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Ork armies have a number of characteristics to interest players. Individual Orks are exceptionally cheap in terms of points and come in squads of up to 30, and this allows players to build a large horde of models which can outnumber a more elite opponent several times over. Orks are relatively tough, and gain a high number of attacks in close-combat. The basic playstyle promotes a swarming rush across the battlefield, in order for the Ork player to reach assault range as quickly as possible.
Ork armies are also very customizable, both in terms of modelling and army strategies. The huge variety of units available to an Ork player allows them to develop almost any style of play imaginable, from a shooty horde to a hyper-elite close combat specialist force to a mechanised army mounted in a variety of ramshackle vehicles. Orks are easily converted, with a large number of kits having a wealth of interchangeable plastic parts. On top of this, their general appearance is crude, and many of their vehicles are constructed of little more than scrap, allowing an endless variety of parts to be incorporated into the range.
Considering this, the Orks are far less conventional than most of the other forces available in the Warhammer 40,000 universe. The unique (and often humorous) nature of the Orks contrasts sharply with the dark or tragic tone of other armies. Orks are defined by their cheerful, hearty approach to exceptional brutality, and as such may appeal to players who prefer a lighter edge on Warhammer 40,000's endless 'grim darkness.'
A commonly-cited Ork quote states that "Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!". Many Ork players take this to heart, and this relaxed approach to the game can translate into a more enjoyable experience for both players.
Orks first appeared in the Rogue Trader rulebook and the Space Orks boxed set, containing eighteen metal models. These Orks were squat, powerfully muscled humanoids, wielding crude ballistic weaponry (usually blackpowder or other explosive projectile-based equivalent) and large "stikkbombz" or stick grenades. They also wore helmets and other paraphernalia, and the model range was reminiscent of German equipment from World War I.
Additional rules, cultural details, and painting guidelines were given in the later expansions Waaagh! Da Orks, 'Ere We Go! and Freebooterz (the first being a fluff-only background volume with some painting guide hints, the second and third providing detailed army lists for each major orkish klan as well for a host of colorful and bizarre collection of mercenary orkish units, from ork space pirates to renegade chaos worshippers, from motor-addicted speed freaks to ork-genestealer hybrids). An explanation for the combination of brutal stupidity with relatively high technology was now found: Orks had been created, in times long past, as a warrior race by the long-vanished Brain Boyz.
Orks are genetically engineered to be muscular, aggressive, and none too bright; their technology is maintained by Mekboyz who have are genetically predisposed to working with machinery. Mekboyz require very little (if any) training in their function, since they understand mechanical principles at an instinctive level. This understanding was encoded into their genes by the mysterious Brain Boyz. Mekboyz are part of a larger Orkish subtype known as Oddboyz. Other Oddboy types included Painboyz Runtherdz Weirdboyz (respectively, Orkish doctors, slave trainers and traders and psychic shamans).
 Current Edition
The current Codex: Orks was released at the tail-end of 4th Edition, on the 12th of January 2008.. Despite the release date, most players view the Codex (alongside Codex: Chaos Daemons) as having been written with 5th Edition in mind. The Codex was accompanied by the release of a number of new models for the Ork range, including redesigned Trukks and Warbikes. The Codex also added units and equipment to the Ork army, many of which had been featured in the 2nd edition and removed for the 3rd. This includes the Shokk Attack Gun and the Weirdboy.
Modern Orks are still green-skinned, but they are much taller and more ape-like than the squat Orks of Rogue Trader. They have also lost much of the Prussian imagery, and the more recent models wear a variety of leather and crude armour plates. The basic armament of an Ork is either a slugga (a large pistol) and a choppa, or a shoota (a large, loud automatic weapon).
A second wave of Ork models was released in January 2009. This include plastic Ork Nobz, Gretchin, Stormboyz and the Battlewagon; as well as metal special character figures for Kaptin Badrukk, Boss Snikrot, and Boss Zagstruk.
