Ok, my turn...
The Betrayer - If the Betrayer wins a fight, he will strike against all models involved, including any spears/pikes involved on the Evil side. Also, every turn, the player with priority gets to move the Betrayer, and can charge models on the same side. Which he must fight. The Betrayer always has a +1 to wound models on his own side. You'd think they would be wary of a wraith called the Betrayer, but oh no, they don't pay much attention to his moniker and stand about waiting to be filleted rather than lynching the dirty bast...
The Knight of Umbar - rides into battle on a barded corsair ship. With 4 ballista. He works a bit like a Mumak. Albeit, a Mumak that has heavy armour, DEF 10, M/W/F and spells. And big-ass crossbows. He can charge 20" a turn, providing there is a water feature on the table, otherwise he needs to be pushed by Corsair models. All Corsairs on the table automatically pass Courage tests as long as the Knight of Umbar is errr... Undead. The Knight of Umbar can use Will to create new Corsair models, that spring forth from the bowels of his armoured, flying Mu... ship. Any Corsair model that is killed automatically returns to the ship and can re-spawn next turn. Please note that the Knight of Umbar is not affiliated with the Necron race and has absolutely no idea what a Monolith is...
Dwimmerlaik - The Dwimmerlaik is the wraithiest of wraiths. As he is so transparent, he cannot be targeted by enemy shooting, including volley fire, unless there is a model within 1" of the back of him. Only then can he be targeted, as once he is an intervening model, the model behind him looks 'fuzzy' thus revealing the Dwimmerlaik's presence. Despite his name, the Dwimmerlaik has no special movement rules when it comes to water features, that is the province of the Knight of Umbar, sheeesh, you people you want it all don't you? In fact, as insubstantial as he is, the Dwimmerlaik cannot make any physical attacks, nor can he be attacked by any non-magical means. The Dwimmerlaik is also immune to magic...
In order to destroy the Dwimmerlaik, he must be beaten in a fight, when he is treated as unconscious. The Good player must then spend the next 5 turns moving at full pace carrying the recumbent if hazy form of the Dwimmerlaik. If he achieves an overall distance of 20" this is sufficient to destroy the Dwimmerlaik as he is considered to be exercised...