Ya, don't think i need to explain why im doing this

Now im only gonna write out whats in the Formation if something changed, or i made it up, otherwise im just gonna list the Formations and list any rules changes they may have. Note that this formation will use stuff from my
Ork Errata Da Big Waaaagh!!
Restrictions
This Detachment must include at least 1 Core choice. For each Core choice you must include between 1 and 10 Auxiliary choices, in any combination, and up to one Command choice. Only the Formations listed here may be included in this Detachment.
Note: No Formation in this detachment has Da Boss is Watchin or Da Biggest and Da Best. Also you can use Relics from both Waaagh! Ghazghkull and Codex Orks in any combination, as well as having more than one Relic per model.
Special: When building an army using this detachment choose either the Eternal Waaagh! or Da Right Boyz Fer Da Job. This will be your Command Benefit, if you choose Eternal Waaagh! your Warlord must have the Waaagh! special rule, and if you chose Da Right Boyz Fer Da Job your Warlord must be a Big Mek, Painboss or a Warphead.
Command Benefits Da Boss:If this Detachment is chosen as your primary Detachment, your Warlord may re-roll his Warlord trait.
Eternal Waaagh!: If this Detachment contains your Warlord and he has the Waaagh! special rule he can call a Waaagh! each and every turn, including the first.
Im Da Boss Now!: If your Warlord with the Waaagh special rule dies, nominate one Character in your army. They become Da Boss and gain the Waaagh special rule.
Da Right Boyz Fer Da Job: If your Warlord does not have the Waaagh! Special Rule he may select 0-3 of the appropriate Oddboy. Warpheads bring Weirdboyz, Big Meks get Meks, and Painbosses get Painboyz. These choices do not take up Auxiliary choices.
Krump'em Lads!: All units in this detachment gain the Hammer of Wrath special rule and resolve Hammer of Wrath attacks at +1 Strength. Furthermore, if a unit already had the Hammer of Wrath rule they cause D3 Hammer of Wrath hits instead of 1.
Command: Council of the Waaagh!
Mogrok's Bossboyz
Da Leftenants
Da Leftenants
0-2 Big Meks
0-2 Painbosses
0-2 Warpheads
For every Big Mek, Painboss, or Warphead chosen you may purchase a single Mek, Painboy, or Weirdboy respectively.
Core Green Tide
Da Warband
1 Warboss
3-8 Boyz Mobz
0-4 Gretchin
1-3 Nobz or Meganobz (in any combination)
0-2 Deff Dredds
0-2 Gorkanaughts or Morkanaughts (in any combination)
Howling Horde:Units in this formation gain the Hammer of Wrath Special Rule. If they already have it they resolve Hammer of Wrath hits at +1 Strength. (This stacks with the Krump'em Ladz though units from this Formation will not cause D3 Hammer of Wrath hits)
Warbiker Mob
1 Warboss on a Bike
0-1 Big Mek on Bike
0-1 Painboss on Bike
2-6 Warbikers
1-3 Nob Bikers
Run'em Down: Units from this Formation's Hammer of Wrath hits have Shred.
Dakka Dakka Dakka!!!: When Turbo Boosting the unit may fire at
BS 2 instead of 1.
Auxiliary Dakkajet Skwadron
Ghazghkull's Bullyboyz
Da Vulcha Skwad
Badrukk's Flash Gitz
Blitz Brigade
Red Skull Kommandos
Gorkanaught Krushin Krew
Air Armada
Blitza Bomba Skwadron
Burna Bomba Skwadron
Mekboyz Big Stuff
Add Looted Wagon to the options
Runtz
1-4 Gretchin
0-3 Killa Kans
Restrictions: Must have one Gretchin unit per Killa Kan unit
Grot Effigy: Gretchin within 6" of a Killa Kan unit from this Formation gain Fearless
Get it Back Up!: When a Killa Kan is Wrecked and there is a unit of Gretchin within 6" of the model at the beginning of the controlling player's turn, roll a
D6 adding +1 per 10 Gretchin beyond the first within 6". On a 6+ the Killa Kan is restored to full Hull Points and may act normally.
Note: A Killa Kan that suffers an Explodes result cannot benefit from Get It Back Up! as there isn't enough parts left to get it back in the fight.
Dredd Mob
1 Big Mek
1-2 Gorkanaughts or Morkanaughts (in any Combination)
1-4 Deff Dredds
2-4 Killa Kans
Wall of Steel Errata: Add "If this unit would already cause D3 Hammer of Wrath hits, they instead cause D3+2 Hammer of Wrath hits"
Speshulists
1-3 units of Stormboyz, Lootas, Tankbustas, Kommandos, Burna Boyz, or Flash Gitz. (Note you must choose only one unit type when choosing this Formation)
Speed Freaks:
1-4 Warbikes or Deffkoptas (in any combination)
0-3 Warbuggies
0-3 Boyz Mobz which must take a dedicated transport and must have one Warbiker mob per Boyz Mob
Hitem in Da Side!!: Warbuggies and Deffkoptas in this Formation gain the Acute Senses Special rule. Warbikers gain the Scout special Rule
Follow Dem!: If the Boyz Mob from this formation is placed in Reserve do not make Reserve rolls for it. Instead it choose a Mob of Warbikers for each Trukk. When the Warbikers come in from Reserves so do the Trukks and they must deploy within 6" of the Warbikers.
Warphead Coven
3 Warpheads*
Restrictions: Warpheads in a Warphead Coven lose their Independent Character rule and are fielded as a single unit.
*May substitute a Warphead for Old Zogwart
I can See Da Future!: Warpheads in the Warphead Coven add Divination to the list of Disciplines they may generate powers from.
Double Double, Toil And Trouble: The Warphead Coven generates on additional Power from the Divination discipline, this power is shared amongst all Warpheads in the Formation. Note: This extra Power does not prevent the individual Warpheads from gaining Psychic Focus.
Enemies Burn and Their Blood Bubble!: Warpheads from the Warphead Coven harness Warp Charges on a 3+ when they are manifesting powers from the Powers of the Waaagh Discipline.
Thats what i've got for now, i will probably go through some of the other formations later and rework them a bit, but for now tell me what you think.