Orks are green-skinned, a side effect of their blending on a genetic level with fungi (explained in more detail below). Orks are genetically engineered for combat, and quite efficiently so. They are extremely strong, and their squat bodies can withstand immense punishment. This is fortunate since the Painboyz operate on a generally nineteenth-century level of "surjikul" knowledge; unlike humans, though, Orks are quite capable of having limbs (or even heads) freely chopped and swapped onto a different body, and surviving the experience to fight again.
They eat fungi of all kinds as well as meat. A particularly favoured ingredient in their diet are Squigs, short for 'Squiggly beasts' - a variety of symbiotic races about the size of a cat but only possessing a set of lower legs or no legs at all. In earlier editions, Squigs were said to be a form of Tyranid with Ork genes. These include the "Eatin' Squig", a limbless blob which feeds on fungus, the "Growler Squig", a legged variety used as a sheepdog for Gretchin (in third and fourth editions referred to as a "Squighound" and available as an item of wargear), the "Attack Squig" a powerfully voracious little beast available as an item of wargear, and the "Face-eater Squig", a ferociously toothed variety used both as a weapon and for entries in face-eating contests. (The Ork and the Squig both open their mouths and bite, in a parody of a kiss. If the Ork eats the Squig, he wins. If he keels over backwards, he loses.) There is also a larger sub-species of Squig, called a Squiggoth, that ranges in size from about that of an elephant to a 60-plus-foot monstrosity capable of stomping buildings into rubble. Squiggoths are used as pack animals and in combat as the carriers of mobile fortresses. Another species of Squig is the "Hair-Squig" which the Orks do not eat, but wear on their heads as a form of decoration, as Orks are naturally hairless. Orks are known for pitying Humans (humies) for their lack of proper Hair squigs of varying colors.
Orks grow all through their lives, though the average Ork stands around the same height as the average man. The Ork would be far taller if he were only to stand up straight. In their normal walking and standing pose Orks hide about a foot in height; when standing normally in their pose they look similar to a gorilla. Orks growth rates can vary, however. The effect is notable in extremely aggressive Orks. As the Ork survives combat and wins trophies, the respect of other Orks will produce in him an effect somewhat similar to adolescence in the human male: he puts on muscle, becomes more aggressive and assertive, and generally throws his weight around. If he wins the ensuing challenges to single combat, he may become a Nob (short for "noble," but pronounced "knob"), a leader of Orks, noticeably larger, tougher, and of a darker green than the average. Once he begins to grow, an Ork will generally keep getting bigger, stronger, and greener until he is beaten by a bigger or more cunning Ork. Warbosses and Warlords, the rulers of continents and empires, are very large Orks indeed, often standing over three meters (10') tall or higher. Ghazghkull himself is a towering 6 meters (19'6") in height.
Assuming they aren't killed in combat, a buggy accident or by a rival, an Ork will live indefinitely. Orks seem to live longer the more powerful they are, such as with Ghazghkull possibly being hundreds of years old. It seems Ork warbosses live a similarly long time unless a rival or enemy does them in first. The process causing this is unknown, but most likely another legacy of the Old Ones' genetic manipulation, designed to create a more permanent leadership base for the Orks.
Orks' brutish behavior and choice to always use a direct approach in combat stems from their lack of a fear of death.
 The Waaagh!
