I guess i'll translate:
Eternal guard: 1a S3, stubborn
Arrows:
- Witch curse: poison
- Moon fire: +1 to wound on the order side
- accurate: ignore modifiers when rolling to hit
- Bodkins: AP -3
- Star fire: +1 to wound on the destruction side
Special rules:
Forest stalker: the thing that you dont have DT tests on forests (can't remember english name for the rule), and while on forests: fight with one more row, shoot with one more row and reroll 1s to wound on CC.
Blessing of the ancients: +1 when casting from a forest
Forest spirit: 6++ and itp
Can place a CITADEL forest in your side of the table (yay)
Kurnous: ¿FA?, +1a on charge, tatoos, fast ¿cavalry?
Weaponry:
Asraii bow: S3 AP
Javelin 12", AP, poison
Spears normal spears but with AP
Sisters: What was confirmed by WD pic
Rangers: What was confirmed by WD pic
Shadow dance has shadow lore, and it's a hero.
Warhawks with kb on charge turn, AP on both (i guess means the rider and mount)
Waywatchers: two different shot types. Swift shot: Multiple shots(2); Accurate shot: Ignores armor saves
Only commander level mages can use high or dark
Nobles and lords have a the rule "kurnos's arrow" (or something like that) If the enemy general is within 36" and in a straight line (i guess this means LoS) from any of those, before starting receives an S3 impact that ignores armor saves
Treeman S5, 5a, Updates like strangleroot. Ancient only 3A, level 2 life.
Wardancers the already quoted dances ¿?
Lore has the already quoted rules ¿?
Driads no longer skirmish, hatred, s3
-losing glade guard longbows and QTF in exchange for armour piercing at all ranges
-dryads are in blocks. No skirmish option
-free forest is the Citadel wood
-Eternal Guard are stubborn
-Warhawks get AP and killing blow
-Only spell weavers get high/dark magic
-Nobles and Glade Lords get a free shot at the enemy general at the start of the game but it's unclear exactly how it works
-TMA gets spells from lore of life