Fightin' Juice!: Applying an initial heal and heal-over-time it, the Juice! would bost the Crawl speed and Down HP of the affected Ork, making them more likely to survive until being Revived or at least make it into cover. The Juice! could continue to heal the Downed Ork and if they possess at least 83.5% of their HP when the Juice! wears off could be Revived to the Critical State. Being that Nobz should be an Elite class, it should be okay if the other members of that player's squad can spawn on him, perhaps with a longer wait time than respawning elsewhere(I.E. can respawn 10-sec after dying or wait another 5-sec to spawn on Nob). I imagine WAAAGH! Banners will probably be the objectives/check-points so spawning on those makes total sense. Spawning on non-Elite/Hero Squad Leaders should require that player to have some sort of Perk/Wargear equipped(I.E. SM Teleport Homer, Orks Rampant Spores). The Squad Members could equip a Perk/Wargear to remove the "Teleport" delay or possibly even allow quicker spawns by teleporting(I.E. 7.5-sec instead of 10-sec wait). All Orks should have a WAAAGH! Active Ability with a moderate cooldown(I.E. 15 to 20-sec) that briefly(I.E. 3 to 5-sec) provides them and any nearby Orks(I.E. within 3 to 5-meters) with increase move/attack speed and reduced ammo consumption at the least. Basic Orks should passively provide 25% of the Active buff, able to stack up to a 2x or MAX WAAAGH! buff that in addition to providing twice the move/attack speed and ammo use reduction could also provide benefits such as slow HP regeneration or recoil reduction. Elites would provide 50% of the Active buff, Heroes 100%. The Active and Passive buffs would not stack so the only way to move above a Full buff is passively with a larger Ork group. Using Basic Orks, a minimum of 9 would be needed for a MAX WAAAGH! buff. If the Ork faction is properly designed there should be no need at all to alter the way their respawn mechanic works, giving them the same spawn locations and timers as all the other factions. Things like respawn timer reductions can be left as Warlord Powers and/or Perks.
Have something which allows you to agree to Waaagh before the fight begins. This limits you to only using boyz for the fight. If you agree to Waaagh then cut down (or eliminate respawn time). The Waaagh-ing boy should be equipped with wargear to identify the load-out as a Waaagh available load-out. The wargear could also chew up points to limit the amount of other wargear the Waaagh-ing boy can have. I don't think you would want souped up boyz Waaagh-ing, just your plain slugga-boy or shoota-boy.