Ork behavior is dominated by the Waaagh!, a gestalt psychic field they generate that affects the Ork psyche, as it allows Orks to instinctively recognize who is 'bigga' and therefore in charge. All Orks generate this field, and it grows stronger as the Orks enjoy themselves, generally while fighting. The Waaagh! helps give momentum (and the name) to the Orks' planet-crushing Waaagh!s. These Waaagh!s are a cross between a mass migration, holy war, looting party and pub crawl, with a bit of genocide thrown in for good measure. Millions of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss, who is larger and more intelligent than the Orks around him. Then the Orks will set off to find an enemy to fight - any enemy. Ork Waaagh!s will sweep whole planetary systems away and destroy armies and fleets in tides of bloodlust and carnage, and only once the Orks have killed every available enemy will they start to fight amongst themselves again. In some cases, Warlords eventually forge their Waaagh! into an empire, although very different to the Imperium. The most famous is Charadon, which has been ruled for centuries by successive emperors called 'Arch Arsonist,' while the Octarius empire is run by the Overfiend ("Overfiend" being a title used as a nickname for Andy Chambers, a former high-level Games Workshop Games Developer). Apparently no non-Ork can accurately produce this battle-cry as it has be described that humans can not shout 'WAAAGH!' with anywere near enough volume or phelgm to recreate it.
The Waaagh! is also used to refer to an Ork Warboss' army.
Orks consist of two symbiotic organisms: one comparable to a terrestrial animal and the other to an alga or fungus living in the first's bloodstream. The animal cells carry the genetic information of only the individual's subspecies, but the alga has genetic information for all the varieties of Orkoid, as well as the different Oddboyz. The alga also helps heal wounds quickly. If an Ork loses an arm, and has it stitched back on, the wound will be healed enough to go smash some heads within a day. Ork biology lends itself well to combat; they are extraordinarily strong and tough and are naturally good fighters, always looking for a scrap.
Orks draw their heritage and unique biology from genetic modification by a now extinct master race, referred to in Ork legends as "Brain Boyz".
In the first edition of the game, Brain Boyz were the ancestors to the Snotlings. The Brain Boyz soared to intelligence upon eating a particular species of mushroom and spread across the galaxy with the help of their less intelligent Ork slaves, but whose empire fell apart when the Orks consumed all traces of the mushroom which only grew on their home planet. Before the Brain Boyz regressed into the permanently juvenile Snotlings, they genetically engineered the Orks' DNA to include a 'techno gene'. This gene developed in Orks as they grew, influencing their minds and releasing encoded knowledge; in a similar way that a human baby will reflexively hold its breath under water or a horse can walk half an hour after being born, an Ork's techno gene gave it information on how to fight, operate weapons, and speak his language. Ork specialists, such as Mekboyz and Painboyz, are the mechanics and surgeons of Ork society, and receive their knowledge through these techno genes. It seems this was a deliberate measure to ensure that the Orkoid race would survive in a hostile universe.
After the release of Gorkamorka and the revision to the Ork reproductive system presented therein, the Orks' heritage was revised to match the prominent role of the Old Ones in the game background of later 40k releases. The current story is that Brain Boyz were servants of the Old Ones, and the Orks are the descendants of the green-skinned Krork, created as a survivor race by the Old Ones in their wars against the Necrontyr. However, when the war was over it didn't take long for the krork to rebel. To ensure their masters' creations would not be wiped out they encoded the various techno genes into them and thus as a short time went by they regressed into snotlings and their legacy as well as the old ones was wiped from history.
In previous editions of 40k, Orks reproduced when they got old; wandering into the wilderness to die, with new Orks budding off the corpse. Later, this was retconned so that the old Orks would gestate a litter of Orks in a marsupial-like pouch, raising the young orks in orky kulture. In 'Gorkamorka', this was retconned again into the current version, which follows:
"Orks have not only survived, they have prospered and are more numerous than humanity. This at least is due in part to how they reproduce. Orks reproduce through the release of spores, which grow into a plant-like womb underground that nourishes the bodies of the various Orkoid species. This is the entire basis of the Orkoid ecosystem, producing first Squigs, then Snotlings who cultivate the Squigs and fungus, then Gretchin to build the settlements, and finally the Orks themselves. This means the Orks, where ever they go, will have an abundance of food, slaves and other resources, a moving ecosystem that supports them as they go on their Waaaghs!"
