlefield. Once all forests have been placed, scatter each 2d6". If that lands within 1" or on top of other terrain, or within 1" of battlefield edge, reduce or increase scatter by smallest amount necessary to avoid obstruction. Once this has been done, delcare which type of Mysterious Forest you want these to be - all forests must be the same type.
Moonstone of the Hidden Ways: If bearer's unit is wholly within forest at end of your movement phase and not in combat, it can forest walk. If it does so, remove it from the battlefield and immediately replace it wholly within any forest on the battlefield in the same formation, but facing any direction. Cannot be placed within 1" of an enemy unit. Counts as having marched in the movement phase.
Hail of Doom Arrow: One use only, Model with Asrai Longbow only. Used instead of making shooting attack with the bearer's Asrai Longbow. 30" Range, Str 4, Armour Piercing, Multiple Shots (3d6)
Arcane Items:
Calaingor's Stave: Bearer generates one less spell than normal but knows the Tree Singing Spell;
Cast on 8+: Augment spell that targets single forest within 18" of the caster. If there are no units within the forest, it immediately moves up to D6+1" in a direction of the casters choice. Cannot move to within 1" of units or other terrain features.
If there one unit (friendly or enemy) within forest, then it does not move. Instead, choose single enemy unit at least partially within forest; unit immediately suffers 2d6 str 4 hits. Wizard can choose to target all forests within 12" - casting value increased to 16+.
Magic Standards:
Banner of the Eternal Queen: Bearer has Magic Resistance (3). Once per game, all models in same unit have Unbreakable until end of the turn or until bearer is slain. Declare you are using this ability at the start of any turn.
Banner of the Hunter King: All models in same unit as this banner have Vanguard Deployment. In addition, bearer's unit re-rolls first failed charge attempt.