Turbo Boostas
Each time a Speed Freeks or Trukk unit (excluding Aircraft) Advances, it can use its turbo: no Advance roll, a flat 24" Move in one straight line, and its ranged weapons gain Assault, but it cannot charge that turn.
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This is SprueSentry strategy commentary, not official rules. The rules below are read from the pack's own printed pages, checked on 27 August 2026 against Orks Faction Pack v1.2 (legal for matched play from 26 August 2026). Detachment Point costs and enhancement points are published in the Munitorum Field Manual (v1.3, 26 August 2026) and the Warhammer 40,000 app, and they move with points updates.
Each time a Speed Freeks or Trukk unit (excluding Aircraft) Advances, it can use its turbo: no Advance roll, a flat 24" Move in one straight line, and its ranged weapons gain Assault, but it cannot charge that turn.
An Orks unit becomes eligible to shoot and charge in a turn it Fell Back or Advanced (unless it turbo'd).
After a Speed Freeks/Trukk unit shoots, pick a hit target: your army's attacks against it get +2 Strength for the phase.
A unit's ranged weapons gain Anti-Monster 4+ and Anti-Vehicle 4+.
A Speed Freeks/Trukk unit's melee gains Lance, plus +1 Damage if it charged.
A targeted Orks unit gains Benefit of Cover.
Pull a free Speed Freeks/Trukk unit into Strategic Reserves to come back for another pass.
Improve the bearer's ranged Ballistic Skill by 1. Big Mek only.
When the bearer uses its Mekaniak ability, the selected Vehicle's ranged weapons gain Rapid Fire 1 until your next Command phase. Mek only.
On a turbo, the Wartrike's unit can move horizontally through terrain. Deffkilla Wartrike only.
Huge boost to the Wartrike's killa jet weapons (burna to 3D6 Attacks, cutta to 3). Deffkilla Wartrike only.
The Speed Freeks buggy core; Assault-on-turbo means they cross the board and still unload.
The natural Speed Freeks warlord and the carrier for Kustom Shokk Box or Supa-Burny Fuel.
See the box: price and offersCount as Trukk units, so they turbo up the field and disgorge a mob.
See the box: price and offersHeavier dakka and the Dakkamek/Master Meknologist enhancement platforms.
How to play Speedwaaagh! in 11th edition β the 2-DP detachment that turbo-boosts Speed Freeks and Trukks to a flat 24" move with Assault weapons, trading the charge for a shooting-on-the-move blitz.
BySprue Sentry
ReviewedAug 28, 2026
SourceOrks Faction Pack v1.2 (official GW PDF, legal from 26 August 2026)
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.
Speedwaaagh! is the Orks Speed Freeks vehicle detachment: a 2-Detachment-Point package for a fast, buggy-and-Trukk army that races across the board firing on the move. Its rules are read from the Warhammer 40,000 11th edition Orks Faction Pack, where it's printed in full, and were re-checked on 27 August 2026 against Faction Pack v1.2 (legal from 26 August 2026), which left it unchanged.
Don't confuse the Speedwaaagh! detachment with the army-wide Waaagh! rule β they're separate things. This is SprueSentry strategy commentary, not official rules; the 2-DP cost comes from the Munitorum Field Manual (v1.3, 26 August 2026) and the Warhammer 40,000 app, and moves with points updates.
Each time a Speed Freeks or Trukk unit (excluding Aircraft) Advances, it can use its turbo: you don't roll for the Advance β instead, until the end of the phase its models get a Move characteristic of 24" but can only move in one straight line, and until the end of the turn their ranged weapons gain Assault (and the unit can't charge that turn). It's a reliable, enormous board-covering move that keeps you shooting: no Advance dice, guns still fire, but the tradeoff is you can't declare a charge with a unit that turbo'd. The Designer's Note is strict β a turbo'ing unit can't pivot or navigate around obstacles, so plan lanes.
Take it (2 DP) for a genuine Speed Freeks / vehicle army that wins by speed, board control and volume of fire rather than a single alpha charge. The Turbo Boostas rule turns Orks' usual slow approach into a 24"-per-turn blitz while keeping guns online β ideal for objective play and for buggies that want to shoot every turn. It's weaker for a melee-first foot list, since the payoff is tied to Speed Freeks and Trukks. At 2 DP it pairs with a 1-DP support.
Sample gameplan: turn one, turbo your buggies up the flanks (one straight line β pick lanes with clear fire) and blaze away with Assault weapons onto forward objectives. Use Mobile Dakkastorm to spike Strength into a priority target and Speshul Ammo when a Monster or Vehicle shows itself. Keep a non-turbo unit in reserve for On Da Move flexibility, screen with Dust Trails, and use Evasive Manoova to recycle a battered buggy for another pass rather than trading it away.
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.
Turbo Boostas: when a Speed Freeks or Trukk unit (not Aircraft) Advances it can use its turbo β no Advance roll, a flat 24" Move in one straight line, and its ranged weapons gain Assault until end of turn, but it can't charge that turn.
No. The army-wide Waaagh! is the Orks army rule (Advance-and-charge plus melee/durability, once per battle). Speedwaaagh! is a separate detachment whose Turbo Boostas rule is about speed and shooting on the move; a turbo'ing unit actually can't charge that turn.
Speed Freeks buggies (Warbikers, Kustom Boosta-blastas, Boomdakka Snazzwagons, Megatrakk Scrapjets, Shokkjump Dragstas), the Deffkilla Wartrike as warlord, and Trukks carrying Boyz β everything that gains Assault from turbo and wants to shoot every turn.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.