RED ELF
Kroot Warspheres

Unlike the Tau the Kroot are capable of true warp travel but the exact method has been kept secret from their employers. To the Kroot warp travel is almost migratory and they seem incapable of navigating anywhere other than systems with habitable worlds. It would appear they are drawn to functioning eco-systems.

The famous Kroot Warspheres are self-contained towns wherein is kept the retained knowledge of Kroot technology and the choicest items they have received as payment for their services. As such they do not risk them in battle willingly and try to avoid direct action against warships unless the need is great or they are being exceptionally well rewarded.

Warspheres have a single drive running through their core from north to south pole and manoeuvring thrusters along their equator. These engines are reliable but very basic making Warspheres very slow. They are powerful enough to allow the Warsphere to land and take-off from a planet although the process is not elegant. When dirtside the manoeuvring thrusters will normally be used to bury the Warsphere.

A Tau fleet can include 0-1 Warsphere in games up to 1500 points, 2 thereafter.

Size: Defence/10
Speed: 10cm
Turns: 45°
Shields: 2
Armour: 5
Turrets: 3

<copy all movement rules from Ork roks>

Kroot grand gun battery (range 30cm, 10 Strength, Arc - all round)

Kroot grand guns function as batteries.

The Warsphere has a boarding strength of 20.

In a planetary assault mission a warsphere will contribute 3 points for each turn it is actually landed on the target planet. It contributes nothing for being within 30cm.