Well, as we all know, Ogryns suck big time. They are supposed to be Imperial Guard Terminator equivalents, meant to either counter-assault or charge into the enemy (obviously).
Still, their overly high cost and pretty bad stats do not make them justice. They struggle even against infantry in close combat, such as Necron Warriors or Assault Marines, even though they cost nearly as much as assault terminators and aren't quite as durable, even though they do have higher toughness and more wounds. Still, their strangely low armor saves and leadership makes them a situational option at best, and a waste of points at worst. In the fluff they are supposed to crush tanks with their fists and shrug off bullets with their bare skin. Then again, fluff =/= game balance.
In order to make them playable, you would preferably need a Lord Commissar to give them LD10, which is a total of 200 points spent just to warm the guys up, not to mention taking extra models into the squad or giving them a ride. That would be almost a full squad of assault termies points wise, who can really blow stuff up by default.
On the other hand, Nork Deddog can be a nice addition for a Straken
CCS, for example. His stats represent those all Ogryns should have had in the first place. But lets cut the

and move on to the proposed rules.
Ogryn Squad: 90p
-1 Bone 'Ead
-2 Ogryns
May have up to seven
-additional Ogryns.......30p per model
The Bone 'Ead may be upgraded to carry
-Frag and Krak Grenades............10p
Special Rules:
-Feel No Pain
-Bulky
-Stubborn
-Confusion*
-Gout of Rage**
*Ogryns are simple minded brutes. Should the Bone 'Ead die, any order given to them will automatically fail, as the Ogryns are unable to comprehend the order without the Bone 'Ead's "taktikul expertis".
**If the last Ogryn model in a unit loses its final wound to the enemy, roll a D3. In a final burst of desperate rage for the death of his fallen squadmates, the last Ogryn scores that many extra wounds against the enemy squad(s) it was engaging in close combat before being removed as a casualty. No saves of any kind are allowed against these wounds. The wounds are allocated to random models in base contact with the Ogryn. If the Ogryn suffers a hit which causes instant death or if he is killed from range, this rule does not apply.
Ogryn
WS 6
BS 3 S 6 T 5 W 2 I 3 A 3
LD 7
SV +4
Bone 'Ead
WS 6
BS 3 S 6 T 5 W 3 I 3 A 3
LD 8
SV +4
This would give them some fluff credibility, amking them a lot tougher. Notice that the regular Ogryns only have two wounds as their armor save was raised. This indicates that they have been outfitted with carapace armor, as they are too valuable to be issued the standard flak armor. The raised weapon skill indicates the size of their huge weapons. It is nearly impossible for a 4-5ft tall abhuman to miss with a weapon nearly the size of a man, even though their opponent was agile, and just holding the weapon horizontally in front of the wielder is enough to shield from most blows.
Ogryns (even though they have Stubborn) have been given slightly better
LD values to indicate their simplicity. They simply cannot be corrupted or scared as they are far too simple to really comprehend the horrors they see. Seeing their squadmates die just fuels their violent temper. Strenght is raised to match their fluffy description more acutely. They have slightly better initiative because I imagine them charging the enemy using their sheer mass, which can frighten or disorient certain enemies. However, such a clumsy rush can be dodged with relative ease, given enough space, robbing them of their initiative.
Ballistic Skill is the same, as I don't see them as much of marksmans.