This also makes it extremely difficult to rid a planet of Orks, even if the initial invasion is defeated. Orks release spores throughout their lives, but they mass-release them at the moment of death; to prevent this you must burn the bodies shortly after killing them (within, as said in the Fifteen Hours novel, around seven hours, as the battle took around five hours, and Bulaven mentioned they would start walking around again in two hours) and then burn their bodies and heads. Without a nearby population of Orks, the fungus will eventually start the Ork life cycle anew. Decades after weathering an Ork Waaagh!, settlements on a planet can find themselves faced with an unexpected attack from feral Ork tribes coming out of the wilderness.
 Orkoid subspecies
Gretchin are the Orks' slaves. Small, grasping, green creatures with the overall demeanor of a whipped dog, gretchin are at the wrong end of everything, including the food chain. Gretchin are used to clear minefields, distract the enemy in combat, assist Oddboyz, are often used as meat shields and act as a living carpet for larger Orks to cross difficult ground. A rule for this (Gretchin providing cover for Ork units) existed until the most recent Codex (In the 5th edition rules, Gretchin still provide cover, but the ability is not unique to them as all units provide cover for those behind them). In fact, it has been joked by some hobbyists that if Gretchin do anything correctly, they will either be injured, or die. They are overall similar to the Warhammer Fantasy goblins. Snotlings are weaker still and form the bottom rung of Ork society. They originally were used in swarms like in Warhammer Fantasy and could even be fired out of a shokk attack gun. In the current version they are no longer available in actual combat but are again used in the shokk attack gun, though they are not represented by models.
More unusual are the squigs. Squigs are animals that share the same general algae-based biology of the Orks and gretchin, and are used as food, clothing, weapons and even hair, being trained as guard squigs and attack squigs, as well as super-massive squiggoths.
In the first and second editions of the game, squigs were the result of Tyranid manipulation of Orkish gene-matter and could be present in either army. Orks were said to have discovered the first squigs aboard a Tyranid bio-ship and recognized them as being "Orky", subsequently taking the little creatures home. Squigs then spread throughout Ork space. However, since this conflicts with the more recent descriptions of the Orkoid ecosystem, this has been dropped. Squigs are now exclusively orky, with ripper swarms replacing them in the Tyranid list.
Although a standard Ork's genetically encoded knowledge allows him to survive at a basic level, keep his weapons in working order and fight in battle, there is always a need for specialists who can do things most can't. Some Orks possess knowledge of very specific and often extremely complicated things far beyond a regular Ork's mental capacity. These Orks are known as Oddboyz. These innate talents are believed to have been purposely written into the genetic code of the Orks by the Brain boyz to ensure that the race could not only survive without their masters but also flourish and expand across the galaxy. Although there are probably countless different Oddboyz to fill all the necessary roles in Ork society only a handful are fully recognized and respected by Orks, probably due to their crucial roles in Ork warfare as well as lifestyle.
Mad Doks (also known as 'Painboyz') are responsible for fixing injuries that even the Ork physiology can't repair, such as severed limbs and brain damage. An Ork will only go to the Dok when he has no other choice, as these Oddboyz are infamous for trying out experimental procedures on patients while they are under anesthesia (known as "concussion" to other races). Doks are responsible for attaching bioniks, although sometimes they aren't paying attention and replace the wrong part of the patient's body. (For example, Dok Blag's Mk I Exploding Leg.) High-ranking Doks are known as 'painbosses' and are known to be accompanied by cybork bodyguards.
Yellerz are Orks which have been naturally gifted with an incredibly loud voice. These Orks' usefulness is nowhere near as important as the majority of the other Oddboyz and they make appearances on top of the new gargants/stompas in the 40K tabletop game. They do appear in the specialist game Epic where they sit on top of Ork titans, known as gargants/stompas. These are huge lumbering constructions built in the image of the Ork gods by Mekboyz. Using an amplifier to further increase their voices' volume, they shout communications to other Orks and Gargants and in return they themselves receive communications and orders from other Yellerz. Off the battlefield Yellerz also act as priests in Ork society, preaching to their brethren with their supernatural voices.
