Haunting host, updated

If you're reading this note, this is a beta-release of the second version which I'm putting here so I can link some friends I'm about to playtest it against to it. More modifications may follow after that. 
I've now playtested my original Haunting Host list through a couple of games, against Empire and Cathay. Conclusions are as follows:

  • At core it's pretty balanced, but predictably it's swingy
  • Banshees and screams are ofc an excellent damage dealer, but aren't game-winning in the absence of big regenerating troop blocks even if you hop a load of them out of haunt in somebody's backline
  • I want some special vampiric power equivalents

Haunting Host 

This Army of Infamy composition list is designed to be used with the Vampire Counts Legacy Army List, though should be compatible with others, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook.

Army of Infamy Composition List

Characters
Up to 50% of your army's points value may be spent on:
0-1 Banshee Queen* or Cairn Master* per 2000 points
0-1 Hell's Huntmaster* per 2000 points
Tomb Banshees and Cairn Wraiths
Core
At least 25% of your army's points value must be spent on:
Wisps*
0-1 unit of Spirit Hosts per 2000 pts may be taken as a core choice unless your general is a Hell's Huntmaster.
If your general is a Hell's Huntmaster,* Hexwraiths may be taken as core choices, and Wisps must be taken as Special choices instead of Core choices.
Special
Up to 50% of your army's points value may be spent on:
Spirit Hosts
0-2 Haints per 1000 points
If you have a Hell's Huntmaster,* 0-1 unit of Hexwraiths may be taken as a special choice.
If you have a Banshee Queen*, 0-1 Banshee Choir* may be taken as a special choice
If you have a Cairn Master, 0-1 Wraithly Coven or Black Coach may be taken as a special choice
Rare
Up to 25% of your army's points value may be spent on:
0-1 Mourngul* per 2000 points
Black Coaches, Wraithly Covens*, Banshee Choirs* and Hexwraiths 

Special Rules

Every unit in this list gains the following rules:

Old Haunts

Units with this special rule may be deployed as ancient inhabitants of a particular terrain feature. After terrain is set up and sides are picked but before deployment, determine whether each unit will deploy normally or as a haunter. Secretly write down which piece of terrain each of the latter will haunt. Then, mark each piece of terrain haunted by at least one unit with a counter, but do not reveal what the units are. They do not deploy during deployment. 
If, at the start of any of your Movement Phases, an enemy unit is within 6" of a haunted piece of terrain, you may reveal all units haunting that piece of terrain. They all deploy entirely within 6" of that piece of terrain. If this is not possible, as many units as possible deploy within this range and the remainder deploy entirely as close as possible to the piece of terrain. The unit may move and charge normally this Movement Phase, except that it may only declare charges against units within 6" of the piece of terrain it was haunting. Subsequently it acts normally. 
Any units not revealed at the end of the game do not count as destroyed. If the terrain would be destroyed for any reason, all units haunting it are deployed normally before it is removed, and must immediately make a Dangerous Terrain test.

Design note: This works pretty well in play, unless you're playing some kind of surrounded scenario. Then it sucks :(  if your scenario requires deploying a particular piece of terrain, I recommend a gentleperson's agreement not to haunt that piece.

Manifestations

Any Spirit Hosts, Hexwraiths, Banshee Choirs, and Wraithly Covens in this list may purchase a Poltergeist, Possessor, Misty Shape, or Lurker as an upgrade. Any character or Hexwraith unit may purchase a Barghest Pack as an upgrade. These units are detailed below. 
Deploying Manifestations: A Manifestation must be deployed at the same time as its 'parent' unit (the unit it was bought as an upbrage for), and must be deployed within 3" of that unit, or in the same piece of terrain if deploying with the Old Haunts rule. 
Connected: If it is within 3" of its parent unit, a Manifestation cannot be targeted by enemy shooting or enemy spells unless it's the closest target. In addition, whilst within 3" the Manifestation does not need to make a separate Leadership check due to the Death of a General rules; instead, any wounds lost may be removed either from the Manifestation or the back rank of the unit. 

New Units

Banshee Queen

Concept art for Warhammer Online: Age of Reckoning, via Warhammer Wiki


The grief of the Tomb Banshee for what she lost in her mortal life is legendary. The intrinsic entropic force of Dhar makes it a chain for many. But just as mortals can use grief as a building-block for a new self, some Banshees embrace its emptiness as a space for the creation of a new dark power wholly unlike what they wielded before. Others then swarm to her side, hoping to learn these nihilistic secrets and drown what they were in stygian rivers of terrible new grandeur.

