This is somewhat based on the 2001 ghost rules (i.e. the rules for being incorporeal). I found that those rules sucked, because ghosts really couldn't do anything. So, I made up my own stats.
Ghost (?CP)
Skill: 1d6
Move: 8"
Armor: 1d10
Specialties:
Incorporeal: This unit is not affected by corporeal objects or creations, nor may it effect them by normal means. Only other incorporeal weapons or specialized magic may damage or influence this creature in any way. The creature may move through obstacles, and may become invisible (kind of like a scout).
Terrifying: Once per turn, this creature may attempt to affect the mind of one normal (or inferior) minifig within 3" by rolling 1d6
1-The target gains +1 to all skill rolls in its next turn, and the ghost must reveal its location (if hidden).
2 or 3-No effect.
4 or 5-The target discards any items that inflict a movement penalty and runs at maximum sprinting speed from the ghost for 1d4 turns.
6-The ghost may either take the above effect or possess the target, causing the ghost to be removed until the target dies and allowing the ghost player to move and attack with the possessed unit with its full capabilities (including the ghost's Supernatural Dice).
The ghost has 2d6 Supernatural dice with the "poltergeist" cliche (adding to range of thrown objects, subtracting from enemy move or skill, etc). These CAN be used on corporeal objects.
So, what do you think?






