The Cults of the Barrow Kings.
In the lands of the dead, mortals can find themselves lost and out of place. Interring their ancestors into giant barrows, the cults of the barrow kings provide them with an intermediary to the God of the Dead.
Acting as priests, mentors and protectors, the ancestors of the mortals guide them through life so that they can become productive members of the deathly procession.
The idea is to have mortals fighting alongside the dead. Skeletons and the like will be the elite as they're old and angry and suffused by the power of Shyish. The mortal units will have multiple wound bases to represent the ancestor and his descendant, but shouldn't be elite powerful units.
Eld feared (elder fjord)
The militia of the cult. They carry a fetish of their ancestor which allows one of the minor ancestral priests to accompany them.
2 Wounds, representing a man with his spirit ancestor.
1 attack = 1/5+/5+/-1/1
1 attack = Guy with spear
Shouldn't be much more effective than a normal milita man.
Eld carls (Carls of the elders)
The 'elite' battleline unit. They wear the bones of the ancestors, now becoming steel-hard after being infused with the energy of violent deatrhs. Carrying glaives made of the bones of the ancestor.
2 Wounds. A reasonable save (4+)?
Similar attacks as the eld feared but with a better attack for the carl.
Bone sacrementals (Bone priests)
Minor priests. A man wearing bone armour. The armour will have it's own arms as it is becoming able to fight on it's own.
4 wounds, losing ancestor bonus after 2 wounds.
Ancestor bonus: Extra movement due to anscestor. 2 rending attacks.
Minor mortal attack, but generally used to restore and reintegrate ancestors
for the battlelines. Can restore 1 wound to d3 units each.
Eld guard (Elder guards)
After many mortal lifetimes being carried into battle, the elders can now enter battle themselves.
2 Wounds, reasonable save. No reduction in capability as they take wounds
Should be able to go toe-to-toe with a Stormcast.
Barrow King
A Wight king effectively. Should be capable in combat, but as a major priest of the cult will exhort mortals and guard to greater hights.
Mysteriarch
The High Priest of the Cult. Large and combat-capable priest with prayers to Nagash. A mortal who had all the bones of previous Mysteriarch implanted into him. Swollen with the power of Shyish, multiple arms spreading from his back.
8 wounds, reducing ancestor bonus after every 2 wounds.
Capable of taking on chaff units, not a monster killer.
The King Under The Barrow
Most barrows will have accreted around a warrior, fallen in battle defending the World That Was. Many will be the channel between the ancestors and Nagash, some though are biding they time waiting for the time to strike, others are still fighting the old battles. Should provide the mystery and uncertainty about loyalties that every army needs.
This guy should be Ogre-big and scary. Not a chaff-slayer, but will go one-to-one against other combat beasts.