We’ve already had a peek at a pair of new Astra Militarum Detachments coming in the Armageddon: The Return of Yarrick set, and now it’s time for the Orks to get in on the action. Can you keep up with Wazdakka’s bike Boyz?

The Speedwaaagh! roars in with a Detachment Rule that perfectly encapsulates their mad obsession with velocity. Engage your Turbo Boostas to rocket forwards a massive 24”, though with one major drawback – you have to do it in an arrow-straight line, no pivots or shimmies, because your Boyz are far too busy holding on for dear life to steer.

DETACHMENT RULE
SPEEDWAAAGH!:
TURBO BOOSTERS
No self‑respecting Speed Freek goes to war without highly tuned, Mek‑approved turbo boostas to power them to battle.These devices come in all shapes and sizes, but all give their operators a violent burst of speed, allowing them to close with the enemy at breakneck speed and get stuck in.
Each time a SPEED FREEKS or TRUKK unit (excluding AIRCRAFT) from your army Advances, it can use its turbo. If it does, do not make an Advance roll for it; instead, until the end of the phase, models in that unit have a Move characteristic of 24" but can only move in one straight line, and until the end of the turn, ranged weapons equipped by those models have the [ASSAULT] ability and that unit cannot declare a charge.
Designer’s Note:When a unit uses its turbo, the models in that unit cannot pivot, and they cannot make a move of two or more straight lines (e.g. to navigate around obstacles). That unit also cannot declare a charge, even if another rule would let it declare a charge in a turn in which it Advanced.
Of course, if you don’t fancy having your wacky bike boost interrupted by such irritants as ‘walls’ and other ‘solid objects’, you can give your Deffkilla Wartrike the Kustom Shokk Box Enhancement and ignore them entirely.

ENHANCEMENT
SPEEDWAAAGH!:
KUSTOM SHOKK BOX
Obtained from a Big Mek for a veritable fortune of teef, this device incorporates a shokk‑boosta that enables a Warboss and their steed to take potentially deadly shortcuts through the Warp.
DEFFKILLA WARTRIKE model only. Each time the bearer uses its turbo, its unit can move horizontally through terrain features.
All the speed in the world won’t help you if you can’t krump da humie gits at the other end, and the Detachment’s Stratagems have several juicy options. Ded Killy Construction is perfect for hammering into lines of Space Marines and other units with two Wounds, as your already effective Ork fighters hit that all-important 2 Damage sweet spot that means many common bruisers will think twice before trying to beat them by attrition.
Meanwhile, Speshul Ammo lets you swing for the biggest trophies of all, letting the mass firepower of Warbikers and various buggies deal significant damage to the largest and scariest beasts and tanks.

DED KILLY CONSTRUCTION (1CP)
SPEEDWAAAGH! – STRATEGIC PLOY STRATAGEM
Fitted with jagged ploughs, spiked tyres and steel bars, Ork vehicles are potent weapons in their own right.
WHEN: Your Fight phase.
TARGET: One SPEED FREEKS or TRUKK unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE]
ability and, if your unit made a Charge move this turn, until the end of the phase, add 1 to the Damage characteristic of those weapons.

SPESHUL AMMO (1CP)
SPEEDWAAAGH! – WARGEAR STRATAGEM
Though the cost in teef is high, Mek‑crafted speshul ammunition always comes in handy when taking on big targets.
WHEN: Your Shooting phase.
TARGET: One ORKS unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding Torrent weapons) have the [ANTI‑MONSTER 4+] and [ANTI‑VEHICLE 4+] abilities.
If you pair up this Detachment with Wazdakka Gutsmek, you’ll also be able to bring Warbikers along as BATTLELINE units – an idea as characterful as it is effective. Leave your slowpokes behind and embrace an army where everything moves at plainly ridiculous speeds, befitting a true Speed Freek.
The second Detachment, Blitz Brigade, also embraces the idea of going really really fast, but wants to bring piles of Boyz along for the ride. Eager for the Fight is an invaluable rule for making sure your disembarking units make it all the way into close combat, and if you combine it with the ability to Advance and Charge when you call a Waaagh!, you’ll be laughing right up until you’ve got a choppa buried in their skull.

DETACHMENT RULE
BLITZ BRIGADE:
EAGER FOR THE FIGHT
Blitz Brigades thunder into battle laden with eager, belligerent Orks, all desperate to get stuck into the enemy.
Clambering from transport compartments or leaping from armoured hulls, these wild‑eyed killers descend on the enemy in roaring savagery.
Each time an ORKS unit from your army disembarks from a TRANSPORT, until the end of the turn, you can re‑roll Advance and Charge rolls made for that ORKS unit.
That does mean that in order for the cargo of Boyz to be eligible to charge, you have to park up in front of your opponent and weather a turn of damage. Accordingly, several of the Detachment’s Stratagems are all about keeping your Battlewagons, Kill Rigs, and other vehicles alive.

Impervious is a classic way to shrug off powerful shots from dedicated tank-killers, as it would take Titan-grade weapons to Wound a Battlewagon on a 2+ after a shot of the Mek’s special sauce. By far our favourite though, and definitely the most Orky, is Yooz in Trouble Now. Piling out of a transport just so you can fight the people around it makes perfect sense to your average Boy, and if you really need them back inside, Mount Up, Ladz lets you spirit them all into your wagon for just a single Command point.

YOOZ IN TROUBLE NOW (1CP)
BLITZ BRIGADE – STRATEGIC PLOY STRATAGEM
Spilling from their damaged transport, enraged Orkoid infantry mobs surge towards their attackers.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
TARGET: One BATTLEWAGON, HUNTA RIG or KILL RIG model from your army that was hit by one or more of the attacking unit’s attacks.
EFFECT: One ORKSINFANTRY unit embarked within your model can disembark and make a Surge move. To do so, roll one D6: models in that unit move a number of inches up to this result, but that unit must end that move as close as possible to the closest enemy unit (excluding Aircraft). When doing so, those models can be moved within Engagement Range of that enemy unit.

MOUNT UP, LADZ (1CP)
BLITZ BRIGADE – STRATEGIC PLOY STRATAGEM
With nothing left to blast or krump, these Orks scramble aboard their transport and thunder towards the next engagement.
WHEN: End of the Fight phase.
TARGET: One ORKS INFANTRY unit from your army that is not within Engagement Range of one or more enemy units, and one friendly TRANSPORT it is able to embark within.
EFFECT: If your ORKS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.
There’s still plenty more to uncover from these two Detachments, and they’ll be available for you all to browse later in the week on the Warhammer Community Downloads page. Come back tomorrow as we round out the Detachments from Armageddon: The Return of Yarrick with two new ways to unleash your Space Marines.




















