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.
Can move 12" in Movement phase and 6" in Assault but must roll a D6 when moving in or out of Difficult Terrain. On a 1, the model is killed with no Armor Save allowed.
Warbike's Big Shootas are limited to a maximum rang eof 18".
Due to dust and exhaust clouds Warbikes give their riders a 5+ cover saving throw. Furthermore a unit being shot at "through" the warbikes also recieve the 5+ cover saving throw.
Warbike Mobz are immune to the effects of morale and pinning.
In an assault Warbikers use their big shootas to blast the enemy at point blank range. Warbikers that charge into close combat strike first and make a shooting attack in the first round of combat instead of fighting normally.
Speed Freeks are allowed to start rolling for their reserves on the first turn of the game.
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.