I have taken the time to translate the rules as closely as I can to the 5th edition of Warhammer 40,000 so that you can attempt to use the Madboyz as a unique, crazy unit or perhaps a special retinue for a Weirdboy.
The sheer amount of rules involved with these guys is absolutely massive, which is presumably why they no longer exist - Warhammer is now very much streamlined and simplified, and this unit simply cannot retain it's characterful nature on such a simplified system (Though I wouldn't be surprised if they just had a D6 each turn, gains a new special rule deal in the next codex Orks.)
In terms of stats and points, Madboyz used to cost the same as normal Ork boys. I'd suggest that you treat Madboyz as a troops choice and use the normal Ork Boyz mob entry from your codex.

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A behaviour and mood must be rolled individually for each Madmob on the field - they do not all act in an identical way.
At the beginning of the game, roll 2d6 and consult the table below to determine the behaviour of the Madboyz mob.
2D6
2 - Frantik
3 - Paranoid
4 - Phobiak
5 - Manik
6 - Skitzo
7 - Moronik
8 - Deliriak
9 - Melankolic
10 - Bloodlust
11 - Bloodlust
12 - Re-roll on this table
Once their mood is determined, roll on the relevant behaviour sub chart to see what actions their mood will lead them to undertake.
The mood and behaviour of a Madboyz mob will automatically change when any one criteria from the following list is met.
When this happens, immediately roll on the tables again to determine their new mood and behaviour.
* In the presence of Weirdboy within 6 inches (May only effect them once per turn)
* Suffer 25% of their original number as casualties in a single turn
* A Psychic attack is directed at the mob
* A friendly unit within 6 inches is fleeing
* A friendly unit within 6 inches initiates a successful charge
* They would flee from the table edge
* A Mekboy scores a '1' on a repair roll within 12 inches
* An enemy unit successfully charges the mob
In addition to this, some behaviours list a specific requirement. When that requirement is met, a new mood and behaviour are immediately rolled on the tables.
Frantik Behaviour - Roll a D6
1 - 'Blast da gubbins, wallop da wassname'
Perhaps the object of their attention is a fly or a squig, or perhaps Grotbag the Gretchin 'pikkin' iz nose an' not fetchin' an' carryin' like 'ee should be, da skumbo'. For whatever reason, the mob opens fire at a specific point of the table.
Action: The Mob may not move during the movement phase.
During the shooting phase, roll a scatter dice and 3D6. Measure the distance and direction from the centre of the Madmob.
If the point of their fire is occupied by an enemy unit or vehicle (or is within 1” of an enemy unit or vehicle), it becomes the target. If there is more than one valid target, the Madmob may select which target they are firing at. If the point is out of range or not occupied, the Madmob is still assumed to have fired.
The Madmob may not assault during the assault phase.
This behaviour continues until the Madmob hits a target or their mood changes.
2 - 'Waaargh, do 'em wiv yer 'eadz boyz!'
The mob decide to headbutt whoever or whatever is directly ahead of them (including vehicles and inanimate objects), and are under the effect of their own personal Waaagh! until they manage to fulfil their master plan.
A headbutt attack is used in the first round of an assault, giving any Madboy in base to base contact with an enemy model +1 attack in addition to their normal +1 attack for charging.
Action: The mob gains the ‘Fleet of Foot’ special rule for the duration of this behaviour.
The Mob must move their full distance directly forward during the movement phase.
The mob may not fire during the shooting phase, and must perform a run action directly forward.
The mob may charge during the assault phase if they are in range of any enemy unit.
If the Madmob comes into contact with a table edge, the Madmob will automatically halt, turn around, and continue the current behaviour.
Madboyz will always move around impassable terrain even if moving directly forward.
This behaviour continues until the Madmob assaults an enemy unit.
3 - "Ere, my Shooter's flown off!"
The mob have become so psychically disturbed that they are surrounded by poltergeist activity. Weapons, objects and stones float around the mob.
Most projectiles shot at them become caught in the air as if by a power field and do no damage, similarly blows in combat are uncannily deflected.
Action: The Madmob count as having a +2 modifier to their cover save. If the Madmob has no current cover save, they count as having a 4+ cover save for the duration of this behaviour.
The Madmob has no restrictions to movement, shooting or assault.
This behaviour is continuous.
4 - ' Da Kunning Plan'
One of the Madboyz has thought up a 'kunning plan', which he assures the mob is as effective as it is inscrutable. The plan to outwit the enemy and snatch victory involves many seemingly illogical and bizarre actions and movements about the battlefield.
Action: The plan is best represented by moving the Madmob in a random manner, by rolling each turn on the following chart:
D6
1 - Advance directly ahead - The Boyz may move anywhere within the front arc of the mob, up to their maximum distance. The Boyz may shoot and assault as normal.
2 - About turn and move - The Boyz may move anywhere within the rear arc of the mob, up to their maximum distance. The Boyz may shoot and assault as normal.
3 - Turn left and move - The Boyz may move anywhere within the left arc of the mob, up to their maximum distance. The Boyz may shoot and assault as normal.
4 - Turn right and move - The Boyz may move anywhere within the right arc of the mob, up to the maximum distance. The Boyz may shoot and assault as normal.
5 - Stand still and shoot - The Boyz may not move but may shoot and assault as normal.
6 - Stand still and keep absolutely quiet - The Boyz may not move, shoot or assault.
Roll again during each Ork Movement Phase.
This behaviour is continuous.
5 - 'Kapture da gear'
The mob become intent on capturing weapons. While the mania lasts, the Madmob will take weapons from any enemies they slay in close combat, collecting them as 'loot', 'payment', 'trophies', or shiny new hats.
Action: For each enemy model that the Madmob has defeated in close combat that turn, one Madboy in the mob may replace his Shoota (and it's weapon characteristic) for the Weapon and it's characteristics of an enemy model that the Madmob has defeated in close combat that turn.
