Arragoz Plizgin - Ridley's Krooza
With Ridley having finished his briefing on the operation, Arragoz trotted off to go meet with his team. As an aside, barely visible to the naked eye was a minuscule fungal growth in the ceiling, its presence in such an odd location likely being due to the Ork slamming into it a few minutes prior. The end result of this growth was currently indeterminable, although the rapidity at which it grew from a spore indicated it was probably a snotling or other lesser Orkoid. No matter the final product, it would likely serve as an excellent post-mission snack upon Arragoz' return.
Returning to the matter at hand, the greenskin had managed to locate the team that would be accompanying him. Befitting a stealth operation, they were small in number, to the point where even Arragoz' lack of proficiency in numerals was enough to determine how many. There were three, to be precise, all humanoid, albeit with a number of differences that were completely irrelevant to the Ork. They looked like humies, smelled like em, and were probably just as puny and weak as em too. Nonetheless, they were his team, and Arragoz would have to make do with what he had. Rising to his full height, the usually hunched-over greenskin now absolutely towered over them, and provided his own briefing.
"Al'roight ya gitz, I'z Arragoz, yer Boss fer dis misshun. We ain't gotz enuff Boyz to get stuck in, so we'z be doin' dis da Morky way. By dat, I meanz we gots to be kunnin' and sneaky, so I dun want nunna you muckin' about 'n' shoutin' 'Fer da Emprah' da moment we spot any uv' dem Spess Muhrines or Ummy gitz. Ya gotz dat? Now, we gotz ow'selves a muthership ta krump, so you'z best be ready roight quick-like."
Arragoz Plizgin - Ridley's Somewhat Damaged Krooza
Arragoz' reaction to Ridley offhandedly executing one of his own soldiers could best be described as indifference, such a practice was incredibly common among his own kind, after all. In fact, the greenskin was quite happy knowing that his new, albeit temporary Boss was willing to use force to assert their authority over those beneath him, it made Ridley better than most non-Orkoids. Nowhere close to being 'roight 'n' proppa Orky,' but a visit to a Mekboy could easily fix that, if the opportunity ever presented itself.
As for Ridley's question, the Ork's mouth shifted, forming a toothy grin. "'Avn't ya 'eard? I'z da best dere is at wot I does, sum Humie muthership ain't nuffin."
Arragoz Plizgin - Ridley's Krooza
For a reason currently unknown to the Ork, Ridley wanted to see one of his weapons. Arragoz thought this an odd request, as the cyborg-dragon's hands were far, far too big to properly handle most of his arsenal. However, Ridley was 'Da Boss,' and any Ork who wasn't more stoopid than a humie would know to always comply with da Boss' wishes. "'Ere ya go, Boss," said Arragoz, before tossing a thankfully unarmed Stikkbomb towards the enormous lizard.
Made some (hopefully) final edits to my CS because I realized I forgot something, and also there were some formatting errors that were bugging me.
That will be all.
Arragoz Plizgin - Ridley's Krooza
Upon hearing that he'd be doing some demolition work, Arragoz immediately broke off from his recital of butchered Spess Muhrine dogma. Reaching into his pack once more, the greenskin began to withdraw a staggering array of explosives, and began sorting them into piles. While the nature of his mission meant that he'd primarily be using heavy-duty explosives, it never hurt to account for the rest, just in case. The wide variety of stikkbombs in his possession were all in working order and in good supply, save for the fungus or squig-based ones. Until the Ork's spores started to take effect, they would be impossible to replace, forcing the Ork to be frugal in his deployment of them. Which was a shame, as Arragoz was particularly fond of the Buzz-bomb. As for the mines, melta bombs, and Tankbusta bombs in his collection, they seemed just as functional as the rest. Luckily, the Titan's reactor overload and the subsequent dimensional jump had done no harm to any of his wargear.
All in all, Arragoz was ready to 'blow fings up,' as the saying goes, and promptly went about returning his arsenal of explosives to the inside of his backpack.