M  WS BS S  T  W  I  A  Ld Points
 6     3    3   3  3   3  3  2   7   195
Troop Type: Regular Infantry, Character 
Base Size: 25x25 mm
Unit Size: 1
Equipment: Hand Weapon
Magic: The Banshee Queen is a Level 2 Wizard who uses spells from Dark Magic, Illusion, or Necromancy
Special Rules: Dark Vitality, Ethereal, Indomitable (1), Necromantic Undead, Regeneration (6+), Magical Attacks, Terror, Wailing Dirge, Lore of Undeath 

Nihil's Voice: The Banshee Queen's followers are empowered by her morbid transcendence, whilst her foes are haunted by dark voices, waking dreams, and omens. Friendly units within the Banshee Queen's Command Range gain Indomitable (1), and enemy units within the same range must re-roll successful Fear and Terror tests. 

Upgrades: 
  • May be a Level 3 Wizard - 40 pts
  • May be mounted on a Spectral Steed (see Hell's Huntmaster, below) - 16 pts
  • May take Spectral Phenomena worth up to 100 pts. 
Design notes: This one just keeps changing. The last version was +1 Combat Res but making her a BSB/general is just too good I fear, makes her almost a shoe-in. Now we have something that's clearly a morale effect, not a generic 'win combat more' power, and the BSB effect has been moved to Spectral Phenomena.

Cairn Master 

a skeletal character with a scythe, Jean Fouquet, c. 1460, via Wikipedia


Some ancient dark magicians, particularly those learned in early forms of Necromancy, preserved their magical potence into death alongside their spirits. Where Cairn Wraiths haunt a singular site, these potentates of the ghostly world wander from place to place, binding their fellows to their will in the dead of night. Some are convinced they live yet, others proud of their transcendent condition; at any rate, none will consent to be ruled over by necromantic adepts still shrouded in flesh.
 
M  WS BS S  T  W  I  A  Ld Points
 6     4    0  3   4   4  2  3   7   150 
Troop Type: Regular Infantry, Character
Base Size: 25x25 mm
Unit Size: 1
Equipment: Spectral Scythe (see Cairn Wraith)
Magic: The Cairn Master is a Level 2 Wizard who uses spells from Dark Magic, Illusion, or Necromancy
Special Rules: Dark Vitality, Ethereal, Indomitable (1), Necromantic Undead, Regeneration (6+), Terror, Invocation of Nehek, Lore of Undeath

Reaper King: The Cairn Master restores one additional wound to Ethereal units when it uses Invocation of Nehek. If it dealt at least one wound in the Combat Phase last turn, it makes the Leadership Test to activate Invocation of Nehek at +(wounds dealt).

Upgrades: 
  • May be a Level 3 Wizard - 40 pts
  • May be mounted on a:
    • Spectral Steed (see Hell's Huntmaster, below) - 16 pts
    • Black Coach (replacing Wraith driver) - 155 pts
  • May take Spectral Phenomena worth up to 100 pts. 

Cairn Wraith and Tomb Banshee (addendum)

Rider-Waite-Smith Tarot, 'Death'

Gain the following option:
  • May be mounted on a Spectral Steed - 8 pts
  • May take Spectral Phenomena worth up to 50 pts. 

Hell's Huntmaster

Herne with his steed, hounds and owl, George Cruikshank, c. 1843, via Wikipedia


Through the night their steeds trample endlessly, souls cursed by the gods to hunt forever. If Hexwraiths are mindlessly committed to their eternal quest for stolen life, the Hell's Huntmasters' condition is far worse. They know the dread crimes they committed that damned them to this state. They know that what waits for them should they fall in the chase is merely another cycle of the eternal rebirth, the ride. But they do not stop, for the scent of prey is on the air, and they are spiteful. 
                           M  WS BS S  T  W  I  A  Ld Points
Huntmaster      -     5    0   4   4   3  2  3   7   150
Spectral Steed  8     2    -    3   -   -   2  1   -
Troop Type: Light Cavalry, Character
Base Size: 30x60mm
Unit Size: 1
Equipment:
Hell's Huntmaster: Hand weapon and great weapon
Spectral Steed: Skeletal hooves (counts as hand weapons)

Special Rules: Ethereal*, Flaming Attacks, Fly (8)*, Magical Attacks*, Necromantic Undead*, Open Order*, Regeneration (6+), Spectral Reapers, Swiftstride,* Terror
* These rules are possessed by the Spectral Steed, and are transferred to other units riding one.