Mekboyz (also known as 'Mekaniaks' or just 'Meks') are Ork engineers, who build all the gunz, vehicles, and other machines used by Orks. They are especially important to Speed Freeks. Important meks are known as 'Big Meks'. Their main cause of death would be officially listed as 'eksperiment (sic) gone wrong' if Orks bothered with all that sort of thing. In the current edition of Codex: Orks, Mekboyz can lead mobs of "Burna Boyz" or "Lootas" as well as repair vehicles using their equipment "Mekboy's tools." In the 5th edition main rules, Big Meks can also be used to lead an Ork army.
Pigdoks are an odd combination of Dok and Mek, although not as skilled as either individually. They are found in feral Ork tribes, tending the boars that are ridden to battle by the primitives. Their main use in battle is to provide 'doping' to increase the ferocity of the various beasts that feral Orks take to war, as well as some of the Orks themselves. Skilled pigdoks have been known to "swap" the hind legs with a single track/wheel and a big loud engine.
Slavers (also known as 'Runtherdz') are the Orks who have the patience to take care of gretchin, squigs and any other slaves or creatures the Orks may have captured. Their trademark weapons are the whip and grabba stikk.
Weirdboyz are Ork psykers. One major difference between them and the psykers of other races is that, instead of drawing upon the power of The Warp, a dangerous realm full of daemons, wyrdboyz draw on the power of the Waaagh! When drawing on the power of the Waaagh! Ork wyrdboyz are not in any less danger: if they soak up too much of this power, their heads explode. This is much like a catastrophic mistake for a Warhammer Fantasy greenskin shaman. In addition to the wyrdboy'z head exploding, the powerful psychic backlash that is unleashed can cause other Orks' heads to explode as well. Naturally, wyrdboyz avoid combat as much as possible, but the ability to gout green flame capable of melting armor and shoot bolts of lightning is too great for most warbosses to resist, and they get dragged into combat anyway. Some wyrdboyz actually become addicted to battle as most other Orks and seek out battles; these exceptionally dangerous individuals are known as Warpheads. Wyrdboys have made a comeback in the revised 4th edition Ork codex.
Smartboyz were first seen in the graphic novel Deff Skwadron, which featured the name Smartboyz several times, most often for the character Gimzod, a co-pilot. Judging by Gimzod's role, Smartboyz seems to be the name for normal fighter type Orks who are oddly intelligent, and who often find themselves used to help bigger Bosses on their missions in several things that the Boss might forget, like reminding them of their actual mission. Gimzod in particular was able to spell many words with an "h" in them, and often had a clear overview on the current situation. It is unclear where exactly a Smartboy stands in the Ork hierarchy. However, Gimzod's Boss once said: "There's a difference between bein' smartboy an' bein' a smart git.", indicating that Gimzod is only useful to him as long as he knows his place. It is also possible that Smartboyz are only tolerated in the Blood Axe clan and would be killed in other Clans because of being too "un-Orky" ('ez too tellagit!).
Stormboyz are those young orks who, tired of being told they can do whatever they want, whenever they want, separate themselves from Ork society and join Stormboy squadrons where they are taught the merits of rank, file, and bodily hygiene. They are viewed as strange, a little crazy, and generally "un-orky". However, their battlefield use is undeniable by any warboss, flying into battle with ramshackle jet packs in order to get to the enemy first. Unfortunately for the Stormboys, the Meks generally find it hilarious when a jet pack malfunctions, sending the Stormboy off in the wrong direction, and have been known to purposely sabotage their own creations.
Other oddboyz include Sumboyz (bankers/accountants), Minderz (Bodyguards for Weirdboyz), Flyboyz (Pilots of aircraft and some spacecraft), Diggerz (Miners and tunnelers), and Brewboyz (alcohol manufacturers), all of whom have an important role in ork society (although not necessarily on the battlefield).
