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		<id>http://2d4chan.org/mediawiki/index.php?title=Chainsword&amp;diff=116024</id>
		<title>Chainsword</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chainsword&amp;diff=116024"/>
		<updated>2018-06-18T07:19:39Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:ACD1:D7B0:4835:7CDB:BB37:AE33: /* Chain Choppa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Chainsword06.jpg|right|thumb|A typically poor rendition of a chainsword - as you can see, the housing surrounds the teeth, which would interfere with penetration (but would allow it parry). Still dangerous though, [https://en.wikipedia.org/wiki/Macuahuitl macuahuilts] worked on the same design.]]&lt;br /&gt;
[[File:Chainsaw.png|right|thumb|A chainsword is just a chainsaw with a sword grip, so here is a picture of a chainsaw.  Note how the blade is mounted on a wafer-thin piece of metal, to ensure that the mounting does not interfere as you cut through something that you desire to be in more pieces.]]&lt;br /&gt;
&lt;br /&gt;
The Chainsword is a fuck-awesome melee weapon, heavily used by [[Imperium|Imperial]] forces, although variants are fielded by the [[Eldar]], [[Ork]]s, and [[Chaos Space Marines]].&lt;br /&gt;
Apparently in the 41st Millennium, chainsaws have been re-purposed for hacking down things/aliens/people instead of simply harvesting lumber.&lt;br /&gt;
As its name implies, the chainsword is a bladed weapon with a rotating chainsaw blade in-between, that&#039;s powered by a motor mounted on the hilt and activated with a trigger on the grip. Of course, the sheer manliness in this weapon makes it pretty damn heavy, so it&#039;s actually really fucking awesome. But since almost all the users of it have some combination of power armor, bionics, or natural strength to swing them around, the weight is a lot less of an issue.&lt;br /&gt;
&lt;br /&gt;
Although the chainsword is issued to virtually all forces of the [[Imperium]], it is most famous with the [[Space Marines|Spehss mahreens]] who widely use the chainsword as the primary weapon of their assault troops and veteran soldiers, although the standard chainsword has the same rules as any other close-combat weapon. Which is dumb, considering most of the fluff describes it as cutting through armour with ease, even Terminator armour, with some additional effort. [[Derp|Because a giant chainsaw does as much damage as a combat knife.]]&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
The Chainsword also has several variants that have been developed by both the Imperium of Man and Xenos. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
===Eviscerator===&lt;br /&gt;
An oversized chainsword used by the Ecclesiarchy&#039;s priests and by the [[Sisters Repentia]] of the [[Sisters of Battle]] (as well as Chapter Master [[Gabriel Seth|Gabriel &#039;IN THE BALLS&#039; Seth]]). Most recently however, Eviscerators have found their way into the hand of 7E assault marine sergeants, because meltabombs just weren&#039;t enough.  The Eviscerator is twice the size of a regular chainsword and so heavy that a normal soldier will need to wield it using both hands. The Eviscerator might also incorporate an exterminator, a portable flame unit that will not only help it breach armor, but also scare the fuck out of any normal man upon seeing a whacked up priest/nun swinging a fucking huge flaming sword-chainsaw. The Eviscerator is also extra effective against armored units.&lt;br /&gt;
In some works the Eviscerator is described as having a disruptor field weaker than those of energy weapons, which still helps carving through ceramite.&lt;br /&gt;
&lt;br /&gt;
===Scorpion Chainsword===&lt;br /&gt;