The Hunt Eternal: Hexwraith and Barghest Pack units within the Hell's Huntmaster's Command Range have the Indomitable (1), Dark Vitality and Vanguard rules.
Ghost Riders in the Sky: If you field no other spellcasters, the Hell's Huntmaster may be the general despite not being a wizard.

Options
  • May take Spectral Phenomena worth up to 100 pts. 
  • May be a Level 1 wizard: 40 pts.
  • May be a Level 2 wizard: 70 pts.
Design notes: Turns out the stories of ghostly hunts quite often feature a former sorcerer as their leader, so the optional rule to make them a general without being a wizard is unnecessary. Priced in accordance with Skaven 0-2 chars. 

Wisps


WFRP 1e Core Rulebook, 'Marshlight'


When the dead drift forth on the wind, some weaker forms herald them. Minor apparitions, flickering lights, falling objects, strange winds... these 'wisps', as scholars have named them, appear in many forms, and are known to be not so much dangers as omens thereof. Under the control of powerful spirits however, these minor forces of Dhar can be put to clever use - for though they are little more than illusions possessed of a faint flicker of will, illusions are invaluable in war. 
 M  WS BS S  T  W  I  A  Ld Points
 6     1    0   1   1  1   4 1   3    7/model
Troop Type: Regular Infantry
Base Size: 25x25mm
Unit Size: 5+
Equipment:  Wispy, grasping hands (hand weapon) 

Special Rules: Fear, Evasive, Reserve Move, Skirmishers, Vanguard, Necromantic Undead, Ethereal

Ephemeral Enemies: At the end of the Combat Phase, if a unit of Wisps is engaged in Close Combat then it is destroyed. This does not allow the enemy unit to overrun - the Follow Up and Pursuit phase is already over, and anyway the warriors are far too busy wondering where the mysterious glowing forms went!

Poltergeist 

unknown staff artist, La Vie Mysterieuse, 55, April 1911.


For many in the Empire, the ghosts their folklore tells of are Poltergeists. This is because an ordinary spectre silently reaps souls in the night, leaving little sign of its presence that might not be attributed to terminal imbalance of the humours, whilst sudden assault by the contents of one's crockery-drawers tends, even where fatal, to invite the attention and curiosity of the neighbours.
 M  WS BS S  T  W  I  A  Ld Points
 6     3    3   4   3  1   4 D3 4   30
Troop Type: Regular Infantry
Base Size: 40x40 mm
Unit Size: 1
Equipment: Thrown Objects (see below) 

Special Rules: Fear, Loner, Open Order, Fly (8"), Ethereal, Necromantic Undead, Regeneration (6+)
Thrown Objects: In Close Combat, Poltergeists may choose to fight with the profile of any non-magical weapon wielded by a model in base contact with them. In the Shooting Phase, Poltergeists may hurl nearby objects at the enemy as a shooting attack with a range of 8", ignoring all negatives to hit. They make X shots, at a strength of (7-X), where X is the roll of a single D6, with Armour Bane 1. 

Possessor

Some spirits yearn so strongly for life that they can seize control of nearby bodies, puppeteering them according to their whims. Usually, they attempt to mime out a grotesque pantomime of their actions in life, but when steeped in Dhar and bound to the will of the lords of the dead they can be a much greater threat, turning the swords of the strongest foes against their brethren.
M  WS BS S  T  W  I  A  Ld Points
 6     3    0   1  1  1   4  *   4   50
Troop Type: Regular Infantry
Base Size: 40x40 mm
Unit Size: 1
Equipment: The enemy's (see below)

Special Rules: Fear, Loner, Open Order, Reserve Move, Ethereal, Necromantic Undead, Regeneration (6+)

Possession: At the start of a round of Close Combat involving the Possessor, one enemy model of your choice in base contact with it must make a Leadership test. If they pass, the Possessor does not attack this round. If they fail, the Possessor attacks using the profile of that model (but on its own Initiative and Weapon Skill) against any unit in base contact with that model, even if that unit is not in base contact with the Possessor, and that model does not attack this round.