(E.G. The Madmob defeats two Space Marines armed with Bolters and one Space Marine armed with a Flamer. Therefore, two Madboyz may choose to exchange their Shootas for Bolters, and one Madboy may choose to exchange his Shoota for a Flamer.)
This behaviour is continuous.
6 - 'We iz not associatin' wiv you lot any more'
A group of Madboyz in the mob, all suffering from the same mania, get together and decide that they can't deal with the odd behaviour of the rest of the mob anymore.
Action: Roll a D6 for each Madboy in the mob. On a 4+, they stay in the current mob.
Otherwise, the Madboy becomes part of a new Madboy mob, up to 6" away from the current one.
Once the two mobs have been determined, roll on the mood table for the new mob. The mob will permanantly retain this form of mania for the duration of the game. (E.G. The new Madmob detatchment are all Phobiaks, whenever their mood and behaviour would normally change, only their behaviour will change instead. In this example, it would always be rolled on the Phobiak Behaviour chart.)
If the new mob is 'Frantik', any further 'We iz not associatin' wiv you lot any more' results are re-rolled.
The two mobs may act as normal this turn.
This behaviour persists until the end of the turn in which the mob seperates.
Paranoid Behaviour - Roll 2D6
2 - 'Waaargh, somefink nasty iz comin' ter get us'
The Madboys become convinced that a ghastly (and as yet unseen) lurking thing is hiding somewhere in front of them. Fearing it may leap out and attack them, the Madmob retreats towards the cover.
Action: During the movement phase, the Madmob must move their full distance towards the nearest cover. When the mob reaches cover, they must remain in the cover, however they may move within it's boundaries. If there is no cover present, they will retreat towards their own table edge, where they will halt.
The mob may shoot and assault as normal.
This behaviour is continuous.
3 - 'Waaargh, we iz not comin out fer nuffink'
The Madboyz are overcome by the horror of war, and huddle together in terror, too scared to stick their heads up to shoot.
Action: If the Madmob is in cover, they are unable to move, shoot or assault.
If the Madmob is not in cover, they must move their full distance during the movement phase and run during the shooting phase until they are in cover.
This behaviour is continuous.
4 - 'Da Boyz will chase da nasty enemeez away'
The best way to avoid getting hurt is obviously to find some dead 'ard Boyz to protect you. The mob latches on to the nearest friendly unit and lurks behind them in an effort to hide from the enemy and avoid being shot at or attacked.
Action: The Madmob must move their full distance during their movement phase(s) towards the nearest friendly unit until they are within 4" of the unit. The Madmob must follow the unit once they reach this distance.
The Madmob may shoot as normal, but can only assault if the unit they are following is assaulting.
This behaviour is continuous.
5 - 'Hit da deck ladz, somefink iz comin' over'
Convinced that a really large projectile is screaming towards them at head height, the entire mob lay face down clutching the ground and awaiting the dreadful impact. They stay down until their mood changes when they get up feeling a little embarrassed.
Action: The unit may not move, shoot or assault and counts as having 'gone to ground'.
This behaviour is continuous.
6 - 'Watch out ladz, we're in a minefield!'
One of the Madboyz trips over something buried in the ground and the entire mob believe that they have wandered into the middle of a minefield.
They must now move carefully and very slowly while they tiptoe along prodding the ground experimentally with their knives.
Action: During the Movement Phase, the Madmob may only move D6 inches. If the Madmob wishes to shoot, they must remain still during the Movement Phase. The Madmob may assault as normal.
This behaviour is continuous.
7 - 'We are da Boyz'
The mob are worried that other Orks do not regard them as 'proper Orkses'. Amid yells of 'look wot dey iz doin', 'follow da uvver boyz before dey give us da slip lads' and 'letz do wot dey iz doin', the mob follow the nearest Boyz mob emulating their behaviour exactly like a Gretchin Mob would do, in order to prove that they are just like the rest of 'da boyz'.
Action: The Madmob must move the same distance in the same direction as the nearest Boyz mob. They must fire at and attempt to assault any target that the Boyz mob fires at or assaults.
This behaviour is continuous.
8 - 'Wot's up Doc?'
The mob suffers from a sudden bout of hypochondria. Convinced that they have caught a gamut of horrible diseases, they rush off to consult the nearest Painboy. If he takes no notice they will just follow him about sneezing, coughing, holding their heads and demanding treatment for their imaginary ills.
Action: The Madmob must move their full distance towards the nearest Painboy until they are within 4" of the Painboy's unit. The Madmob must follow the unit once they reach this distance. If there is no Painboy present on the battlefield, they roll a new Paranoid Behaviour.
The Madmob may shoot and assault as normal.
This behaviour is continuous.
9 - 'Teech da skumbos how to fight ladz!'
The mob is gripped by an irrational hatred of skulking, cowardly skumbos that lurk behind cover or keep shooting from long distances.
Action: The mob gains the ‘Fleet of Foot’ special rule for the duration of this behaviour.
The Madmob must move directly towards the nearest enemy unit that is in cover or has previously fired a long range weapon. The Madmob must move their full distance and must run during the Shooting Phase. The Madmob will assault this target at their first opportunity, as well as any enemy unit that gets in their way.
If the Madmob's target is destroyed, they will move towards the next nearest enemy unit that is in cover or has previously fired a long range weapon.
This behaviour is continuous.
10 - 'Big fing, comin' dis way, run fer it!'
The mob is suddenly overcome by an irrational fear of vehicles and will not approach close to any vehicle.
Action: The Madmob cannot move within 6" of any Vehicle. If the Madmob are already this close to one, the mob must move until they are 6" away from any vehicle during their movement phase.
If the Madmob are on a vehicle, they immediately jump off.
A Madmob with this behaviour that is subjected to Tank Shock will always immediately move out of the vehicle's way.
The Madmob may move normally (provided they do not get within 6" of any Vehicle) and may shoot and assault as normal (However, the Madmob cannot assault a Vehicle.)
This behaviour is continuous.
11 - 'Dis fing iz bigger than all of us'
The mob takes a sudden dislike to things which are bigger than an Ork. This manifests itself either as fear or hatred.