Arragoz Plizgin - Ridley's Krooza
Not only were they going to fight some Spess Muhrines, but they were also headed for Earth. If Arragoz was remembering his Low Gothic right, that was another word for dirt. The greenskin thought that this was an immensely stupid name for a planet, which could only mean the humies had named it. Naturally, a humie-named world usually meant an extensive human presence, and by extension, all sorts of flash to nick. Arragoz was so giddy at the prospect that he hardly noticed the sudden change in speed, later followed by the dimensional jump, despite it sending him directly into the ceiling. When the ship finally settled, the Kommando plopped back into his seat, completely nonplussed by the experience. He was quite used to this, having travelled on Ork spacecraft that were far less safe than this one.
However, the announcement that he was remaining aboard the ship disappointed him somewhat, whilst the other Boyz got to muck about planetside. Upon hearing that he'd be fightin' the 'Galactik Federashun,' as well as those Ummy gitz he'd 'eard so much about, Arragoz quickly cheered up. As he had plenty of time to kill before he had to get stuck in, the greenskin went about concocting a most ingenious plan for the forthcoming battle. Humie ships weren't the best environment for Kamo, and the presence of vents to sneak around in wasn't guaranteed, leaving only one option: craft a kunnin' disguise.
Based on the information he'd been given, Spess Muhrines were involved, so dressin' up as one of them seemed like the best choice. To help achieve this, Arragoz needed a few fings. Reaching behind his shoulders, the Ork undid the clasp on his backpack, and began to blindly rummage through the contents. After a bit of searching, he retrieved the items he needed: the helmet and pauldrons from a suit of MK VI Corvus power armour, looted off an Ultramarine's corpse; a spool of string, a brush, and a can of blue paint. Originally, the armour had been almost intact, sans the left leg, which had been blown apart by one of Arragoz' mines. However, most of the parts had been gutted and sold off for a few bags of teef, as the Kommando cared little for a suit of armour that didn't make him sneakier. He'd kept the helmet as a trophy, and the pauldrons to serve as soup bowls or drinking cups. Now it seemed he'd be getting a bit more use out of the gubbinz.
A few minutes of assembly later, and Arragoz' disguise was complete. The pauldrons were tied to his shoulders by several lengths of string criss-crossing his torso in a jumble of knots, while the helmet was attached to his forehead by a single length. As for the blue paint, it had been thoroughly slathered over every inch of his skin and clothing. To all but the most keen-eyed of individuals, the Kommando was now indistinguishable from one of the Emprah's Angels uv' Deff. To complete the illusion, Arragoz decided to brush up on his Spess Muhrine impression.
"Da Codecks Ass-Fartes dusn't support dis ackshun."
"Curage 'n' 'Onur!"
This would continue for some time.
Arragoz Plizgin - Shadow Eternity HQ
Upon hearing that there'd be gitz to shoot, chop, and krump in general, the Ork immediately pulled himself out from the vent. Falling through the air for a few brief moments, Arragoz made an oddly graceful landing, hitting the ground feet-first without so much as a stumble. Granted, his weight had dented the floor ever so slightly, but that could easily be buffed out. Plodding over to the ship belonging to the cyborg dragon-beast, the Kommando climbed in and quickly found a place to sit. The place in question just so happened to be in front of the vessel's equivalent to a steering wheel, because clearly, Arragoz was best suited to driving such a contraption.
As he waited for the others to load onto the vessel, the Ork decided to make an inquiry.
"So Boss, wot sorta Gitz will we's be fightin'? Humies, panzy Elfdars, or maybe even suma dem' Beaky Spess Muhrines?"
This question was quite pertinent in regards to Arragoz' actions, as it would determine what sort of explosives were to be used, to best suit the situation. However, as he was fairly new to the concept of multiple universes, his knowledge of potential opponents was limited in scope to those found in his own. Nevertheless, it wouldn't take long for Arragoz to adapt, as Greenskins are wont to do.
Arragoz Plizgin - Shadow Eternity HQ
Shortly after arriving in the headquarters of 'Shadoo Foreva,' Arragoz had decided to take a quick look around the base, mainly to see if there was any 'shiny fings' worth lootan. Along the way, the Kommando had planted enough explosive charges throughout the complex to turn the surrounding area into a smoking crater if need be. He'd done this for the sake of security, of course. At present, he was sneaking through the base's vents, or about as close to sneaking as he could get, given the circumstances. Due to his bulk, combined with the inherently noisy nature of a ventilation shaft large enough to contain his frame, Arragoz was making enough of a racket to wake the dead. Not that he minded, as that only meant more gitz for him to krump.
