For Ard' boys what about. Ork boys with 2 wounds, a 5+ save and 2 choppas , unit size 5 to 20.
Ere' we go, mob rule
Can also take a shoota for free or buy a custum shoota.
Maybe 10 points per models , maybe 9 points.
No Nob option for the unit.
This unit is where Ork boys end up on the "path" to becoming a Nob. So no Nob.
They need a flash and useful special rule that fits that and a a little fluffy.
Maybe they are showing off so they reroll to wounds rolls of a 1.
Nobs wouldn't have that rule because they are more established and a little more lazy.
We can reassign that rule to any Nobs that are just about to brake through to being bosses in their own right or in some kind of command squad role.
If it's a fun rule we can resue it.
These boys can ride in trukks and wagons like all the other Orks.
I'd make this a dual kit or a triple kit if we could come up with two more cool units.
Odd boys mob?
Some kind of junior mek rule where between the whole mob they could fix a dew hull point wounds on a vehicle and carry a plethora of Mek type weapons, Kill saws and MKB's MKS's.
No sure about the stats or point costs.
And maybe finally Mad boys whit basic Ork equipment, what ever the player chooses and special rules, 2 wound models
2 wounds on any unit made from this kit because it's between Boys and Nobs in size. Extra plates to build out the ard' boys but they are bitz.
The kit should have more heads than it needs for extra bitz for the Boys kit.
Just jumped into my head this morning.