An Eldar variant of the Chainsword fielded by the Striking Scorpions. It&#039;s like the Imperial Chainsword but incorporates advanced equipment that increases the wielder&#039;s strength and incorporates a sleeker, less bulky design. There&#039;s been fluff that suggests they are actually a &#039;&#039;&#039;lot&#039;&#039;&#039; more advanced than Imperial chainswords, consisting of a heavily serrated 41st millennium mono-molecular blade which doesn&#039;t whirl around most of the time. Rather, upon hitting an opponent, and the blade gets stuck in their body/armor, THAT&#039;s when it goes all chainsaw, ripping armor and people apart and ensuring that the blade doesn&#039;t ever get stuck in someone; it&#039;ll either go through them or at least rip whatever it&#039;s stuck in enough to be pulled out. &lt;br /&gt;
&lt;br /&gt;
Exarchs can use two variations of the Scorpion Chainsword: the Biting Blade (a massive two-handed weapon whose effectiveness increases as a target is hit), and the Chainsabres (two one-handed chain weapons that can [[Fist_of_the_North_Star|land a truly staggering amount of blows on a target]]).&lt;br /&gt;
&lt;br /&gt;
===Chainaxe===&lt;br /&gt;
Yes, Warhammer has chainsaw axes, as insane it sounds. The custom weapon of [[Khorne|Khornate]] champions, the Chainaxe was a fairly common weapon among Imperial troops pre-[[Horus Heresy|heresy]]. It&#039;s basically a huge axe with a powerful chainsaw as a blade. Pre-heresy it was practically standard issue among the [[World Eaters]]. The sheer weight of the axe and the fact that most Khorne Chaos Marine champions are super strong and completely fucking nuts ensures these will tear through most infantry armor. It&#039;s wielded by non-Khornate Chaos Marines as well, due to the greater damage it inflicts, but mostly because of the showers of gore they call &amp;quot;wounds&amp;quot; - represented in 40k rules by being AP4, a straight upgrade from a regular chainsword and the woe of anyone not wearing power armour. Among Imperial forces, a chain-axe is most likely to be seen in the hands of a [[Space Wolves|Space Wolf]] or a [[Raven Guard]] - the former due to the fact that they just don&#039;t give a flying fuck that it might associate them with Chaos, and the latter due to the fact that they mostly have older equipment due to infrequent resupplies. They are also very common among [[Flesh Tearers]] because they basically [[Heresy|already are]] a Khornate cult.&lt;br /&gt;
&lt;br /&gt;
===Chainglaive===&lt;br /&gt;
The Chainglaive is an evolution of the Chainaxe, giving it a longer blade and haft allowing for wide, sweeping strikes capable of rending power armour without much trouble. It&#039;s used extensively by Vanguard Marines and Chaos close-combat specialists. An ancient design by modern standards, it&#039;s by no means common, and sees use primarily with the traitor legions due to this (particularly with the [[Night Lords]], who had always favored its use).&lt;br /&gt;
&lt;br /&gt;
===Chainscythe===&lt;br /&gt;
Seen wielded by the [[Spyrer]] Matriarchs, this variant of the chainglaive mounts the blade at a horizontal angle to the tip of the shaft.&lt;br /&gt;
&lt;br /&gt;
===Chainhammer===&lt;br /&gt;
Chainaxe not insane enough for you? [[Black Crusade]] introduces the chainhammer, a massive maul outfitted with multiple rows of spinning metal teeth on the club-like head, which rip apart flesh pulped by the brutal impact of this insane weapon.&lt;br /&gt;
&lt;br /&gt;
===Chainspear===&lt;br /&gt;
Similarly to the chainglaive, this weapon combines reach with lethality, mounting a chainsaw-bladed length at the end of a long haft, ensuring that jabs and thrusts can tear open flesh with the lightest touch whilst keeping the wielder out of harm&#039;s way. According to &#039;&#039;Tome of Blood&#039;&#039;, some variants actually sport the [[Grimdark|sharpened teeth of the bearer&#039;s former victims as the cutting edges]].&lt;br /&gt;
&lt;br /&gt;
===Ironfang Chainsword===&lt;br /&gt;
A variant of the chainsword created to allow human heretics to approximate the deadly blows of a Legion chainsword, this variant features a thick, bladed area with chained teeth nearly twice the width of an ordinary chainsword, and powered by a backpack-mounted fuel supply. Its greater tearing strength and weighted nose allow it to deal viciously violent heavy slashing blows. Needless to say, this weapon is heavy - 12 kilograms in weight, complete with power supply - and unbalanced, ie. a very heavy &#039;&#039;regular&#039;&#039; chainsaw.&lt;br /&gt;