Lurker

There are many reasons for citizens of the Old World to fear what hides in the shadows, and not to walk abroad after dark. When some of those reasons pass beyond the mortal world, they become Lurkers, fear-ghosts that feed (endlessly and without satiation) on the dread of the victims they follow. When the brave attempt to destroy them, they vanish like mist, only to reappear at the worst possible moment.
 M  WS BS S  T  W  I  A  Ld Points
 6     3    3   4   3   2  4  2  4    50
Troop Type: Regular Infantry
Base Size: 40x40 mm
Unit Size: 1
Equipment: Hand Weapon

Special Rules: Fear, Loner, Open Order, Fly (8"), Ethereal, Necromantic Undead, Regeneration (6+)
It's Behind You: The Lurker and the unit with which it is purchased may deploy using the Ambushers special rule. The Lurker also gains an additional charge reaction ,as does the parent unit whilst the Lurker is within 3": redeploy the unit anywhere within 6", in any facing and formation, then Hold. 
Ominous Shadow: Enemy units with at least one Lurker in their flank or rear arc and within 8" can never claim a Rank Bonus - their troops are too distracted by the horror skulking in their peripheral vision! Additionally, they treat their Unit Strength as 5 lower for purposes of Fear tests. 

Misty Shape

'Haunted' by Pauline Moss on DeviantArt, Creative Commons Attribution-NonCommercial 3.0 License. Not listing this on the rest 'cause you know the deal with Wikipedia and GW are either going to sue me or not. 


Betimes a fog comes down upon a clear night on the moors and forests. This is usually attributed by those who live near the Wasteland to Marsh-Daemons, but for East Imperials, the finger is more likely to be pointed at Geistnebel. Ethnographically-inclined Amethyst mages have suggested that these are likely the same genus of the dead as the Bretonnian Fantôme de la Brume found nearbut certain Grey Magisters darkly imply that the latter have a quite different origin.
M  WS BS S  T  W  I  A  Ld Points
 6     3    3   2   2   1  4   1   4   50
Troop Type: Regular Infantry
Base Size: 40x40 mm
Unit Size: 1
Equipment: Hand Weapon

Special Rules: Fear, Loner, Open Order, Fly (8"), Ethereal, Necromantic Undead, Regeneration (6+)
Veil of Tears: The area within 6" of the Misty Shape counts as partial cover during the enemy shooting phase only. Weapons which do not roll to hit cannot trace line of sight through the area during this time, and friendly models get a 6+ Ward save against their effects if they don't already have a better one.

Barghest Pack

Adam Simpson, Black Shuck art for Royal Mail stamp


Scholarly opinion differs on the Barghest. Some Amethyst Magisters say these huge nigh-black hounds are a type of Daemon or wild Spirit formed of Dark Magic; others, that they are merely the souls of wild dogs and wolves driven mad by love of the hunt. Some, who have seen them prowling graveyards at night and driving off interlopers, say they are particularly fierce angels of Morr. If they are, though, they have an unusual willingness to ally themselves with the undead, for such beasts can often be seen snapping and frothing in ghostly hunts or slinking at the heels of some dark master. They are fiercely protective, and take a diabolical pleasure in chasing down those doomed for death and tearing them apart. 
M  WS BS S  T  W  I  A  Ld Points
 7     3    -   3   3  6   4  6  4    60
Troop Type: Swarm
Base Size: 50x50mm
Unit Size: 1
Equipment: Flashing claws and fiery teeth (hand weapon)

Special Rules: Fear, Loner, Open Order, Fly (10"), Ethereal, Necromantic Undead, Regeneration (6+), Swiftstride, Vanguard, Counter Charge, Flaming Attacks
Scent of Doom: If the Barghest Pack is within 3" of an enemy unit, other friendly units may re-roll failed Charge rolls against that unit and that unit must re-roll successful saving throws against other friendly units. Note that neither ability affects the Barghest Pack itself.  

