Ork Mob Rule! If an Ork mob fails a moral or pinning check, roll 2D6. On a roll equal to or less than the number of Orks (ignore Gretchin) left in the mob than the Orks instead pass the test. An Ork mob of twelve or more models will therefore always pass these tests.
Orks falling back can attempt to regroup as normal, but may also instead fall back towards any Ork mob that lies behind their position. If any Orks in the withdrawing unit get within 6" of the new mob once moves are complete then the withdrawing mob attempts to join with the new one. Roll 2D6 again the Leadership value of the falling back mob. If successful the two mobs combing together into one unit. The previously withdrawing mob can immediately move up to 6" to be in coherency with the second unit.
Only Ork foot units will mob up in this manner. Slavers and Meks in Grot mobs or Big Gunz, Stormboyz and Warbikes may not mob up.
A mob of Orks that mobs up with another unit counts as destroyed for victory points purposes.
The Power of the WAAAGH! When an Ork mob charges into close combat roll a 2D6. If the score is equal to or under the number of Orks in the mob they charge in with a rousing "Waaaaaaaaagh!". All the Orks in the mob double thier Initiative characteristic for the remainder of the assault phase. In future phases their Initiative returns to normal.
Orks who make sweeping advanced into the enemy also tests for The Power of the WAAAGH!. The test is made at the beginning of the assault phase so any casualties from enemy first will reduce the chances of them maintaining their momentum.
Mount Up! All infantry in a Speed Freeks force must be deployed at the start of the battle aboard a trukk, battlewagon or looted vehicle. During a game, any mob of Speed Freek Orks is allowed to mount up onto any transport vehicle they can fit onboard; they are not restricted to only using the transport they were deployed in at the start of the game.