Action: Roll a D6, a result of 1-3 means that the mob reacts with terror.
The Madmob will keep at least 12" away from any Vehicle or Monstrous Creature. If they are unable to move outside of this range during their movement phase, the Madmob will instantly fall back 2D6" until they are outside of this range. They will automatically rally so long as they are not within 12" of a Vehicle or Monstrous Creature.
The Madmob may move normally (provided they do not get within 12" of any Vehicle or Monstrous Creature) and may shoot and assault as normal (However, the Madmob cannot assault a Vehicle or Monstrous Creature.)
This behaviour is continuous.
A result of 4+ means the mob will attempt to charge and attack the object of their hatred at the first opportunity.
The mob must move directly towards the nearest enemy Vehicle or Monstorous Creature, and may only shoot at and assault the nearest enemy Vehicle or Monstorous Creature.
This behaviour persists until the Madmob destroy an enemy Vehicle or Monstorous Creature.
12 - Re-roll Behaviour
Phobiak Behaviour - Roll 2D6
2 - 'Don't like da nasty noises'
The mob are terrified by the din of battle. If there is actually no din yet, it is the uncanny silence which unnerves them. They form into a quivering huddle and are unable to do anything at all.
Action: During the movement phase, the Madmobyz mob must move into base to base contact with each other.
The Madmob cannot move once they are in base to base contact with each other, and cannot shoot or assault.
This behaviour is continuous.
3 - 'Shoot da fly, cos da skummy git bit me'
The mob become intent on shooting the fly that bit one of the Madboyz on the nether parts incase it comes back to bite anyone else.
Action: Roll a scatter dice to determine in which direction the mob is firing.
They may target any enemy unit within range in the direction indicated by the scatter dice, to represent the fact that the bullets would likely hit something in that direction in the first place.
Select a new direction on each Ork turn.
This behaviour is continuous.
4 - 'Everyone iz lookin' at us'
Convinced that the entire Ork army is watching them with a critical eye, and anxious to avoid ridicule, the mob decide to do something incredibly brave. They courageously advance to attack the most powerful enemy unit that they can see.
Action: Select an enemy HQ, Vehicle or Monstrous Creature as the Madmob's target. They must move towards, shoot and assault this target. The Madmob will ignore other enemy units.
This behaviour persists until the Madmob destroy an enemy HQ, Vehicle or Monstrous Creature.
5 - 'Red, red! We hatez red!'
The mob see red, and they don't like it one bit. If they themselves are wearing red, that's different; it's when the enemy wear it that it is not right.
The mob is determined to attack the nearest enemy unit displaying any red on banners or uniforms.
Action: Select the nearest enemy unit with red present within it.
If no red is visible; randomly determine some other colour which the mob hates and which the enemy are wearing.
D6
1 - Black
2 - White
3 - Blue
4 - Yellow
5 - Camouflage Patterns
6 - Purple
Orks always like green, so that colour is exempt.
Their target is always the nearest enemy with the determined colour.
If no such colour is visible, the nearest enemy unit is the intended target.
This behaviour persists until the target unit is wiped out.
6 - 'Oi, where's da pinz gone'
One of the Madboyz checks his weapons and discovers that the pin seems to have dropped off the end of his stikkbomb (He was of course looking at the wrong end). When he points this out to his mates, they all find that their stikkbombs look the same.
The entire Madmob become convinced that the pins have dropped out of their stikkbombs and are about to explode.
They hurl all their stikkbombz in a random direction to get rid of them quickly, and either due to the Orkish psychic field being so centered on the explosion, or because one of the Madboyz found his pin and decided to retain it incase he ever lost one again, the stikkbombz really will explode!
Action: Place a large blast template with its center hole within 6 inches of the Madmob without touching the mob. Any model under the template is automatically hit with a single S3 Ap6 attack.
The mob no longer counts as having Stikkbombs.
This behaviour persists until the beginning of the next Ork turn.
7 - 'Waaargh, jibber, jibber'
The mob becomes totally catatonic, huddling where they are, unable to do anything except jibber to themselves. Perhaps they have suddenly realised just how dangerous a battle is, or they have forgotten whose side they are on and think that everybody is out to get them.
Either way, it is very un-Orkish behaviour.
Action: The Madmob may not move, shoot or assault this turn.
This behaviour persists until the beginning of the next Ork turn.
8 - 'Waaargh, Keep da wurrin' teknikol bitz away'
Orks aren't particularly adept with the mechanics of technology at the best of times, and this normally hidden ineptitude suddenly erupts in a bout of virulent technophobia.
Action: The Madmob will not use any weapons except close combat weapons and can not go within 6" of any vehicles or support weapons.
If enemy vehicles move within this distance, the Madmob will automaticaly fall back until they are 6" away from the enemy vehicle.
This behaviour is continuous.
9 - Waaarg, dere iz nuffink to hide behind'
The heat of the burning sun and the emptiness of clear skies over the Madboyz' heads combine to make them dizzy and rather nauseous. The greatness of space strikes their consciousness, and they are cowed by the immensity of it all. The mob suffer a sudden attack of agoraphobia. They will run for the nearest cover to hide from the bright light and the overwhelming emptiness.
Action: During the movement phase, the Madmob must move their full distance towards the nearest cover. When the mob reaches cover, they must remain in the cover, however they may move within it's boundaries. If there is no cover present, they will retreat towards their own table edge, where they will halt.
The Madmob may shoot and assault as normal.
This behaviour is continuous.
10 - 'Keep movin' so dey can't get us'
The mob become afraid of staying in one place for too long, in case it attracts the attention of enemy snipers and artillery. They must keep moving at all costs, to confuse the enemy and stay alive.
Action: Move the mob randomly on the following chart:
D6
1 - Move forward 6"
2 - Move backward 3"
3 - Move to the left 6"
4 - Move to the Right 6"
5 - Move forward 3" and go to ground
6 - Spread Out. Extend unit coherency distance to 4" between models.
Roll again on each new Ork Turn.