&lt;br /&gt;
===Chainfist===&lt;br /&gt;
Intended to assist Terminators&#039; not stellar mobility when involved in boarding actions, the Chainfist is a [[Power weapon|Power Fist]] that incorporates a powerful chainsaw blade for the purposes of slicing through armored bulkheads. The weapon is commonly used by Terminators both as a CQC weapon and a convenient tool to cut themselves a way through the average [[Space Hulk]]&#039;s too small doors/walls/ceilings/floors... during boarding actions. Of course, since it can penetrate thick metal with little trouble, it&#039;s also often used for ripping open enemy vehicles and bunkers.&lt;br /&gt;
&lt;br /&gt;
The reason it&#039;s so effective is simple: the powerfist&#039;s energy field also encompasses the chainblade. That&#039;s right, the chainfist effectively marries a chainsword and power fist. Remember how a regular power sword cuts most stuff like a hot knife through butter? Now bring a chainsaw with hot knives for teeth into this butter world, &#039;&#039;wear it like a glove&#039;&#039; and that&#039;s how a chainfist feels. That&#039;s just plain scary. If anything, it&#039;s like hitting a target with a power sword at [[Fist of the North Star|40 strikes per second]], so that the powerfield weakens the target and then the teeth hack it away. The alternative is having a static piece of metal that is still cutting, but just not as efficiently.&lt;br /&gt;
&lt;br /&gt;
The easiest way to use a chainfist in combat is to wield it like a Tonfa. As its mounted just under the left wrist parallel to the arm.&lt;br /&gt;
&lt;br /&gt;
===Chain Choppa===&lt;br /&gt;
The Chain Choppa is the Ork version of the chainsword. The weapon is a handheld chainsaw (though it sometimes takes the form of a sword or axe) used for almost anything. Really, you name it. In a pinch it can stand in for anything ranging from a weapon to a household tool. Regular garden variety [[Ork_Boy|Ork Boyz]] rarely have these weapons, while richer Orks like the [[Warboss]] or a [[Nob]] might have it because it&#039;s killy and flash. Many are simply war trophies picked up from loyalist and traitor Space Marines.&lt;br /&gt;
&lt;br /&gt;
===Reaper Chainsword===&lt;br /&gt;
The last word in Chain Weaponry, the Reaper Chainsword is the main weapon of most models of [[Imperial Knight]]. Originally designed as a Logging device for feudal colonists, it also works incredibly well as a massive melee weapon, capable of carving open a Super-Heavy Tank with a single blow.&lt;br /&gt;
&lt;br /&gt;
[[File:Torchlight chainswords by LaithArkham.jpg|center|thumb|300px|The mêlée weaponry of the 41st millennium offer a variety of implements for violently lacerating the opposition]]&lt;br /&gt;
&lt;br /&gt;
== Notable Chainweapons ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm&#039;s Teeth&#039;&#039;&#039; - A giant two handed chainsword used by [[Rogal Dorn]] himself. It was so large that only a [[primarch]] could use it, and it was said to be Dorns favored weapon and is what he used against &amp;lt;s&amp;gt;[[Alpharius]]&amp;lt;/s&amp;gt; some random Legionary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frost fang&#039;&#039;&#039; - An ancient chainsword used by [[Ragnar Blackmane]]. The techniques used to make it were kept a secret by Fergus Forgrim to his deathbed so no one knows how it was made, because it&#039;s not like that could have been important or helpful later, right?