Get the full Warhammer 40k Orks codex rules PDF breakdown and see why their new Freebooter Krew detachment has the need for loot!
Ready to loot anything you can across Warhammer 40k battlefields? New Orks rules are here as the new Freebooter Krew Detachment will loot anything not nailed down, and that will only buy their enemies a few minutes!
Packed with looting rules, brutal enhancements, and some downright fun stratagems, this detachment is all about taking what you want and getting out before the reinforcements come.
Here are our thoughts on the latest Orks rules for 10th edition Warhammer 40k.
Steal the Battlefield With New Warhammer 40k Orks Rules
Updated on February 11th, 2026, by Rob Baer with the latest rules.
From Freebooterz piling into a scrap for the best loot to Flash Gitz turning anything shiny into target practice, the new Orks detachment rules are pure pirate mayhem. The Freebooter Krew detachment is built around claiming one objective as “da loot,” then getting brutally efficient about anyone dumb enough to stand near it.
Here’s what makes this detachment such a nasty brawl-and-bully package: you pick your loot objective each battle round, then your ladz start spitting out extra hits when they are fighting on it or blasting anything squatting on it. Add in redeploy tricks, guaranteed movement spikes, and a couple of mean shooting toggles, and you have a crew that fights like it is mugging the mission.
And remember, you will want the main Orks Codex handy too, because this detachment is all about stacking your core kit on top of the loot game before you start krumpin.
40k Freebooter Krew Orks Detachment Rules

At the start of the battle round, you pick one objective marker. Until the start of the next battle round, that marker is your loot objective.
You call the shot every round. Then your ladz start getting nastier where it counts. Each time a model in an Orks Infantry, Orks Mounted, or Orks Walker unit makes an attack, that attack gains Sustained Hits one if their unit is within range of your loot objective, or if they are targeting a unit within range of your loot objective. Translation: fight on the point, fight into the point, either way you are throwing extra dice like a proper pirate mob.
And when your opponent tries to be clever and fall back, you have an extra trick called Krump and Run. If an enemy unit falls back, and your Orks were stuck in, you can break into a Normal move up to six inches right after. Translation: they try to slip away, you nick the loot and reposition like you planned it all along.
Warhammer 40k Orks Detachment Rules: Enhancements

- Da Kaptin: Once per battle round at the start of any phase, pick a friendly Orks unit within twelve inches that is Battle-shocked. It takes D3 mortal wounds and is no longer Battle-shocked. Motivation, Freebooter style.
- Git-Spotter Squig: Ranged weapons in the bearer’s unit gain Ignores Cover. Because hiding behind rubble does not count as a plan.
- Bionik Workshop: At the start of the battle, roll a D3 and your unit gets a bionik buff for the rest of the game. Extra move, extra punch, or better Weapon Skill, depending on what the Dok “installed” that morning.
- Razgit’s Magik Map: After both players deploy, pick up to three Orks Infantry units and redeploy them. You can even shove them into Strategic Reserves regardless of how many units are already there. Surprise, the loot grab was always coming from the other side.
Warhammer 40k Orks Rules: Detachment Stratagems

- Bash and Grab: Fight phase wound re-rolls into enemies within range of the loot objective. If it is on the point, it is getting carved up.
- Grab and Bash: In your Command phase, pick an Orks unit within range of the loot objective and the Waaagh! is active for that unit until your next Command phase, even if you already called Waaagh! this battle. One unit keeps the party going.
- Boardin’ Rush: In your Movement phase, pick a unit and when it Advances, do not roll. Just add six inches to its Move for the phase. Guaranteed speed, no excuses.
- Deck Fraggers: In your Shooting phase, give a unit’s ranged weapons Blast when targeting Infantry. Great for deleting clumps and screens.
- Rolling Loot-Heap: In your Shooting phase, pick Flash Gitz and give their ranged weapons Anti-Vehicle four-plus. Suddenly the “show-offs” are cracking tanks.
- Krump and Run: In your opponent’s Movement phase, just after an enemy Falls Back, make a Normal move up to six inches with the right unit. They back off, you slide onto loot, angles, or the next victim.
Final Thoughts on The Orks 40k Codex Supplement
That’s the Freebooter Krew detachment rules in a nutshell: pick the prize, pile in, and turn the objective into a payday. If you like Orks rules that play the mission like a mugging, this detachment is going to feel right at home. You’re not just scoring points here.
The orks detachment rules turn the center of the table into a “mine now” zone, then using redeploy tricks, guaranteed speed, and a couple of nasty shooting switches to keep your opponent chasing shadows while you carry the loot off laughing.
See The Rest of the 40k Orks Rules
Do you like the new Orks Detachment?


