Orcs are tough but slow fighters; they benefit from the Choppa rule and pack a toughness of 4, but only a initiative of 2. Unlike champions of the empire that only present an extra attack, Orc bosses have WS and S of 4 in addition to their additional attack; this improved profile is represented in their increased cost of 15 pt. All Orcs wear light armour which is also their only body armour option..
Warboss (115pt, lords) are deadly fighter generals (think grandmaster with S &T of 5). If the warboss is your general, he can once per battle call out the waaarg when charging, this boosts combat results of all units by 1 and of the warboss unit by d3 for that turn.
Big Boss (55pt, heroes), empire captains with the Orc trait of increased T and lowered I.
Great Shaman (165pt, Lords), Shaman (65pt, Heroes), similar to empire wizards with orc trait of toughness of 5 and initiative of 2.
Boys (6 pt, core) have options of spear or additional hand weapons (1 pt) and shields (1 pt).
Arrer boys pack an ordinary bow (7pt, core) with no additional weapon options.
Boar boys (16 pt, special) have options of spear (2 pt) and shields (2 pt). They are mounted on boars that provide an additional +2 save due to their thick skin, and +1 to strength on charges due to the big tusks.
Boar chariots (85 pt, special) are driven by 2 war boars and crewed by 2 orcs armed with spears. The chariot is a solid construction represented by an S and T of 5 and 4 wounds, and is equipped with scythes for an extra impact attack.
In addition to the ordinary Orcs, an O&G general can field the more primal Savage Orc and elite Black Orc.
Savage Orcs fancy warpaints instead of body armour and chant themselves into frenzy before battle. All savage orcs are subject to frenzy and have a 6+ ward save from their paint. Savage orcs may hold two hand weapons when riding boars, but are then required to deduct 1 from their roll when testing for dangerous terrain.
Savage orc Warboss (150pt, lords) and Big Boss (75pt, heroes) have similar stats to their orc counterparts, and only differ by the special rules related to the savage orc trait and considerable increased point costs.
Savage Orc Great Shaman (170pt, Lords), Shaman (70pt, Heroes), similar to Orcs, but can improve the ward save of a savage orc unit to 5+ by bringing a shrunken head (50pt).
Savage orcs (8 pt, core) have options of spear, bows or additional hand weapons (1 pt) and shields (1 pt). Furthermore, the unit can bring Big Stabbas (20pt) that causes D3 impact hits with Strength of 5, wounds caused to large targets have the multiple wounds (D3) special rule.
Savage orc boar boys (18 pt, special) are identical to their Orc counterparts except for their savage orc traits and increased point costs.
Black Orcs can pretty much handle everything; at start of each combat they can choose to fight with a great weapon, two hand weapons, or a single hand weapon. Blacks orcs wear heavy armour and are immune to psychology and animosity. Black Orc characters can even quell animosity in units of other greenskins although to induce such authority costs a head or two; if a unit with a black orc boss or warlord fails their animosity tests he inflicts d6 S5 hits on the unit whereafter the failed animosity test is ignored.
Black Orc warboss (160pt, lords) and big boss (90pt, heroes), stats similar to their Orc counter parts except for a slightly higher WS of 7 and 6 respectively. These Orcs stack special rules like few other units in the game; choppa, armed to da teef, immune to psychology, not subject to animosity, quell animosity, and waaaarg (warboss only).
Black Orcs (12 pt, special), Some of the most versatile fighters in the warhammer world, what is not to like about WS 4, S4, T4 and Ld8 when you get to choose your weapon for every combat and get a +1 to S in the first round! These troopers can pack a Strength of 7 without magic!