Thankfully for the inhabitants of the base who valued their precious ears, the Kommando eventually halted upon reaching a grate. Looking down on the hangar below him, he dimly recognized some of da 'portant gitz that he'd been told about. In particular, there was the cybornetik flying lizard git and the puny humie Dok wif his choppa and pair of snazzy guns. After making a mental note to nick the Dok's flash gear at some point in the future, the Greenskin decided to introduce himself, in proppa Orky fashion.
Raising his arm, Arragoz clenched his fist before bringing it down on the grate in a crushing hammer-blow. The force of the impact caused the metal to buckle and break free of its moorings, resulting in the grate crashing into the floor of the hangar with a distinct clanging noise. Shortly afterwards, the bandana-clad head of Arragoz poked out from the newly created hole, and shouted a greeting of sorts. "Oi! Wot're you gitz up to?" While the words were uttered in a horrifically mangled version of Low Gothic, the Ork's translator barely managed to convert it into somewhat less mangled English, for the convenience of his co-workers.
Personality: As a Kommando, Arragoz displays a level of kunnin' uncharacteristic to most Orks. Rather than simply charge into battle while yelling 'Waaagh!,' he prefers to sneak up on the 'stoopid humies', plant a few explosives here and there, before proceeding to shoot, stab, and explode his way out of whatever situation he got himself stuck into. In the event he is outmatched, or 'has uvva fings to do' according to Arragoz, he will promptly unload as many explosives as physically possible, set them off, and use the chaos to cover his retreat. Truly, a master tactician.
Despite this, he is still an Ork, and will gladly get stuck in wiff da Boyz in a proppa fight. He is also quite fond of nickin' weapons, armour, and shiny fings in general, especially off of humies.
Abilities/Weapons:
Slugga: Arragoz' prized slugga, while poorly made by the standards of most civilizations, is both reliable and incredibly effective in the hands of a proppa Ork Boy. With the Ork's latent Waaagh! field keeping it in working order, and the almost nonsensical volume of fire it can produce more than making up for its poor accuracy, it has served as Arragoz' preferred tool for krumpin' unsuspectin' gitz.
Choppa(s): In the unlikely event that the hailstorm of bullets from his Slugga fails to do the job, Arragoz will be more than happy to fall back on his tried and true choppa. If that still fails to kill something, he will use his second choppa (which also doubles as a knuckleduster), for double the choppin'.
Stikkbombs and other 'Splodey Fings: Arragoz carries a variety of explosives on his person, ranging from simple grenades and mines to shaped charges and melta bombs.
Stikkbomb Types Stikkbombs - Most common and basic type, these are the Ork equivalents of Imperial frag grenades.
Krak Stikkbombs - Rarer version analogous to Imperial krak grenades and used against enemy vehicles.
Stunbombs - Basically the Orky version of a flashbang.
Stinkbombs - These are made from cultured fungus and other unsavoury substances and release clouds of noxious green vapour. The resulting stench is beyond description, having significant effect on any non-Orkoid with a sense of smell.
Fungus Gas Bomb - Releases a gas cloud of very old, fermented fungus. While harmless to an Ork, it is poisonous to almost all other living creatures.
Firey Stikkbombs - Filled with flammable liquids, these stikkbombs are used to cover a target area in flames.
Smokey Stikkbombs - Functions in a similar manner to a smoke grenade. Good for making 'taktikul retreats.'
Goo-bomb - Contains a sticky greenish-black ooze made from the fermented leftovers of dead squigs. Upon exploding, the surrounding area will be coated in the substance, thoroughly trapping those hit. However, the effect is temporary, for the ooze will eventually dry out, allowing any victims to break free with relative ease.
Buzz-bombs - A rather unusual type of bomb, a small swarm of carnivorous Buzzer Squigs is trapped inside. Detonation will release the swarm, which will almost immediately proceed to devour anyone or anything caught in the general area.