Haint

Nastier than this. BBC, Ghosts


Many spirits haunt their resting-places, but for some wood and stone become as flesh and bone animated by spectral muscles. Some of these are benevolent ... but the masters of the spectral dead rarely seek out this type, preferring those bound to their grave-sites in scenes of murder and butchery. Though such spirits are more vulnerable than most to material destruction, for razing their desecrated dwellings will banish them as sure as blessed arms a common shade, they are a terrible threat nevertheless - for who knows what building might be their dwelling until the walls begin to bleed and the doors slam and bar themselves?
 M  WS BS S  T  W  I  A  Ld Points
 6     3    3   5   7  6   4 D3 4   150
Troop Type: Monstrous Creature
Base Size: 50x50 mm
Unit Size: 1
Equipment: The environment

Special Rules: Fear, Flammable, Open Order, No Escape, Stomp Attacks (D6), Armour Bane (2), Necromantic Undead, Large Target
Bound: the Haint must deploy using the Old Haunts rule. The Haint must deploy inside the piece of terrain which it Haunts when revealed, or wholly within 3" if the terrain cannot be occupied. It may never move further away than this for any reason. Whilst it lives, the terrain is Dangerous Terrain in addition to any other terrain type, and Dangerous Terrain tests made for it are failed on a roll of 1 or 2. If the Haint is destroyed, remove the terrain piece from the battlefield and replace it with an equivalently sized area of Difficult Terrain. Likewise, if the piece of terrain in which the Haint dwells is removed for any reason, or if the Haint would be forced to move outside it by an effect which compels movement, the Haint is destroyed.
No Escape: Enemy units which Flee or Fall Back in Good Order whilst within 6" of the Haint may not move further from its piece of terrain than it is allowed to go.
Ghostly Animus: The Haint has Regeneration (4+) against non-Magical attacks.

Upgrades: 
  • Inexplicable Draw (40 pts)At the end of the Charge sub-phase, units which declared no other charge and could make a legal charge against the Haint must pass a Leadership test not to do so.
  • Old Evil (25 pts): The Haint causes Terror. 
  • Animated Armour (20 pts): The Haint has a 5+ armour save, makes D6+1 stomp attacks rather than D6, and its Regeneration functions against Magical attacks.
  • Cursed Treasure (15 pts):  Choose a Core or Vampire Counts magic item worth up to 25 points. If the Haint is killed, your opponent selects one champion or character within 3" of its piece of terrain. They gain that item. If they are ever killed, the Haint is returned to the field on full wounds within the nearest piece of terrain within 6". If there is no such piece of terrain, place a counter on the battlefield and treat it as a piece of terrain for these purposes, then return the Haint as above. This process may repeat any number of times.
  • Thrashing Branches (10 pts): The Haint makes an additional attack per enemy model in base contact with it. This attack is made at Strength 2 with Always Strikes First. 
Design notes: just some flavourful little upgrade options. Mostly memes or niche utility. Inexplicable Draw and maybe Animated Armour might be the most useful if you feel like spending 190-210 pts on a distraction carnifex. Haunt it near the enemy backline and make all their support units run into it...

Banshee Choir

Warhammer Armies: Vampire Counts 8th edition . For models that could never be fielded as units... banshees sure do have more banshees per banshee art than wraiths, huh?


Stats as per Tomb Banshees, except the following additions and replacements.
Pts: 85/model
Troop Type: Regular Infantry, not, Character
Unit Size: 3-10

Special Rules: add Skirmishers, and Open Order

Mournful Choir: This unit makes only a single Wailing Dirge attack. If successful, it deals an additional 1 wound for every Tomb Banshee in the unit beyond the first. If unsuccessful, it deals 1 wound for every Tomb Banshee in the unit beyond the first, -1 per point by which the enemy unit passed their Leadership test (so if they passed a test at modified Ld 4 with a roll of 2 against 4 banshees, they'd suffer (2-4)+(4-1) wds, or 3 wds).

Design Notes: the 5-pt discount from lone banshees is definitely feeling like the right zone for these.

Wraithly Coven

The fresco at the back wall of the Church of St. Mary of the Rocks in the Istrian town of Beram, Croatia, Vincent of Kastav, 1474


Stats as per Cairn Wraiths, except the following additions and replacements.
Pts: 50/model
Troop Type: Regular Infantry, not Character
Unit Size: 3-10

Special Rules: add Skirmishers, and Open Order

Design Notes: these stay at 50 ppm because they're much better suited to being a skirmishy combat unit than Banshee Choirs are. 