The Madmob may shoot and assault as normal.
This behaviour is continuous.
11 - 'Wot we needz is a clear field of fire'
The mob take an instant dislike to things that get in the way on the battlefield. The mob stands still and blasts away at the nearest terrain feature in an effort to clear the terrain. This reaction has occasionally proved surprisingly useful when Ork armies have been ambushed in jungle regions.
Action: The Madmob may move as normal. The Madmob must fire at the nearest terrain feature. If an enemy unit is inside the feature, it may be selected as the target. The Madmob may assault as normal.
This behaviour is continuous.
12 - Re-Roll behaviour
Manik Behaviour - Roll 2D6
2 - 'Oi, dats my Shoota!'
The mob stays put and spend the turn squabbling among themselves over who really owns what weapon, unable to do anything else useful at all.
Action: The Madmob may not move, shoot or assault.
This behaviour persists until the beginning of the next Ork turn.
3 - 'Waaargh, find da Squig!'
The entire mob becomes obsessed with retrieving a Madboy's pet Squig, which is the unit's mascot. The Mob stays put and does nothing this turn except grovel about looking for the little creature.
Action: The Madmob moves D6" searching for the Squig, but may not shoot or assault.
This behaviour is completed at the beginning of the next Ork turn.
4 - 'Dere iz da key to da battle; we must kapture it'
Sound advice from a knowledgeable Madboy convinces the mob that a randomly determined terrain feature on the enemy side of the table must be captured if victory is to be won. The mob set off towards it intent on taking it from the enemy and holding it.
Action: The mob must move towards a randomly determined terrain feature on the opponent’s side of the table and stay within 6" of it at all times once they have reached it.
This behaviour is continuous.
5 - 'Wonder wot iz in dem ruins'
The mob becomes obsessed with finding out what is in the buildings on the battlefield (if there aren't any buildings, other terrain features capable of concealing things will do). They will move towards the nearest building or ruins and make sure it is not concealing any hidden enemy, (or loot for that matter). They will attempt to clear any enemy out of the building by shooting or fighting, but their main objective is to get inside and mooch about 'lookin' fer fingz, if yer know wot I meen'.
Action: The Madmob must move their full distance towards the nearest building or ruin (if there are none, the nearest terrain feature.) The Madmob may shoot and assault as normal. Once the Madmob reach the target object, they will remain at that point and may not move.
This behaviour is continuous.
6 - 'Who wants a ride den?'
The mob decide to hitch a ride on the nearest enemy vehicle (if no enemy vehicles exist, a friendly one will do).
The move towards, follow and clamber all over the vehicle thumping it with their fists and attacking any crew they can get at.
Action: The mob must move towards the nearest enemy vehicle (or friendly vehicle if the enemy does not have any.) The mob must stay within 6" of the vehicle at all times.
If the vehicle moves out of this range, move the madmob D6" towards the vehicle for every 6" the vehicle has moved out of their range, as they attempt to keep up with it.
This behaviour persists until the target Vehicle is destroyed.
7 - 'Wait till yer seez da whites of dere eyez, ladz'
The mob decides it is time for some target practice. The nearest enemy unit is designated the target and the mob stands up in full view of it taking potshots as calm as you like, yelping with delight with each hit or miss and oblivious of the consequences.
If they are out of range, they still carry on in the hope that the practice will cure the problem of not hitting anything.
Action: The Madmob may not move and must shoot at the nearest enemy unit. The Madmob may assault if an enemy is within range.
This behaviour persists until the Madmob's target is wiped out.
8 - 'Waaargh da Orks, da Orks, da Orks!'
Regardless of whether a Weirdboy is with them or not, the Madboys spontaneously begin ritual chanting, building up masses of pychic energy. Although they cannot use the Psychic energy, it does have the unfortunate effect of making their heads explode if too much energy accumulates.
Action: The unit cannot move or shoot while chanting, but gain D6 points of Psychic energy for every 10 Madboyz in the mob per turn.
If the total number of Psychic energy points comes to a total higher than the number of Boyz in the mob, the mob will automatically take wounds equal to the difference with no saving throws allowed. Psychic energy points are cumulative over the period of the game.
If the Madmob is within 6” of a Weirdboy, the Weirdboy may remove 10 Psychic energy points from the unit to increase the result of which Psychic power he has that turn by 1.
This behaviour is continuous.
9 - 'Rally round da Nob ladz!'
The mob decide that the highest ranking Nob is the very epitome of Orkishness - a character to be admired and slavishly followed. The mob will move towards him and follow him at a discreet distance wherever he goes, much to the annoyance of the unfortunate individual. They will only shoot at enemy targets who shoot at the object of their hero-worship and will not hesitate to attack enemies who attack him.
The Nob can assume command of the Madmob, who will obey his every order. Provided their mood doesn't change.
Action: The Madmob must move their full distance directly towards the nearest Nob within 18" until they are within 6" of the Nob's unit. The Madmob must follow the unit once they reach this distance. The Madmob may only shoot at enemy units that have fired at the Nob's unit and may only assault an enemy within range of the Nob's unit.
The Nob may assume command of the Madmob. A Nob that joins a Madmob in this fashion is removed from his previous unit. The Madmob will move towards the Nob until he is within unit coherency. While the Nob is in command, the unit may move, shoot and assault normally, however they must still test for new moods and behaviours normally.
If the Mob's mood changes, the Nob is left behind as the Madboyz wander off.
If there is no Nob within range, they roll a new Manik Behaviour.
This behaviour persists until the Nob they are following is killed.
10 - 'Da Oddboyz iz da source of all kultur'
One of the Madboyz makes a rousing speech about Oddboyz, praising them as the very foundation of Orkish civilisation - individuals who should be loved and cared for by all true Orks. Wisdom and kultur simply ooze and drip from their mouths (along with the dribble). Deeply moved by this rhetoric, the Madboyz decide to split up into small groups which wander off as seperate units and attach themselves to Oddboyz as 'escorts' (Whether they like it or not). In this way some of the Oddboyz in the warband suddenly acquire small retinues of Madboyz.
