Orks Β· detachment

Kult of Speed: The 11th-Edition Orks Speed Freeks Detachment

How to play Kult of Speed in 11th edition β€” the 2-DP all-mounted detachment whose buggies and bikes advance, shoot, and charge in the same turn.

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.

Kult of Speed is the Orks Speed Freeks detachment: a 2-Detachment-Point package for an all-mounted, high-tempo army of bikes and buggies that never sits still. It reflects Warhammer 40,000 11th edition (Orks Faction Pack, June 2026), which errata'd its rule.

This is SprueSentry strategy commentary, not official rules. The rule and stratagems come from community rules databases reflecting the current pack; points weren't cleanly confirmed, so verify against the current Faction Pack and the Warhammer 40,000 app before a game.

What the Adrenaline Junkies detachment rule does

Your *Speed Freeks units can shoot and declare a charge in a turn they Advanced or Fell Back* β€” the 11th-edition pack added the 'declare a charge' clause on top of the old shoot-after-Advance permission. That's enormous: your fast units dart forward (or peel off a losing fight), still fire, and still slam into combat the same turn, ignoring the normal movement penalties. It turns the whole army into hit-and-run tempo pieces that punish static gunlines and dominate the movement game.

Stratagems and when to use them

  • Dakkastorm (Shooting) β€” the unit's ranged weapons gain Sustained Hits 1, improving to Sustained Hits 2 within 9". Your burst-damage button up close.
  • Blitza Fire (Shooting) β€” Lethal Hits (Critical Hits on 5+) within 9", to punch through armour.
  • Full Throttle (Charge) β€” +1 to Wound in melee after charging, to trade up.
  • More Gitz Over 'Ere! (opponent's Movement) β€” a reactive 6" move to plug gaps or screen deep strikes.
  • Speediest Freeks (defensive) β€” a 5+ invulnerable (4+ for lighter vehicles) to keep a key buggy alive.
  • Squig Flingin' (Movement) β€” force a Battle-shock test at -1.

Enhancements worth taking

  • Fasta Than Yooz β€” the bearer's unit can disembark after its Transport moves and still charge, for an aggressive delivery.
  • Speed Makes Right β€” a chance to generate CP each turn the bearer is near the enemy, rewarding forward play.
  • Squig-hide Tyres (Deffkilla Wartrike) β€” 6" Consolidation moves to chain between targets.
  • Wazblasta (Deffkilla Wartrike) β€” a 6" move after shooting.

Key units

  • Warbikers / Nob on Warbike β€” core Speed Freeks bodies that love the advance-and-charge rule and Dakkastorm.
  • Deffkilla Wartrike β€” the signature character; carries the Wartrike-only enhancements and buffs nearby Speed Freeks.
  • Megatrakk Scrapjets / Shokkjump Dragstas / Kustom Boosta-blastas β€” fast Speed Freeks buggies, ideal hit-and-run harassers.
  • Boomdakka Snazzwagons / Rukkatrukk Squigbuggies β€” mobile shooting platforms that exploit shoot-after-Advance.

When to pick Kult of Speed

Take it for an all-mounted, high-tempo Speed Freeks and buggy list that plays the movement game β€” grabbing objectives, harassing, and refusing to sit still. It rewards aggressive positioning and punishes static gunlines, since your units ignore Advance and Fall Back shooting penalties and can still charge. At 2 DP it leaves 1 DP for a support like More Dakka! or Rollin' Deff.

Sample gameplan: deploy a wall of buggies and warbikers. Turn one, Advance everything onto the midfield objectives and still shoot (and charge weak screens) thanks to Adrenaline Junkies. Use Dakkastorm or Blitza Fire on a priority target within 9" for burst damage, and Full Throttle on the charge. Fall Back out of bad fights while still shooting, then re-engage. Use More Gitz Over 'Ere! reactively to screen, and Speediest Freeks to keep a key buggy alive on an objective.

Common questions

How many Detachment Points is Kult of Speed?

2 DP, leaving 1 DP at a 2,000-point game for a support detachment. (Some summaries wrongly list it as 1 DP β€” that number belongs to the new detachments More Dakka!, Rollin' Deff and Taktikal Brigade.)

What is the Kult of Speed detachment rule?

Adrenaline Junkies: your Speed Freeks units can shoot and declare a charge in a turn they Advanced or Fell Back. The 11th-edition pack added the 'declare a charge' clause, making them full hit-and-run tempo pieces.

What units are best in Kult of Speed?

All-mounted Speed Freeks: Warbikers, the Deffkilla Wartrike, and the buggy line (Megatrakk Scrapjets, Shokkjump Dragstas, Kustom Boosta-blastas, Boomdakka Snazzwagons) that advance, shoot and charge.

Is Kult of Speed good into gunlines?

Yes β€” it's built to punish static shooting armies. Your units advance onto objectives while still firing and charging, and can Fall Back out of a bad fight and still shoot, so the enemy rarely gets a clean shot at a stationary target.

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.