Kommandos These are the kunnin of the kunnin, and Mork personified... err "orkified". Kommandos are looked down upon by most of the orkish society, believing that "all dat sneaky round stuff just aint what da orks do". But no warboss in his right mind would refuse their services. Kommandos are orks that put on camouflage and hide around in cover, using stealth, espionage, guerrilla warfare, and other methods of stealth combat to kill their foes. Most famous of all Kommandos is Boss Snikrot, who after being left on Armageddon after the 2nd invasion, hid in the jungle with other orks, and started sneaking around and ambushing Imperial forces in the forests.
Tankbustas One thing an ork loves is watching something explode. Something an ork loves even more is watching something bigger than he is, and that belongs to an enemy, blow up -- especially if they had a hand in it. Orks obsessed with destroying vehicles become tankbustas. They are so obsessed with destroying vehicles that they will run past and ignore enemy infantry without regard for themselves just to get the glory of destroying a vehicle. They may attach a number of tankbusta bombs to a squig and send it off running toward the nearest enemy tank. Sometimes this doesn't work too well for the orks, and the squig runs straight for the nearest ork vehicle.
There are also many other oddboy varieties whose role in Ork society is either barely noticed or of no use in most battles, and are therefore never given much attention. Their talents are essential to Orks all the same, though, and some dedicated players have been known to invent them to add more character to their Ork armies and Ork background in general. Kaptins are warbosses who create and lead the mobs known as Freebooterz. These orks resemble pirates from the age of sail and act as such: raiding and pillaging to fulfill their need for violence. They also hire themselves out to alien races or even other orks. Though they are considered to be 'un-orky,' their lifestyle does result in them being better-armed and combat experienced then most other orks. Some of the famous ones are Kaptin Badrukk of the Flash Gitz and Kaptin Zagstruk of Da Vulchas.
In the 1st edition of Warhammer 40,000 an Ork Navigator made an appearance. This is the only mention of such a character and no explanation has since been offered for how the Orks navigate through Warp-space. It should be noted that this character was a psyker and, as the term "Weirdboy" was not yet in use back then, it is possible that Weirdboyz now fulfill this function in the current background.
Orks gather into various levels of organization. The first is the mob, a squad-level unit of Orks with similar ideas of how to act on the battlefield, generally led by a Nob (a person - Ork, in this case - of wealth or social importance. It is short for "noble," but is pronounced "knob"). A number of mobs will gather together into a warband, which is roughly equivalent to an Imperial Guard company (although with a greater variation in size), led by a warboss. The largest organizational unit is the tribe, a group of numerous warbands all under the command of a warboss. Different tribes can be united by a powerful warlord when he raises a Waaagh!.
The Orks speak the same language that most humans do, although due to possessing tusks they can't pronounce words in the same way. For example, they seem unable to voice some letters, such as the letter "h", or "er". Therefore, they pronounce words such as "hunter" as "'Unta", "head" as "'Ead". (note: while this is usually the case, it is not always so. In the Ork Codex 2007, there is listed a famous Ork: "The Mighty Mangler". It seems honorifics, notably those of the Orcs of Warhammer Fantasy, are not limited in orkish speech) Shooter becomes shoota, and so forth. Their speech seems largely based on a Cockney or Estuary English accent, although it is important to note that English is only used to represent the Imperial language so we can understand it; humans actually speak Low Gothic and High Gothic which are descended from today's languages but almost certainly unintelligible to us. In Dawn of War: Dark Crusade the Orks may shout Up yours! or Sod off! when you give them an order. In the game's 2nd edition (and repeated with additions and modifications in the game Gorkamorka), the orks have a runic/glyphic language, with simple symbols used to carry the meaning of certain words (generally battlefield/mechanical concepts) with glyphs capable of spelling words without a specific symbol. While this has not been carried into the 3rd edition codex, your average ork warband will still be covered in these glyphs, often painted in clan colours. According Inquisitor Amberly Vail, the Orkish lanuage is easy for a human to speak, but unpleasent because it contains a large amount of punching and head-butts.