Mourngul
Monstrous Arcanum


M  WS BS S  T  W  I  A  Ld Points
 6     5    0   5   5   5   3  4   8   270
Troop Type: Monstrous Creature 
Base Size: 50x50mm
Unit Size: 1
Equipment: Terrifying Claws and Maw (AP -2)

Special Rules: Terror, Unbreakable, Unstable, Ethereal, Obstacle Strider, Stomp (D3)
Shadows and Icy Fogs: The Mourngul does not have the Large Target rule, unlike other Monsters.
Chomp Attack: The Mourngul makes 1 additional attack each round with the Killing Blow special rule. This attack has +1 to hit against Large Targets. 
Carnophage: For every wound it inflicts in close combat, the Mourngul regains a wound previously lost, up to its maximum Wounds value.
Killing Cold: Enemy units in base contact with a Mourngul have Always Strikes Last. It is unaffected by effects based on cold such as a Thundertusk's Icy Breath or Yheetee's Aura of Frost. 

Design notes: The old Monstrous Arcanum mourngul just gets a 5+ ward vs shooting, but the description is of an etherealness-like effect. This avoids needlessly multiplying effects, and makes it fit in the list. I must admit to basically just converting the points across here, I probably need to tweak them more but my intuition is that monsters, especially low-wound low-T monsters, the gap isn't so big as to immediately make it overpowered.