Action: An Oddboy is considered to be a Mek/Big Mek, Dok/Painboy, Weirdboy/Warphead or Slaver/Runtherd.
The Ork player may divide the Madmob into as many roughly even sized groups as they wish, provided that the Madmobs have at least three Madboyz each and the Madmob is at least divided into two. The small mobs must move their full range directly towards any Oddboy on the table and follow along behind them. When the Madmob reaches Squad coherency with a mob containing an Oddboy, they join the unit.
Madboyz that join an Oddboy's mob may move, shoot and assault as normal, however they must still test for new moods and behaviours normally.
If the Madmob's mood changes, the Madboyz are removed from the Oddboy's mob, as the Madboyz decide to wander off and do something else.
If the Madmob cannot be divided into two, or there are less than two Oddboyz on the table, roll a new Manik Behaviour.
This behaviour is continuous.
11 - 'We wants to be in da retinue of a great Ork'
The Mob decide to offer their services as the retinue of a renowned Nob. This heroic character has earned their admiration. The Madmob will move over to join him and proclaim him as their 'leader'. They will accompany him, whether he likes it or not, doubtless getting in his way, attracting attention and causing him much annoyance. However they will loyally protect him and shoot at or fight any enemy who shoot at or attack him.
Action: The Madmob must move their full range directly towards the nearest Nob or Warboss. When the Madmob reaches Squad coherency with the Nob or Warboss' mob, they join the unit.
Madboy that join a Nob or Warboss' mob may move, shoot and assault as normal, however they must still test for new moods and behaviours normally.
If the Madmob's mood changes, the Madboyz are removed from the Oddboy's mob, as the Madboyz decide to wander off and do something else.
This behaviour is persists until the Nob or Warboss they are following is killed.
12 - Re-roll Behaiour
Skitzo Behaviour - Roll 2D6
2 - 'Ere, show dem some zoggin mannerz'
The mob stays put and opens fire on the nearest Ork unit in the mistaken belief that they are insulting them (maybe they are?).
Action: The Madmob may not move or assault. The Madmob will shoot at the nearest Ork unit during the Shooting Phase. If no other Orks are visible, re-roll a Skitzo Behaviour.
This behaviour persists until the beginning of the next Ork turn.
3 - 'Waaargh, me brain 'urtz, fetch da doc'
By some uncanny chance the mob react logically to their circumstances.
Action: The mob may operate as the player wants for this turn.
4 - 'Fraternizashun wiv da enemee'
The mob decide that the war was all a terrible mistake and that Orks and Humans and pansy Eldar and bugeyez and everyone are not really skummy gitz after all.
The mob will head for the enemy shouting out cheerful greetings and good natured jokes or even offering a good Squig in order to make friends with them and are not put off by being shot at.
Action: The Madmob may not shoot or assault and must move directly towards the nearest enemy unit.
The target unit may not fire at or assault the Madboyz due to being overcome by sheer gaping mouth disbelief.
This behaviour is continuous.
5 - 'Let's go an' tell 'im ladz'
The mob decide to congratulate one randomly determined enemy personality for his marksmanship, courage or leadership. Orks like a worthy enemy, and the Madboyz decide to go and tell him as much.
Action: The Madmob must move their full distance directly towards the nearest enemy HQ, Independant Character or Special Character. The Madmob may only fire at enemy units that fire at the Madmob, but may assault any enemy unit within range.
This behaviour persists until the Madmob get within 6" of their target, or their target is wiped out.
6 - 'Dey can't 'urt wot dey can't see'
The mob are convinced that they are now invisible. Maybe one of the Boyz shouted to his mate in another mob and was ignored, so he drew the obvious conclusion: 'Cor, Nazbog didn't see me, dat meenz I must be invisible' and informed the rest of the Madmob of this fortuitous phenomenon. Their confidence emboldened by the news, the mob advance towards the enemy without a care. They feel totally invulnerable and make no attempt to seek cover or hide. The enemy are utterly baffled by this show of reckless bravado and are too surprised to fire on the mob, which only further convinces the Madboyz that they really are invisible.
Action: The Madmob may move, shoot and assault as normal. The Madmob may not be targeted during the enemy Shooting Phase, but may still be assaulted.
This behaviour is continuous.
7 - 'Shoot da show-off wiv da gold braid'
The mob decides to pick on a single enemy model as the target of all their shooting. Randomly determine an enemy personality to be the unfortunate object of their attention. If no suitable target is within range the Orks will fire towards the nearest enemy personality model anyway.
Action: The Madmob may move normally but may only fire at and assault the nearest enemy HQ, Independent Character or Special Character. If the target is within a unit, any shooting results that score a '6' to hit count as hitting the target of their attention instead of the unit the target is within. These hits do not count towards wound allocation. All other hits on the unit must be allocated normally.
This behaviour persists until the Madmob's target is wiped out.
8 - 'We iz gonna knock some sense into yer'
The mob start arguing about 'wot iz wrong wiv Ork society today'. This intense political and philosophical debate quickly gets out of hand as the Madboyz are soon reduced to hitting each other to make their point properly understood. Passions are fast inflamed to such an extent that the mob splits into two factions which immediately start fighting each other.
Action: Randomly determine which Madboyz are in which faction with a D6 roll for each model. All the 'evens' fight all the 'odds'. Roll again to see whether the rival factions stand off to shoot or get stuck in to close combat. A 1-3 on a D6 means the factions separate by a distance of 6" and open fire on each other. A 4+ means that hand-to-hand fighting breaks out. The mob will continue fighting to the death unless a change of mood occurs, in which case surviving factions become separate independent units.
This behaviour is continuous.
9 - 'Yer don't know nuffink about Squigs'
During a snack-stop, the Madboyz start arguing about which species of Squig is best to eat as a hors d'oeuvres, and which fungus wine goes best with it. Tempers are quickly inflamed as the Orks rifle through each other's Squig-pouches and declaim the virtues of their Gretchin's cooking skills. While the argument rages the mob stand still and do nothing but shout, gesticulate, and wave Squigs in the air.
