How to play Dread Mob in 11th edition β the 2-DP walker-and-Mek detachment whose 'push the button' rule rolls (or picks) a different weapon ability for your Dreads, Kans and Mek machines each phase.
Sprue Sentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly; always confirm against the current official rules and latest update before a game.
Dread Mob is the Orks walker and Mek detachment: a 2-Detachment-Point package built around Deff Dreads, Killa Kans, Morkanauts/Gorkanauts and Big Mek support β a wall of clanking, dakka-heavy war machines. It carries over from the Codex into Warhammer 40,000 11th edition via the Orks Faction Pack, which errata's it rather than reprinting it.
This is SprueSentry strategy commentary, not official rules. The mechanics below come from community rules databases (which agree closely) rather than a direct read of the printed detachment, so this page rests on weaker evidence than our pack-printed detachment pages. Faction Pack v1.2 (legal from 26 August 2026) does errata this detachment: it tightens the Try Dat Button! Hazardous wording where a weapon picks the ability up from more than one source, and shortens the Conniving Runts stratagem's target range by an inch. The 2-DP cost comes from the Munitorum Field Manual (v1.3, 26 August 2026) and the Warhammer 40,000 app. Confirm everything against the codex and app before a game.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.