The former 2 threads i made on this were deleted, so here we go again. I've changed him quite a bit since then. Hand Of Morr is less powerful, i've added all rules you need to field him and he stopped hating Death Magi and now hates followers of Khaine, which he should according to the fluff.
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Priest Of Morr
Hero, 95 points/model.
M-4, WS-4, BS-3, S-4, T-4, W-2, I-4, A-2, LD-8
Weapon: hand weapon
May choose either an additional hand weapon (+4 pts), or a scythe (+4 pts, uses the same rules as a halberd)
May choose either light armour (+2 pts) or heavy armour (+4 pts), and may also carry a shield (+2 pts).
May ride a warhorse (+10 pts), which may have barding (+4 pts).
Special Rules
Morr's Warrior: Hates Undead (like Vampire Counts and Tomb Kings), any other model using the Lore Of Necromancy, Dark Elf Assassins and Witch Elves. This extends to unit joined by the Warrior-Priest, but not to any characters in it. Note that this even applies if they are normally Immune To Psychology.
Follower of Morr: Immune to Fear and Terror.
Blessing Of Morr: The precense of the Priest of Morr adds 1 Dice to the Dispel Pool of the army.
May be given magic items from the Common or Empire magic item lists with a maximum total value of 50 points. He can't use the following magic items: Sword Of Sigismund, Sword Of Righteous Steel, Gilded Armour, Jade Amulet, Armour Of Meteoric Iron, Sigil Of Sigmar, Icon Of Magnus.
Can't use his Prayers on Priests of other Gods.
Can't join units joined by Priests of other Gods.
Can't join units dedicated to other Gods, like White Wolves, Sons Of Mannan or Knights Of The Twin-tailed Comet.
Has 4 Prayers. These are Bound Spells with a Power Level of 3.
Prayers
Hand Of Morr: Cast on one enemy Undead unit within 12". The unit takes a test as if the General was destroyed (or the Hierophant for Tomb Kings, etc.). They thus take a LD-test and if they fail it they lose Wounds equal to the amount they fail the test by. No saves of any kind can save these Wounds. As this test represents exactly what happens when the General (or the Hierophant for Tomb Kings, etc.) is destroyed, characters aren't affected by this.
Sanctity Of The Fallen: Lasts until the start of your next Magic Phase; No models can be raised through whatever means within 12" of the Warrior-Priest. Also, Undead models cannot be healed within those 12".
Morr's Protection: The Priest and any unit joined by him have Magic Resistance (2) against spells from the Lore of Necromancy. Any spells of those 2 Lores currently affecting them are dispelled automatically. Also, they are immune to Hand Of Dust, the attack will simply not work on them and they get no damage at all from it.
Death Holds No Fear: Any unit joined by the Priest is Immune to Fear and Terror.
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I think he's much better now. Any opinions? Also, any ideas for some special magic items for this character? I was thinking perhaps some holy water (throwing weapon or like poison smeared on weapons), crucifixes (ld-test or Vampire can't attack him), garlic (Vampire -1 to hit him), stakes, silver weapons (for him or perhaps also the unit he joins), a magic scythe, etc.
EDIT: Changed Hand of Morr.