Orks have proven trickier than expected thus far despite the supporting material to work with from Rogue Trader as a base. Again, as I did with the Dark Kin, I've severely nerfed the Orks from the standard presented in Rogue Trader, primarily to put them on a more even playing field with the other races present in the event I should ever choose to run a mixed game.
You may find that some of the penalties that Orks receive are incredibly severe and limit them to a small niche in terms of characteristics, but it does rather reflect Orks in that respect. Much of this is justification for some of the incredible benefits their traits convey.
Stats for Ork equipment can be found by perusing the Only War rulebooks, though I encourage you to remember to subtract the NPC Ork's strength from it's weapon. Other versions of the Ork armoury can also be found in the Rogue Trader rulebooks - most notably "Into The Storm".
Proposed Specialisms
Basic Specialisms;
Orky Boy
'Ard Boy
Kommando
Stormboy
'Eavy Boy
Support Specialisms
Mekboy
Weirdboy
Mad Dok
Runtherd
Grot
Advanced Specialisms
Nob
Big Mek
Flash Git
Killa Kan/Deff Dread
Ork Characteristics
Weapon Skill - 20 + 2d10
Ballistic Skill - 5 + 2d10
Strength - 25 + 2d10
Toughness - 25 + 2d10
Agility - 15 + 2d10
Intelligence - 10 + 2d10
Perception - 15 + 2d10
Willpower - 15 + 2d10
Fellowship - 10 + 2d10
Or (-15 BS, +5 Strength, +5 Toughness, -5 Agility, -10 Intelligence, -5 Perception, -5 Willpower, -10 Fellowship.)
Orks may select talents from Rogue Trader's "Into The Storm" list of Ork talents as the GM feels appropriate.
Clan stats may be found in Enemies of the Imperium.
Orks are immune to Seduction and Corruption.
Orks are unaffected by Insanity until they reach 100 points, at which point they become a Madboy and are removed from play - often with hilarious and catastrophic results.
Orks must pass a Toughness Test to be affected by human drugs.
In place of human bionics, Orks must opt to use Ork Bionics, which count as Poor or Common Craftmanship versions, should weigh at least twice as much and be covered in crude welds, bolts, pistons and the odd exhaust pipe.
Orks cannot wear Armour sized for other races.
Non-Imperial - Orks suffer a -10 penalty to all Lore tests relating to the Imperium of Man
Speak Not Unto The Alien - Orks count all Fellowship tests as being two steps more difficult when dealing with non-Orks. This can be waived in special circumstances with the GM's discretion.
'Ard - Orks possess Unnatural Toughness 2), Sturdy, Iron Jaw & True Grit. All Medicae tests to treat an Ork's injuries receive a +20 bonus.
Made Fer Fightin' - Orks gain the Furious Assault talent and are automatically proficient with all Orky weapons.
Make It Work - Any Orky technology with the unreliable quality is not considered unreliable when wielded by an Ork.
Might Makes right - Orks may use the Intimidate Skill in place of the Command Skill when dealing with other Orkoids.
Mob Rule - Orks gain +10 Willpower for each Ork within 10m of them for Fear and Pinning tests.
Brutal Charge - Orks gain the Brutal Charge trait, with Brutal Charge (1) being the initial value when the Ork is at size category (4). For each increase in size category, increase the value of Brutal Charge by 1.
Refer to the Ratling Comrade rules for using Grot comrades.
Regular Ork Boy comrades have an additional wound state, giving them a total of 3 wound states besides Dead, with 'Ard Boy comrades able to take an additional state of damage.