The official rules actually let you start out as an Ork Freebooter (Ork Boy), and then later you can become either an Ork Kommando or an Ork Mekboy. Orks have a diffrent character creation than normal. Instead of selecting homeworld, ect. You Get certain fixed skills, traits, abilities and talents (because a basic, instinctive knowledge of language and "culture", as well as other potentially usefull skills, are held within an orks genes), then you choose a Klan Origin (Orks who's genes originate from Evil Suns for instance may choose to start with either tech-use or drive (ground vehicle) as trained skills) and then you choose an Orky-Know-Wotz origin, like "Driva", "Hunta", "Mekboy", "Painboy", ect. You then generate your characteristics, spend your xp (since there's only one starting class for orks), write down your chosen starting gear, come up with a name and story and you're ready to play. Now thanks to the Ork Origins you can actually get some form of variety between multiple ork players, but you still have the problem of having every player share the same advancement tables. I might work around that though by taking a page out of Black Crusade and Only War, in which the different classes don't actually have advances, but rather systems that give different costs to skills, talents and characteristics depending on what you specialize in. I'm gonna look into it, but otherwise just assume the standard rules for making an Ork are applied. But if you WANT to start out as a gretchin than I'm sure that can be arranged >:D Also funny note about orks and their unique Talents. There's one talent called "To 'Ard Ta Care!", which basicly makes it possible for the Ork to be in outer space without the need to breathe XD