Action: The Madmob may not move, shoot or assault. At the beginning of each Ork turn, roll a D6. On a 4+, the mob will split into two equal factions, unable to endure the company of such despicable Squig-snobs. Each faction will go their own way as a separate, independent unit with a new mood and behaviour.
This behaviour is continuous.
10 - 'Kapture dat bit of ground over dere'
Sudden resolve and determination grips the mob. They decide to take and hold a terrain feature.
Action: Randomly determine a terrain feature. The Madmob will move towards it shooting at and attacking any enemy occupying it or blocking their way to it. If the position is captured, the mob will remain there defending it.
This behaviour is continuous.
11 - 'Eroik fings wot saved da tribe'
The mob make a sudden decisive action in a heroic attempt to turn the tide of battle.
Action: Roll D6 to determine what they do.
D6
1-2 Advance on, charge and knock out the nearest enemy support weapon. (If the enemy has none, re-roll D6 on this table.)
3 - Knock out the nearest enemy vehicle.
4 - Advance to within 12" of the enemy.
5 - Seek out and attack a randomly determined enemy unit.
6 - Advance, capture and hold the nearest terrain feature.
This behaviour persists until the Madmob have accomplished their heroic act.
12 - Re-Roll Behaviour
Moronik Behaviour - Roll 2D6
2 - 'Last one to hit da big fing iz a sissy'
The mob stay put and fire at the nearest object, whatever it may be (terrain feature, enemy vehicle, enemy model, friendly Ork minding his own business, skulking Gretchin and so on, they just don't care).
Action: The Madmob may not move or assault and must fire at the nearest terrain feature, vehicle or unit, even if it is not an enemy.
This behaviour persists until the beginning of the next Ork turn.
3 - 'Wot iz da meenin' of everyfink den?'
A Madboy asks the ultimate question and the mob immediately sit down where they are, unable to do anything except scratch their heads and debate about the meaning of life, the universe and everything. After all, what is the point in fighting until this important matter has been resolved? Only totally insane Orks would worry about such things.
Action: The Madmob may not move, shoot or assault, but gain a +1 to their cover save for being sat and hunched over.
This behaviour is continuous.
4 - 'We iz goin' on strike fer more teef'
The mob have come to the conclusion that they are going to get less than their fair share of loot after the battle unless they do something about it now. They sit down and go on strike, chanting rebellious slogans and shouting demands to the Warboss hoping he will get the message. They will not take part in the battle while the mania lasts.
Action: The Madmob may not move, shoot or assault and cannot be targetted by enemy shooting or assault.
This behaviour is continuous.
5 - 'Boooooorrrrriiiiinng'
The Madmob are taken by an irrational bout of nonchalance and boredom. They stand still and lean on their weapons ignoring the battle and the enemy, not shooting or fighting, while they complain to each other about being bored.
Action: The Madmob may not move, shoot or assault.
This behaviour is continuous.
6 - 'Attenshun!'
It's drill parade again. A sudden outburst of deranged Stormboyism grips the mob. It emanates from the one with a loud mouth and swagger stick who thinks he is a Drillboss: 'Attenshun, atten-SHUN!... when I say jump YOU JUMP ... 'orrible little Orks wot are you! WHAT ARE YOU!' this barrage of words makes the entire Madmob jump to attention as if on parade. They remain on parade while the mood lasts, meanwhile the noisy one makes his inspection.
Action: During the movement phase, the Madmob forms into lines 10 models long with additional Madboyz forming ranks behind the others. All Madboyz must be in base to base contact with each other.
After this, the Madmob may not move, shoot or assault.
This behaviour is continuous.
7 - 'Ere, wotz dem lot up to?'
The mob fix their gaze on the nearest enemy unit and start to mimic their every move. In fact they copy their behaviour very much like a Gretchin mob does to 'da Boyz'. The Madmob can stay any distance they like (or that seems safe) from the enemy unit, but mirrors their activities.
Action: The Madmob may only move the distance that the nearest enemy unit did, in any direction. The Madmob may only shoot if the enemy unit did, and may only attempt to assault if the enemy unit did.
The Madboyz targets are enemy units - They are immitating their behaviour, and will not fire on other Orks.
This behaviour is continuous.
8 - 'We don't like anyfink wot iz not wiv us'
One of the Madboys looks across to a nearby mob of Orks and thinks he sees one of them making faces at him. He points this out to his mates and soon every little move or gesture of the other unit is interpreted by the Madboyz as a personal insult. The mob is seized by an irrational jealous animosity against the nearest friendly unit. They start throwing stones at them and hurling insults.
Action: The unit that the Madboyz have picked on must test against their cool (leadership value) by rolling 2D6. If they roll more than their cool they will retaliate by shooting at the Madboyz, otherwise they shrug off the Madboyz' actions as just another typical Madboy lunacy. If attacked the Madmob will simply feel its attitude fully justified, and will respond with equal aggression. In this case, the Madboyz must return fire at the nearest friendly Ork unit.
This behaviour persists until the beginning of the next Ork turn.
9 - 'We iz skirmishin'
The mob is overcome with a mood of severe caution.
Action: The Madmob may only move at half rate, but can spread out by doubling their coherency distance to 4" and add +1 to their cover saves as they crouch low to the ground taking advantage of every bit of cover.
This behaviour is continuous.
10- 'Wanderin' Orf'
The mob suffers a sudden spate of desertion. Some Madboyz forget what they are doing (not an uncommon problem) and start splitting from the mob and wandering off on their own. These deserters go their separate ways but remain on the battlefield and continue to shoot and fight.
Action: Roll a D6 to see how many Madboyz wander off on their own:
D6
1-3 1 Madboy
4 2 Madboyz
5 3 Madboyz
6 D6 Madboyz
Determine the mania of each deserter. The model will hence forward act only according to his own mania. Roll only on the appropriate mania subchart for the behaviour of each deserter.