Orks seem incapable of making the "th" sound with tongue and tooth, therefore they simply spit out an "f" sound, producing words like "teef", "fings", and "fink" as opposed to "teeth", "things", and "think".
In addition, they do not pluralise in the same fashion as humans, preferring the harsh buzzing of 'z' to the soft hissing of 's.' So, the term for multiple Orks armed with sluggas and choppas is Slugga Boyz, and so on for Mekboyz, Grotz, Mad Dokz, etc.
When (and if) an ork spells something in glyphic, it should be done "Fohnetikalee" (phonetically).
Orks believe in two gods - Gork and Mork - of which Gork is "Brutal but kunnin'" (the god of cunning brutality), this means he hits you REALLY hard when you're looking at him, and Mork is "Kunnin' but brutal" (the god of brutal cunning), this means he hits you when you're not looking at him. There is a different mythology sometimes portrayed in which Gork and Mork are the gods of Defense and Attack. Orks can't agree which god plays which role, and debates about this topic often erupt into fighting (Although generally Gork is considered the more brutal by players, and Mork the more cunning, possibly due to their roles in gorkamorka, in which a Gorker was better at fighting, and a Morker better at driving). The priesthood of these gods has no in-game representation, although the infamous Goff Warlord Ghazghkull Mag Uruk Thraka claims to be receiving visions from both. Also, there has been some mention of Yellerz (the ork version of a priest) although they are not seen ingame. In earlier versions a third god, Bork, appeared, but has since been dropped. Orks generally tend to distinguish between Gork and Mork as one being mean, and the other being meaner. Some divisions lie in determining who is meaner; another factor preventing Orks from being united. It is doubtful if the distinction between Gork and Mork means anything in Ork culture, as long as it allows them to bash something. Perhaps Gork and Mork are actually one god.
In the specialist game Gorkamorka, the surviving Orks of a space hulk crash on a desert planet and desperately try to rebuild a spacecraft from the ruins of their previous one so that they may leave the planet and rejoin the Waaagh! There are many theories about how this new spacecraft would do this, including the notion that it is really an enormous teleportation device which will transport all the Orks on to a passing spacehulk or friendly Ork craft. Another theory is that the monstrosity will simply take off into space with all the Orks aboard. However as the new space craft grew in size it began to gain a similarity to one of the Ork gods just as Ork Gargants do. This of course immediately led to a violent debate erupting between all the Orks present as to which god it looks like. Those that believe it looked more like Gork called themselves Gorkers and those who thought it to be Mork called themselves Morkers and the society was split in two. The rivalry between the two sides became the biggest obstacle to the Orks ever leaving the planet because as soon as they stopped concentrating on finding a way off the planet and started fighting each other, construction on the new space craft slowed to a practical halt and the battle between the two sides practically destroyed it. The Meks then decided to call the figure Gorkamorka to stop any future fighting and allowed any Ork to believe it was either Gork or Mork. This is just another example of how the Orks' built-in animosity has held back their progress severely and how their religion can inspire their violent tendencies. Perhaps this character flaw was purposely built into Ork personality by their ancient creators in order to prevent them from ever growing too powerful.
Orks use their teef ("teeth") as currency. This is quite a natural solution to inflation and income support, as orks go through teeth in a similar manner to sharks, replacing them quite frequently, and they degrade over time, so it is impossible to hoard them. This keeps prices constant, ensures all orks have access to money, and allows constant values to be placed on commodities. A toof will buy a good squig pie and a tankard of fungus beer, while a bag of teef will buy a cheap buggy. A big flash battlewagon could cost a warboss hundreds of teef (though they need not all be his). In some stories there are references to cap
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