Craftworlds – Webway Gate
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Webway Gate

NoNAME  M WS BS S T W A Ld Sv Base
Webway Gate (base: Use model)
Webway Gate
- - - - 8 14 - - 3+ Use model
A Webway Gate is a single model formed from two separate pieces. When setting up these pieces, place them so that an arch is formed, with the bases 5" apart.
Shimmering Arrival: When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 12" from the enemy deployment zone and any enemy models, and more than 3" from any other terrain features or the centre of any objective markers.
Eldritch Aura: This model has a 5+ invulnerable save.
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, friendly units can still target enemy units that are within 1" of this model.
Webway Strike: After you set up this model, any AELDARI units you have not yet set up during deployment, other than Fortifications, can be set up in a webway spar rather than being set up on the battlefield. One unit in a webway spar can emerge from each friendly Webway Gate at the end of each of your Movement phases – set them up wholly within 3" of the Webway Gate and more than 9" away from any enemy models. If all friendly Webway Gates have been destroyed, any units that have not yet arrived from a webway spar are considered to be slain.
Webway Gate: When measuring distances to and from a Webway Gate, measure from the closest point of the model. If a Webway Gate is destroyed, remove both arch pieces from the battlefield.

Datasheet-related Stratagems



Craftworlds Stratagem

The Asuryani often deploy Falcons and Wave Serpents in the lower atmosphere rather than on the ground. At a signal, they strike before the enemy have a chance to react.

Use this Stratagem during deployment if you have not used the Webway Strike Stratagem this battle. You can set up an ASURYANI VEHICLE unit from your army that can FLY in the clouds instead of placing it on the battlefield. It can descend at the end of any of your Movement phases – set it up anywhere on the battlefield more than 9" from any enemy units. If you use this Stratagem on a transport, all units embarked inside it remain so when it is set up in the clouds.
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

This datasheet has Fortifications Battlefield Role. Full list of Craftworlds units sharing same Battlefield Role follows:

© Vyacheslav Maltsev 2013-2021