Each Madboy that deserted will act independently.
This behaviour persists until the beginning of the next Ork turn.
11 - 'If we duz wot dey iz doin' we'll be alright'
The mob become incapable of thinking for themselves (dim though their thoughts might be), and simply copy the nearest Ork unit.
Action: The Madboyz may only move the same distance as the nearest Ork unit. The Madboyz may only fire and assault when the Ork mob they are copying does so, and if possible must target the same unit.
If the unit the Madboyz are following is forced to fall back or flee, the Madboyz will also fall back by the same distance.
This behaviour is continuous.
12 - Re-Roll Behaviour
Deliriak Behaviour - Roll 2D6
2 - 'Har, har, har, take dis yer skabby gitz'
The mob stays put and shoots everything that it can at the nearest enemy. If no enemy are visible they shoot directly towards the enemy table edge.
Action: The Madmob may not move or assault and must shoot at the nearest enemy unit during the shooting phase.
This behaviour is continuous.
3 - 'Happy dayz iz 'ere again...'
The mob are deliriously happy to be in battle once again and can't wait to get stuck in. They pick on one enemy unit or enemy held position to attack and move towards it, firing at them and intent on engaging in hand to hand combat.
Action: The Madmob must move towards, shoot at and assault a randomly determined enemy unit.
This behaviour is continuous.
4 - 'Waaargh, da Orks, da Orks, da Orks'
The mob makes directly for the nearest Weirdboy and if they reach him they form up behind him chanting for all they are worth. If they cannot see a Weirdboy, the mob will stay put and chant like crazy anyway, firing their weapons harmlessly into the air.
Action: The unit must move towards the nearest Weirdboy and cannot shoot while chanting, but gain D6 points of Psychic energy for every 10 Madboyz in the mob per turn.
If the total number of Psychic energy points comes to a total higher than the number of Boyz in the mob, the mob will automatically take wounds equal to the difference with no saving throws allowed.
Psychic energy points are cumulative over the period of the game.
If the Madmob is within 6” of a Weirdboy, the Weirdboy may remove 10 Psychic energy points from the unit to increase the result of which Psychic power he has that turn by 1.
If there is no Weirdboy on the battlefield, the Madmob may not move or shoot, but continues to gain Psychic energy points.
This behaviour is continuous.
5 - 'Waaargh gas attack!'
One of the Madboy's Squig and fungus curry followed by 12 pints of fungus lager he consumed last night has finally done its work. The Madboy 'detonates' like a gas grenade. This may not strike you as mad behaviour, but the mad behaviour was the reckless eating of a Squig and fungus curry before a battle in scant regard for one's comrades in arms.
Action: Place a small blast marker over a randomly determined Madboy's head. All of the other Madboyz shift away from him until the green haze clears (when the mania ends). The mob may increase its unit coherency distance up to 4" between models while the mania lasts, but none of the Madboyz may be closer to the target Madboy than the small blast marker.
This behaviour is continuous.
6 - 'Yarboo to you, yer Skumbos'
The Madmob suddenly runs up to the nearest enemy unit and shouts BOO! This madcap humour succeeds in completely baffling the enemy unit who are too surprised to react to the Madboyz
Action: The Madboyz move their full distance towards the nearest enemy unit and must run during the shooting phase.
The Madboy unit cannot be targetted by enemy shooting or assault.
This behaviour persists to the beginning of the next Ork turn.
7 - 'It's great to be an Ork...'
A strange bio-chemical effect caused by a mixture of adrenalin, double-fermented fungus wine, Squig vindaloo and the Orks' digestive juices gives the Madboyz an unexpected, and not altogether unpleasant, energy boost. The mob become so excited with their new found energy and the thrill of battle that they don't get tired.
Action: The Madmob's maximum movement distance is increased to 12" while this behaviour persists.
This behaviour is continuous.
8 - 'We iz fightin' da big battle in da sky'
The mob become convinced that they are already dead and in the Valhalla of the Orks, enjoying a really good eternal battle. 'If yer iz dead, den yer can't be dun-in twice, stands ter reezon, dunnit.' Armed with this incontestable philosophy, the mob advances recklessly towards the enemy intent on any mayhem they can get up to. What fun! Of course, any boyz who fall on the way are 'jus' skivin' off to do a bit of good ol' lootin' aren't they?'
Action: The Madmob becomes fearless, and cannot be forced to flee or fall back for any reason.
The Madmob may move, shoot and assault as normal.
This behaviour is continuous.
9 - 'Getz on down'
The mob starts break-dancing, which means they start dancing in a way that will break something, hopefully the enemy.
Action: The Madboyz will count 1 extra attack in close combat due to jumping up and down - damage is resolved with the Madboyz' own strength.
This behaviour is continuous.
10 - 'Waaargh!'
The mob breaks into a shouting contest. The sound of loud, raucous and discordant Ork voices is too much for anyone nearby to bear.
Action: Any friendly or enemy units (but not Vehicles) within 6" of the Madmob must immediately move away until they are 12" from them during their movement phases, where the shouting is less unbearable.
This behaviour is continuous.
11 - 'Hur, hur, hur'
The mob are gripped by a bout of insane cackling. They are completely unable to do anything except laugh uncontrollably in a very menacing manner.
Action: The Madboyz may not move, shoot or assault. Any enemy unit in close combat with, or assaulting the Madboyz must take a morale check. If they fail, the enemy unit must fall back 2D6". This test is done before any attacks are calculated.
This behaviour is continuous.
12 - Re-Roll Behaviour
Melankolik Behaviour - Roll a D6
1 - 'Orkses must be 'ggressive!'
The mob is determined to advance full distance directly towards enemy territory. They do not fire, but will charge any enemy in their way. Only by showing the Orkish spirit can the battle be won.
Action: The mob gains the ‘Fleet of Foot’ special rule for the duration of this behaviour.
The Madmob must move their full distance towards the enemy deployment zone. The Madmob may not fire and must assault any enemy they are able to.
This behaviour is continuous.