Super Stikkbombs - An 'upgraded' version of the standard Krak Stikkbomb, they are essentially a large number of their smaller cousins wired together in order to make a much larger explosion.
Da otha' stuff Landmines - Pretty self-explanatory.
Tankbusta Bombs - Heavy magnetic discs the size and shape of manhole covers. They are directional and are used when Stikkbombs simply aren't sufficient to destroy something. They're attached to the vehicles by magnetic clamps and detonated with deadly efficiency.
Melta Bombs - Presumably stolen from an Imperial Armoury, these deadly contraptions explode with intense thermal energy, effectively melting the target with microwave radiation. However, their range is infamously short, requiring them to be directly attached to a target in order to be effective. It is also worth noting that they possess an integral timer which can be set for up to one hour.
As one of the countless greenskins which make up the dreaded Green Tide of the forty-first millennium, Arragoz possesses a number of traits that make him into an excellent fighter. His tough hide and semi-fungal physiology make him immensely difficult to harm, and even when he does suffer an injury, it will likely do little to impede him. An Ork can easily survive being dismembered or even decapitated, and just about anything short of extreme trauma or outright disintegration. In short, he is, as Orks often say, Ded 'Ard.
Paired with this immense degree of durability is an exceptional level of strength, allowing Arragoz to easily overpower normal humans and hold his own against a 'Spess Muhrine.' However, it is worth noting that, like any proppa Ork, Arragoz is in a bizarre state of authority-fuelled growth. So long as he remains the biggest and strongest Ork in the area (not exactly a difficult task, given the circumstances), he will continue to slowly get bigger, greener, and meaner, eventually ascending to Nob status and beyond.
Due to his race being genetically engineered by the Old Ones to serve as soldiers that could be mass-produced on a moment's notice, Arragoz' brain contains a wealth of instinctive knowledge regarding both the waging of war and the crafting, operation, and maintenance of his wargear. Combined with his experience as a Kommando, this makes Arragoz 'da best there is at wut he does.'
Backstory: As an Ork of the Blood Axes clan, Arragoz spent his early life fightin', winnin', and lootan', as most Orks are wont to do. However, as time passed, he began to exhibit a particular fondness for being kunnin' and sneaky, even more so than the average Blood Axe Boy. Unsurprisingly, it didn't take long for Arragoz to find himself working with a unit of Kommandos, where his talents could be put to proper use. The next several years were also spent fightin', winnin', and lootan', but in a sneaky 'n' kunnin' way.
Eventually, a crack team of Kommandos, one of which was Arragoz, and a few Mekboys were chosen by Warboss Mardrug to partake in 'Da Great Titanheist.' As the name implied, they were to sneak onto the forge world of Canto II, which had recently been attacked by a Tyranid splinter fleet, and nick a Warlord-class Titan called the Wrath of Caseopea while nobody was looking. The first few parts of the plan went exceptionally well, with the forge world's inhabitants being none the wiser as they snuck on board the Titan. Well, with the exception of the Titan's crew, but they didn't really count, since the Orks shot them before they could do anything.
Unfortunately, that was the point where things started to go wrong. When the Meks jump-started the fusion reactor, the machine spirit of the Wrath of Caseopea was a tad grumpy. Because they had slaughtered the Titan's crew, the Orks had no way of actually controlling the Titan. A minor oversight on their part, obviously. Arragoz and the other Boyz were carried along for the ride as the confused and enraged Titan went on a rampage across the forge world, prior to overloading its own reactor and violently exploding. Despite this spectacular failure, Arragoz 'died' happy, knowing that he got to see such a massive boom before the end. However, instead of going up to the big green Waaagh! in the sky, where he could spend eternity fightin' and winnin' with Gork and Mork, the Ork found himself transported to an unknown location, surrounded by some weird-looking humies.
Before he had the chance to shake off his confusion and start krumpin' gitz, the group explained that if he were to aid them in their endeavours, he would be greatly rewarded. Arragoz asked if he'd get to 'fight fings,' to which they said yes. It was all the convincing he needed.