Snagged this from Warseer:
I'd just like to toss my own info into the batch.
-Yes, the choppa rule is gone. Just ebout every ork including bikers and kommandos get furious charge now though. Shoota boys, slugga boys, and 'ard boyz have been made into a single troop choice, and have dropped in points.
-The Warboss is the same cost, but has T5 and comes with some basic weapon in addition to a wide list of choices ala the new codex format. Taking a warboss allows you to take a unit of nobs as a troop choice instead of an elite choice You no longer need to have your army led by a warboss, Mekboy army 'ere we go!.
-Tank busta boyz have new models, always shoot at vehicles when they can see them, and have some wonderful upgrade options including a tankhammer which is a str 10 two handed weapon in close combat. Squig bombs....?
-Deff koptas are a new option in the standard list now, count as jetbikes with hit and run special rule and can be given a wide range of weapons including a claw which counts as a powerfist and a one use bomb.
-Mega armour nobs and regular nobs each have their own elite entries now and can be taken independent of the warboss. Mega armored nobs have the slow and purposeful rule and have dropped in effective pointcost by 10 points.
-Killa kans have dropped in point cost while dreds and both units weapon options have gone up slightly.
-battle wagons have dropped in points have a ton of new weapon options including. Mini battle cannon anyone?
-many ork weapons have increased their ranges including the zzap gun with has added 12" to its range from last edition.
-Shokk attack gun is in with a great new model and a crazy misfire chart so don't roll doubles.
-Grots are still in the book so don't worry, the little green beasts are here to stay and they can still clear minefields but don't provide cover saves anymore. Squig hounds are still in as well.
-Nazdreg is gone, replaced with some freebooter pirate character with a nasty gun, and armor made of melted golden teeth. Also a wierdboy character with poisoned attacks and a goofy looking model with grots clinging to it.
-ork warbikes have lost their special rules allowing them to shoot as they go into combat.
-lootas and flash gitz are both in, flash gitz have some amazing weapons options including a painboy and cybork bodies.
-no clan rules.
Overall the new book is a godsend despite the new format. As a long time ork player who has been fretting the new book since the dark-angels release, I have to say NONE of my fears of an unbalanced boring book were founded. The new ork book combined with appocalypse may well save GW and keep us all gaming for years to come.
-You may now substitute the size of the mob for you leadership check becoming fearless if over 11 models strong.
-Waaagh: once per battle all infantry units get fleet of foot.
-No more mobbing up.
-Weirdboyz now have a random d6 roll every time they use a psychic power, and let me tell you some of them are fantastic if also very random. You can upgrade the weirdbos to a warphead to give him a chance to re-roll the power.
-Stormboyz have gone down in price, but now you roll a d6 every time they jump and they take a casualty on a roll of 1.
-Taking a big mek as an HQ choice allows you to take a single dred as a troop choice
-burnas count as power weps in CC but get no special pen bonus against vehicles. You cannot fire the burna before CC if you want to use them as power weps.
-They still exist. Grots now have a BS3 which helps when using the big gunz.
-There are six new guns in the list which includes two ord and a bunch of powerful above average strength weapons with random effects. Most of these weapons are restricted to specific units however, as are many of the original weapons from previous edition. Including the rumored str7 gun. My favorite is the snazzgun though, and you'll all see why.
-Waaagh banners give +1 WS to all models in the unit
-Boss poles allow a nob to cause one wound on a unit to reroll a failed ld test.
Orks are going to be one of the most interesting armies in the game. Every unit has a reason to take it, and a role to fill. Nothing needs to be left out because it sucks or another unit is just too good to pass up. The list has tons of checks and balances to keep it from being overpowered, namely the removal of the choppa and the boost to crazy shooting weapons. Ork players and opponents alike will never be bored again. They've also brough tons of the old fluff back, like stormboyz being militant drilling types, and grots piloting killa kans instead of orks. Love love love it...
Since the kan has been opened as it were...here are few more.
Burna Boyz: All orks in the mob now come with burnaz!
Tank Bustas: All orks in the mob have rokkitz. They can use them in HtH 'cause they are on the end of sticks.
Special characters are really interesting in this codex and there are quite a few of them. Some, like Boss Zagstruck are listed as a mob upgrade (GW is really trying to integrate special characters into the army lists). BTW, The Vulcha Boys can now assault the turn they deep strike...did I mention that Stormboys can deep strike?
Lootas have a gun that is kinda like an autocannon, except it gets d3 shots per turn. You roll one die for the whole mob and that's how many shot each boy gets. It could be 10, could be 30!
Taking a warboss as your general lets you take a mob of nobs or mega armoured nobs as troops. Mega armoured nobs are Slow and Purposeful now.
Killa Kans are now piloted by grots. So WS 2 but BS3!
Orks have the closest thing to VDR in the game. But I'm not going say anything more than that...except that looted vehicles as we currently know them are gone.
Shoota is now an Avenger shuriken catapult with AP6.
That's all for today...