2 - 'Nafgrub iz ded, Skabgit iz ded...'
The mob is filled with a deep sense of loss from their fallen companions and are determined to avenge their memory on whatever enemy come their way.
Action: The Madmob must move their full distance towards the nearest enemy unit until they are engaged in close combat. They may shoot or run normally.
In combat, the Madmob counts as having double it's number of attacks.
This behaviour is continuous.
3 - 'We shall not, we shall not be moved...'
The mob is determined to defy the enemy and hold their ground come what may. They remain rooted to the spot with the Orks facing in all directions. They will shoot at anything which isn't green that comes within range. They will not rout or retire, and will die where they stand.
Action: The Madmob must move into a rough circle or square shape during their movement phase. The Madmob may not move once this is accomplished and cannot assault.
The Madmob will fire at any enemy unit within range.
The Madmob cannot be moved under any circumstance, and are considered fearless, automatically passing all morale checks.
This behaviour is continuous.
4 - 'Vengeance fer Uzgrub'
One randomly determined enemy personality is believed to have been responsible for slaying an old comrade. Whether this is true or not matters little, but the Madboyz believe it and will now follow that unfortunate individual about the battlefield intent on settling the score by shooting or close combat. They will fight any enemy who get in the way.
Action: Randomly determine an enemy HQ, Independant Character or Special Character as the Mob's target. The Mob must move towards this target and shoot at or assault it if it is possible. The Madmob may attack any enemy unit that is blocking their path.
This behaviour persists until the target of the Madboyz is wiped out.
5 - 'We'z gonna take 'em wiv us when we go'
The mob are convinced that they are not going to survive the battle, so they are resolved to take some enemies with them before they go. The mob becomes suicidal and utterly fearless, disregarding all danger they advance into the midst of the enemy intent on slaughter and honourable death in battle.
Action: The Madmob becomes fearless and cannot be forced to retreat or fall back for any reason.
This behaviour is continuous.
6 - 'Give us our mate back, yer skumbos'
The mob is convinced that a comrade is captured and needs rescuing. An enemy unit is assumed to be holding him. The mob must go and get him back, fighting any enemy who are in the way.
Action: The Madmob must move towards a randomly determined enemy unit and must shoot at or assault it if possible. The Madmob may attack any enemy unit that is blocking their path.
This behaviour is continuous.
Bloodlust Behaviour - Roll 2D6
2 - 'Ere we go, 'ere we go, 'ere we go'
The mob is twitching to get a crack at the skummy enemy. The unit will charge any enemy in reach, otherwise move as fast as it can directly towards the nearest enemy intent to engage them in hand-to-hand combat, they may fire as they go.
Action: The Madmob must move towards, shoot at and assault the nearest enemy unit.
This behaviour is continuous.
3 - 'Waaargh dakka dakka dakka'
The mob stays put and opens fire on the nearest enemy. If no enemy are available as targets the mob will go looking for them. If enemy targets become available they must fire on them.
Action: The Madmob may not move and must fire at the nearest enemy. If they are not in range or line of sight, the Madmob must move towards the nearest enemy and must fire if possible.
This behaviour is continuous.
4 - 'Nuffink can stop da Madboyz'
The legendary super-Ork strength of the Madboyz manifests among the mob. Their battle-rage is such that they could bend the guns of the enemy with their bare hands.
Action: The Madboyz count as double their strength and double their number of attacks in close combat.
This behaviour is continuous.
5 - 'Chaaaaarge!'
One particularly loquacious Madboy incites the others into a high pitch of battle-fervour with a rousing speech. Seething with battlerage, the mob makes for the nearest enemy.
Action: The Madmob must move directly towards the nearest enemy, assaulting if they are able. The Madmob counts double attacks in close combat.
This behaviour is continuous.
6 - 'Dat makes me mad'
The Madmob are baring their fangs and frothing at the mouth. It is nothing less than sheer rabid ferocity breaking out. They want to rip and tear and bite like savage face-eater Squigs. The Madboyz will bite if they reach close combat.
Action: The Madmob gains +1 Attack in close combat. The Madmob may otherwise move, shoot and assault normally.
This behaviour is continuous.
7 - 'Come an' get us'
The mob decides to demonstrate their reckless bravery by standing in the way of enemy vehicles. They will move towards an enemy vehicle and stand in its way, defying the crew to run them down and blasting away with their weapons. The idea is to jump out of the way at the last minute before impact and thanks to the lightning reactions and sheer nerve of the insane, the Madboyz have chance of getting away with it.
Action: If the Madmob is within tank shock range of an enemy vehicle, the vehicle must tank shock.
The Ork player rolls a D6. On a 4+, the Ork mob moves out of the way instantly. Otherwise, complete the tank shock as normal.
This behaviour is continuous.
8 - 'Kollect trophies for da Warboss'
The mob starts looting enemy casualties for their 'casualty pile'. This is a big pile of slain enemies and looted junk. The Madmob moves randomly about the battlefield dragging off bodies to the pile.
Action: The Madmob move D6 inches in a direction determined by a scatter dice. They may shoot and assault as normal.
This behaviour is continuous.
9 - 'Make faces!'
The Madmob attempts to terrify the enemy by making grimacing faces, baring their fangs and putting their tongues out. This is indeed a horrible sight.
Action: Any enemy units within 12" of the Madmob must make an immediate morale test.
This behaviour is continuous.
10 - 'Dakka, dakka, dakka; muzik ter yer lugholes'
Shoota-frenzy grips the mob. They fall into a trance at the rhythmic sound and limb shaking experience of firing the Shoota.
Action: The Madmob may fire twice during their Shooting phase each turn.
This behaviour is continuous.
11 - 'Race yer to da top'
The Madboyz race each other to a randomly determined feature, such as a hill. They put on a super-Orkish spurt of speed.
Action: The Madmob can move double their movement distance. They must move their full distance until they reach their objective. If it is held by the enemy they will charge them.
This behaviour persists until the Madmob reach the objective.
12 - Re-Roll Behaviour



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