Spectral Phenomena

General design notes: I tend to think 8th's VC book had the right number of these, i.e. 14. This is that +1 that's just 'be the (TK-style) BSB'. Hopefully none of them completely breaks the game at their price-point, but rather adds some flavourful - and mechanically scary - capabilities to characters that make your opponents feel like they're in a horror movie. Where there wasn't a good comparison point for pricing, I've adopted two simple rules:
 A) 'if I'm getting too excited about pairing these two things, and at least one of them could fairly be called a 'game-shaping' upgrade, I probably shouldn't be able to afford to pair them.'
B) If bringing more than one of these could be annoying for me to remember or my opponent to face, given they aren't unique, it costs 55+ points so that I can only do that in a 2k+ game or at considerable investment (putting it on an HHM and a Cairn Master or Banshee Queen)
G
Lineal Doom (75 pts): Before deployment, choose a character in the enemy list and declare it. The first time this model moves within command range of it, it suffers D3 wounds, with no armour or regeneration saves allowed. 
Design notes: You have to assume you'll be targeting this at threatening opponents. A top-end character without upgrades tends to be 40-50 pts per wound, whilst a BSB or minor wizard tends to be 30-40 pts per wound, so if we average that to ~40 pts per wound and about 2 wds with a slight discount for the randomness, that works pretty well. No need to raise it for value of upgrades, because if they've upgraded they've probably bought a ward and if they haven't they can still play keep-away. 
Luring Light (75 pts): During each friendly and enemy Start of Turn sub-phase, choose an enemy unit which can draw a line of sight to this model from their front arc. It must make a Leadership test. If it fails, it immediately moves its full movement directly towards this model if possible, and is otherwise treated as though it had failed a Stupidity test. 
Design notes: I wanted this to be 'all units, 24" range but I think it's just too swingy there. Horrible against high-ld mobile armies, oppressive against low-ld ones that want to win combats. Two targeted uses is a bit easier to plan around, and still nasty since you can use it in two phases. 
Pathetic Fallacy (65 pts): A model with this upgrade may activate it during the Command sub-phase of their turn. Until your next Start of Turn sub-phase, enemy units cannot use the Fly (X) special rule and all enemy shooting suffers an additional -1 To Hit modifier. Each time the model activates this upgrade, it suffers a wound, with no saves of any kind allowed.
Design notes: Storm Banner but I don't like one-use-only for a special ability so instead it's reusable but always has a cost. Also, the weather is mirroring how you feel, i.e. OWWWWW. On careful consideration, it costs the same as Storm Banner. Shooting is worse than normal against this army because there's only so much that's magic, but shutting down flying is a really useful way to keep the enemy from trapping your fragile ghoulies. 
Uncanny Apparitions (55 pts): At the beginning of the game, roll 3d6. As long as this model is alive, you may replace the result of one die on any Break or Leadership test with one of these results, then remove that die from the pool. When this model wins a combat, add a new roll to the pool. 
Design notes: This is probably overcosted but I think spamming it on 'hero-level' chars would get irritating, and it feels like a boss power. If it's bad at this cost, I'll make it better.
Oppressive Presence (50 pts): Enemy units within this model's Command Range have Always Strikes Last and may not March. 
Eerie Appendages (40 pts): In your Combat Phase, if it is not engaged in Close Combat, this model may attack as if it were against any unit within its Command Range. No attacks are made in return, and this model's mount and unit, if any, do not attack.
Design notes: notably a bit better on the Wraith, so doesn't buff the banshee's schtick too much, but also being only at best 3 WS4 AP-2 D3MW at 8" I take it to be roughly comparable to a magic bow. Of those, it's obviously worse than a bow of the seafarer but seems more comparable to a bow of loren (much shorter range but higher wounds and not affected by shooting penalties). So pricing it the same. I'm not actually sure I'd pay more than 25 for this, but best to start high! 
Grasp the Heart (35 pts): This model may exchange all of its attacks for a single attack with AP -5, Magical Attacks, Killing Blow, and Monster Slayer. 
Design notes: I reckon 1 attack on this statline is about half as good as a Mace of Helsturm.
Soul-Bound (30 pts): At the start of the game, after spells are generated, choose a magic item in your opponent's list. If playing with hidden items, pick one of the 3 highest-costed at random and learn what it is. This character has Hatred, Killing Blow, and Monster Slayer against its bearer. If its wielder dies in a combat in which this character is engaged, this character becomes equipped with that item, even if it cannot normally bear magic items.
Design notes: stealing an item with strict conditions has historically been worth about 5-10 pts, and I reckon 'hatred and KB/MS against 1 character' is worth about 25 if you're using it well? Keeping the theft cost on the low end because it randomizes if using secret items.
Collector of the Damned (25 pts): Each time this model kills an enemy character, it adds a Soul. It may expend any number of Souls at any point. Each Soul expended increases one of its statistics by 1 until the beginning of your next turn.
Design notes: Command Range shenanigans aside, this is probably the only way to make a modestly solid combat char and you kind of already need to be winning combats to do it. It'd be very good in some armies, not sure it is here. I mused on whether it'd be too good paired with Lineal Doom for a potential 'free' Soul, but honestly it feels like a nice payoff for that and if you're spending 100 points I think you deserve to feel a bit nice.
Maddening Visage (25 pts): A unit that Flees or Falls Back in Good Order from this model for any reason (Terror, combat, or other special causes) must immediately make a Dangerous Terrain test, in addition to any other Dangerous Terrain tests it would have to make. If this causes any wounds, it cannot rally for as long as it is within this model's Command Range and front arc.
Ectoplasmic Bile (25 pts): This model has a Strength 2 AP -2 Breath Weapon. A unit struck by it suffers -1 Initiative until the end of the turn. 
Imbued with Shyish (25 pts): Friendly units within this model's Command range may re-roll any failed Leadership test. In addition, friendly units within this model's Command range reduce the number of Wounds lost due to the Unstable special rule by D3. (Note that this is not cumulative with the Indomitable (X) special rule. If a unit is affected by both, use the highest value.)
Deadly Innocence (20 pts): On the first round of close combat, enemy units must pass an Initiative test to attack this model. If they fail, they may still attack other eligible targets if there are any. 
Design notes: If we assume anything scary has I5+ and that you might be in 'first combat' with distinctly non-fighty ghost char about twice in the game, we can effectively price this based on the Charmed Shield, if that stopped all attacks rather than just one (5+ vs 6+ twice. I know that maths is a bit different. Shhh.) Say that 'all' is ~4. Price. Considered making it penalize charges as well but that just seemed overcomplicated.
Legendary Haunt (15 pts): When you deploy this model as a haunter, it may subsequently deploy from any piece of terrain marked with the Old Haunts rule, regardless of whether it was where it was originally deployed haunting. It follows the rule in all other ways. 
Don't Turn Around (15 pts): Once per turn, when an enemy unit within this model's Command Range makes a Reform or Turn manoeuvre, immediately after the manoeuvre is completed you may place this model anywhere within 6" of it and in its new front arc.
Design notes: I really like the narrative here. Is it good to chaff with your characters? MAYBE! IDK I'm pricing this competitively. I do not think it'll break the game.
It Drifts On Midnight Winds... (10 pts):  (Models without Fly only) This model gains Fly (8").
Design notes: Yes, it's under half what Flying Horror costs for VC, but it's also almost straightforwardly worse than a Spectral Steed, and the value proposition of fly on Ethereal is a lot weaker than on material units. You can already ignore terrain. This is +2" move and the ability to march whilst staying infantry. Banshees critically cannot march and scream. You can pay (6 pts more on a major char, 2 less on a minor one) to get this and an extra attack from the steed. 

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