Orks Β· detachment

Freebooter Krew: The 11th-Edition Orks Loot-Objective Detachment

How to play Freebooter Krew in 11th edition β€” the 2-DP pirate detachment that names a loot objective each turn and hands Sustained Hits to units fighting over it.

11th editionRules checked July 13, 2026

SprueSentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly β€” always confirm against the current official rules and your latest dataslate before a game.

Freebooter Krew is the Orks loot-and-objective detachment: a 2-Detachment-Point package for a piratical mixed force β€” Flash Gitz, Boyz, Beast Snaggas, buggies and wagons β€” that concentrates violence around a chosen objective. Its rules are confirmed from the Warhammer 40,000 11th edition Orks Faction Pack (June 2026), where it's reprinted in full.

This is SprueSentry strategy commentary, not official rules; the DP cost lives in the Warhammer 40,000 app, so confirm before a game.

What the Here Be Loot detachment rule does

At the start of your Command phase you pick one objective marker as your loot objective until your next Command phase. Then every attack from an Orks Infantry, Mounted or Walker unit gains Sustained Hits 1 if either the attacking model's unit is within range of the loot objective or the attack targets a unit within range of it. That's a big, flexible volume-of-fire and melee buff that fires whether you're attacking from the objective or into it β€” so it rewards fighting over a specific point, exactly what objective-play missions ask for.

Stratagems and when to use them

  • Grab and Bash (Command) β€” a unit within range of the loot objective gets the Waaagh! active for it, even if you've already called your one army-wide Waaagh! this battle. A second helping of Waaagh! bonuses on the key unit is the standout play.
  • Bash and Grab (Fight) β€” re-roll Wound rolls against enemies within range of the loot objective.
  • Deck Fraggers (Shooting) β€” a unit's ranged weapons gain Blast against Infantry, scything down hordes near the loot.
  • Rolling Loot-Heap (Shooting) β€” a Flash Gitz unit gains Anti-Vehicle 4+, turning snazzguns on enemy armour.
  • Boardin' Rush (Movement) β€” Advance without rolling and add 6" to Move, closing on the objective fast.
  • Krump and Run (opponent's Movement) β€” a free 6" Normal move after an enemy falls back, chasing down a fleeing unit.

Enhancements worth taking

  • Da Kaptin (Warboss) β€” once per battle round, clear Battle-shock from a friendly Orks unit within 12" (it takes D3 mortals in exchange), keeping your objective-holders reliable.
  • Git-Spotter Squig (Orks) β€” the bearer's unit's ranged weapons gain Ignores Cover, superb on Flash Gitz or Lootas.
  • Bionik Workshop (Big Mek or Painboy) β€” roll a D3 for a random bionik buff (extra Move, Strength or Weapon Skill) for the bearer's unit all battle.
  • Razgit's Magik Map (Orks) β€” after deployment, redeploy up to three Orks Infantry units, and you can place them in Strategic Reserves regardless of the usual limit.

Key units

  • Flash Gitz β€” the iconic Freebooterz and the natural home for Git-Spotter Squig (Ignores Cover) and Rolling Loot-Heap (Anti-Vehicle); Sustained Hits stacks with their volume.
  • Boyz / Beast Snagga Boyz β€” cheap bodies to hold the loot objective and swing with Sustained Hits when fighting over it.
  • Warboss with Da Kaptin β€” an objective anchor that keeps nearby units clear of Battle-shock.
  • Buggies, Battlewagons, Deffkilla Wartrike β€” Mounted and Vehicle units that also benefit from the rule when they operate near the loot.
  • Lootas β€” heavy dakka that loves Ignores Cover and Sustained Hits from range against a unit sitting on the loot.

When to pick Freebooter Krew

Take it (2 DP) for a mixed, objective-focused Ork list that wants a flexible offensive buff rather than a single archetype. Here Be Loot rewards clustering violence around one point each turn, which lines up naturally with hold-objective missions, and the rule spans Infantry, Mounted and Walker units so you're not locked into one unit type. Grab and Bash effectively giving a second Waaagh! to a key unit is genuinely powerful. It's less focused than the dedicated speed, wagon or Boyz detachments β€” its strength is breadth. At 2 DP it leaves 1 DP for a support.

Sample gameplan: each Command phase, name the loot objective where the turn's fight will happen β€” usually the midboard objective you're contesting. Push Flash Gitz and Lootas (Git-Spotter Squig for Ignores Cover) to shoot into it and Boyz to hold on it, both triggering Sustained Hits. Spend Grab and Bash to switch a key unit's Waaagh! on for the assault, Bash and Grab to re-roll Wounds in the melee over the marker, and Deck Fraggers to Blast down enemy infantry contesting it. Keep Da Kaptin nearby so a Battle-shocked holder doesn't fold.

Common questions

How many Detachment Points is Freebooter Krew?

2 DP, leaving 1 DP at a 2,000-point game for a support detachment. The cost lives in the Warhammer 40,000 app, so confirm before a game.

What is the Freebooter Krew detachment rule?

Here Be Loot: at the start of your Command phase you name one objective marker as your loot objective; until your next Command phase, Orks Infantry, Mounted and Walker attacks gain Sustained Hits 1 if the attacking unit is within range of it or the attack targets a unit within range of it.

What units are best in Freebooter Krew?

Flash Gitz above all (Git-Spotter Squig and Rolling Loot-Heap suit them), plus Lootas for ranged dakka, Boyz and Beast Snaggas to hold the loot objective, and a Warboss carrying Da Kaptin to keep holders steady. The rule also covers Mounted and Walker units near the loot.

Can Freebooter Krew get two Waaaghs?

Effectively yes on one unit: the Grab and Bash stratagem makes the Waaagh! active for a single unit within range of the loot objective even if you've already called your one army-wide Waaagh! this battle β€” a strong local burst of Waaagh! bonuses.

Rules sources

Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β€” original commentary, not Games Workshop rules text.