These are the rules (which are approved) for my Deceiver's base which I will be using in a Campaign Tournament.
The point then will be to try to destroy or capture the base of the enemy. This will be hard for my opponent (Illusion copy, Y U MAD BRO!?

)
So here's the profile for my Deceiver's base, Hope you like it!
The Deceiver's Base:
Throne of the Jackal God.
F S R Turrets : The Deceiver's Edge
13 13 13
Throne of the Jackal God:
ARMOUR OF DECEIT: It's very hard to penetrate the armour for most of the time you don't hit the real thing, that's why it's counted as armour 13. The armour ignores any rule, special rule, piece of wargear, auto glance/penetrate rule, haywire rule, melta rule, glance rule, extra dice, etc that helps with the penetrating of armour. (EXCEPT! weapons that double the strength, the augmented strength remains) There's nothing that can give you any advantage over your own or your weapon's strength and one
D6 to penetrate armour.
WHERE DID
IT GO?: The Deceiver doesn't allow it's base to be destroyed by stupid mortals, The true base is completely cloaked (if even there?) and illusion copies are made manifest first. This can occur only twice per game in which the base is used. When the base receives a glancing or penetrating hit it disappears and may be placed within 24" of its last location without any harm at the start of the Deceiver's turn (Are you mad now?) The Deceiver laughing loudly as this occurs.
THE DECEIVER'S EDGE: None truly knows what it is but many believe it's a power source hidden within the structure. Wherever it's located it is still a devastating weapon, not in physical actions but mental. Somehow the deceiver manifested some of his mind tricks into this weapon, deadly mind tricks. Once any mind gets closer to the throne one will see illusions starting to spring up every step closer a mental test for anyone who get's near the Jackal God's work. Maddening or tricking beyond knowledge, few can survive such peril.
The Deceiver's Edge is a weapon like no other and works as following:
- All enemy models on the table must pass a Leadership test at the start of all enemy turns counting their Leadership value as being 10 for this test.
- When failed the model went into an illusion created by the Deceiver's Edge (equal to the deceive blessing), maybe for the entire game.
- The illusion can be broken by willpower at the start of the next enemy turn, but on a lowered leadership of 9, when broken the model may react normal that turn. When not broken the model keeps losing leadership at the start of all enemy turns. (The test, when maybe having reached
Ld 1/0, can always be passed with a double 1)