Ok so this is what we got to last I checked:
Max Warband size: 12
Starting gold: 500
Warrior equipment list:
Close combat (prices are normal unless listed):
Dagger
Staff
Sword
Spear
Double-handed weapon
Double Spear 20gc (25gc?)
Missile Weapon:
Javelins
Bow*
Longbow*
Armour:
Shield
Buckler
Light armour
Helmet
Misc:
Tattoos 15gc
Warpaint 15gc
*=Heroes only.
Ranger equipment list:
Close combat (prices are normal unless listed):
Dagger
Staff
Sword
Spear
Missile Weapon:
Javelins
Bow
Longbow
Elf Bow 30gc
Armour:
Buckler
Light armour
Helmet
Kindred:
May only be purchased on initial purchase of a hero, Any henchmen that advances to hero may forfeit his first advance to purchase a kindred:
Wardancers: Gain +1 WS, Access to Wardancer skills, and immune to psych. May not wear armor, use missiles, or ride. Cost 15gc.
Child of Kurnous: Starts with S4. May access any Strength skill except Resilient. Loses Shooting skills, and may not use any missile weapon that is not thrown. Cost 20gc.
Alter: Starts with +1 Movement. Is immune to all alone tests, any friendly animals within 6" may use the Alters leadership. 10gc
Scout: Uses ranger equipment list, You gain +1 or -1 to an exploration dice each post game. You may only have one Scout in your warband at a time. 15gc.
Waywatcher: Starts with +1 BS, and access to the Ranger Equipment list instead of the Warrior list. Access to Infiltrate and waywatcher special skills. May only have 1 waywatcher in your warband at a time. 25gc
Eternal Guard:
This warrior is an eternal guard, he has vowed to protect the forest against any harm, therefore he is obliged to use a bow given to him by a dryad, he may not purchase any bow in his first game, and in any game thereafter he may search for it as a rare 10 item (except for elven bows which are still rare 12), he may not use a bow from another warrior in the warband.
He may purchase and wear heavy armour for 50gc.
In addition he has the bodyguard special rule:
Whenever an enemy model declares a charge at a model with 4" of the Guard, (and the Guard is not engaged in combat, knocked down or stunned), the Guard may make an immediate 2" move in any direction, which takes place before the charge is implemented. This may only be used if it allows the Guard to intercept the charge (which he/she must do), and only once per movement phase.
15gc
Glamourweaver: This a an Honour that may be taken by your Spellsinger. Whenever learning a new spell (including his default spell), roll two dice, and pick whichever of the two results you wanted. Whenever this warrior advances he may roll a D6, if he rolls 4+ he may learn a skill instead of rolling for advancement. 25gc
DOUBLE HEADED SPEAR
20gc, rare 5, Wood Elves Only
Range: Close, Strength: Users, Special: Two Handed, Strike First, Backswing
Two-Handed: The Spear is a two handed item, and may not be used with a buckler, shield, or additional hand weapon. A model armed with a shield may still receive a save in the Shooting Phase.
Strike First: In the first round of combat, the user may make attacks equal to his Attack characteristic that strike first, before the normal initiative order. If the spear-wielding model is charged, then the order of attack is based on Initiative.
Backswing: The Double-Headed Spear grants an additional attack, that does NOT gain the 'Strike First' ability, but attacks during the normal attack order. It has no bonus or penalty, and counts as a 'bladed' weapon when dealing with Critical Hit Charts.
TATTOOS - 15gc, Rare 5 - Wood Elves, Slayers, Beastmen, Savage Orcs, & Forest Goblins Only
Ward Save: To each wound the user suffers, he receives a 6+ Ward save that is never modified or negated.
Not Armor: Tattoos are never increased with the use of armor, and may not be used with armor (excluding bucklers and helmets.) If the player decides to put armor on a Tattooed model at the start of the game, the tattoos will have no effect this game. If the opponent is attacking with a blow that grants an armor save, (i.e. daggers), the Tattooed model receives a Tattoo save OR the armor save (the defending player's choice.) Likewise, tattoos may be worn/used by models that are not allowed armor (such as Slayers or Wardancers.)
Permanent: Once worn, the tattoos are permanent, and may not be sold, traded, stolen, or lost.
Warpaint - Rare 5, 15+2d6gc
Warpaint is a one-time use item that may be worn at the beginning of any battle. The hero causes fear, and is immune to fear. It may not be worn by models that are wearing armor (helmets, bucklers, and tattoos excluded.)
SPECIAL SKILLS
Infiltrate - Same as Skaven, may only be taken by three heroes.
Fey Quickness - +1 to Dodge or Step Aside, provides 6+ on it's own.
Woodland Avengers - Hates all Orcs, Goblins, Beastmen, and Dark Elf warbands (and any Hired Swords with them.)
Potions Master - May make 1D3-1 Healing Herbs each game. May not be sold, and any not used are discarded after the game.
Hunter's Instinct - May target any enemy model, not just closest.
WARDANCER SKILLS:
Powerful Build - May learn Strength skills.
Whirling Death - Same as 'Wrath of Khaine' Skill from Lustria Dark Elves.[/size]
Waywatcher skills:
Strong Pull: This skill may not be combined with quick shot, if the warrior is S4 or more (either base, or through some sort of blessing or drug), any bow he fires are at +1S.
Trapmaster: This skill may only be taken by a waywatcher with the infiltration skill.
This warrior has infiltrated the territory and set-up a number of nasty traps, place D3 trap counters anywhere on the table (coins will do fine), they must be at least 4" apart, any warrior, that is not a waywatcher moving within 2" of a trap must pass an initative test, if failed he suffers a S4 hit.
If it is available the waywathcer may poison his traps in black lotus or dark venom (one dose for all traps and not both), dark venom adds +1S to the hit, while black lotus adds +1 to the injury roll, if it wounds.
1 Warden - Leader. - about 75gc
Normal (perhaps a bit better) elf stats,
M5 WS5, BS 4, S3, T3, W1, I5, A1, LD9
Warrior equipment list.
Combat, Shooting, Academic, Speed, Special skills.
0-1 Spellsinger: 45-55gc
Sub-par elf stats, having focused more on spells.
M5 WS3, BS3, S3, T3, W1, I4, A1, LD8
Warrior equipment list.
Can only take the glamourweave kindred.
Academic, speed & special.
0-2 Glade champions: 40-50gc
M5 WS4, BS4, S3, T3, W1, I5, A1, LD8
Warrior equipment list.
With the kindreds they can be fairly good at anything you want them to do, the scout would be the weakest, but then again, he would have a tremendous effect on your post-game income.
Combat, Shooting, Speed, Special.
Henchmen:
0-5 Shooty elves (name pending): 40gc
M5 WS3, BS4, S3, T3, W1, I4, A1, LD8
Ranger equipment list.
Elven warriors: 40gc
M5 WS4, BS4, S3, T3, W1, I4, A1, LD8
Warrior equipment list
Wolves: 20gc
M7 WS4, BS3, S3, T3, W1, I4, A1, LD8
Animals
Elven trainees: 30gc
M5 WS3, BS3, S3, T3, W1, I4, A1, LD8
Warrior equipment list.