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorefather and Gorechild&#039;&#039;&#039; - &amp;lt;s&amp;gt;THE BEST WEAPONS IN THE WHOLE OF 40K&amp;lt;/s&amp;gt; [[HERESY]]. Two chainaxes used by [[Angron]] during the [[Great Crusade]] and [[Horus Heresy]]. The teeth of these weapons came from a [[Awesome|MOTHERFUCKING MICA-DRAGON]], and are lubricated by [[Khorne|BLOOD]] (these weapons are so metal the bring envy to the [[Iron Hands]] and [[Iron warriors]]). Gorechild is currently being used by that [[Kharn|Swell guy]], and Gorefather is no where to be seen, but it might show up again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teeth of Terra&#039;&#039;&#039; -  Origin unknown, and with a tendency to show up in possession of many different chapters and disappear just as quickly, the Teeth of Terra is an ancient chain sword with obsidian teeth.  It strikes hard and deep and allows the bearer to swing in huge, sweeping arcs.&lt;br /&gt;
&lt;br /&gt;
==Video Links==&lt;br /&gt;
[https://www.youtube.com/watch?v=5gj8pAN7Y7E DIY Chainsword, Blood Angel variant]&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Chaos]][[Category:Eldar]][[Category:Orks]]&lt;/div&gt;</summary>
		<author><name>2600:1700:ACD1:D7B0:4835:7CDB:BB37:AE33</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kobold&amp;diff=294222</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kobold&amp;diff=294222"/>
		<updated>2018-06-18T04:21:56Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:ACD1:D7B0:4835:7CDB:BB37:AE33: /* Monstergirls */&lt;/p&gt;
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&lt;div&gt;{{Promotions}}&lt;br /&gt;
[[File:Kobold commando.jpg|300px|thumb|right|A [[/k/]]obold.]]&lt;br /&gt;
&#039;&#039;&#039;Kobolds&#039;&#039;&#039; are a race of creatures originating from Germanic folklore, where they were [[goblin]]-like malevolent spirits who were believed to haunt mines, occasionally leaving nasty surprises in the form of worthless, poisonous metal - the element we now know as &amp;quot;cobalt&amp;quot; - or by causing anything from small pranks to full-fledged accidents. This provided the name for element 27 on the periodic table is named &amp;quot;cobalt,&amp;quot; which sounds similar to kobold. The ore is naturally found as sharp shards, bonded with arsenic oxide. The shards are sharp enough to penetrate boots and feet, hurting miners and making them sick just as if they were poisoned caltrop traps left by kobolds. A &amp;quot;cobalt bomb&amp;quot; is a proposed nuclear weapon designed to poison a large territory with super-radioactive cobalt dust, making the target area uninhabitable for 105 years. The (relatively) short half-life makes it especially deadly, but possible for your great-grandchildren to recover the empty territory. So watch out for &amp;quot;kobold bombs&amp;quot; on &amp;quot;magic missiles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They shot to fame in /tg/ circles in [[Dungeons &amp;amp; Dragons]] where, ever since the very first edition, they have been small, weak creatures, generally serving in most campaigns as low-level cannon fodder for the adventurers to mow down, much like [[goblins]] and [[orcs]].&lt;br /&gt;
&lt;br /&gt;
Despite being physically weak, however, kobolds are also described as capable trapsmiths, and are known for creating traps to protect their lairs and dungeons (a habit that is usually ignored or underplayed by most [[DM]]s). This habit - combined with a penchant for lethal tunnel design and group tactics - were famously used in the tale of [[Tucker&#039;s Kobolds]] to illustrate that kobolds - and, indeed, any intelligent creature - can remain dangerous to high-level adventurers despite being statistically inferior in just about every way.&lt;br /&gt;
&lt;br /&gt;
If played with the intention of being dangerous, kobolds are far and away the hardest throwaway monsters to fight. It could be likened to a sort of sick, hardcore version of Home Alone, with the kobolds taking the part of a severely deranged and sadistic Kevin McCallister and the PCs taking the part of hopelessly underprepared thugs walking into a situation they cannot have possibly foreseen. If treated like cannon fodder, they are the absolute hands-down easiest things in any edition to kill, including [[cat|housecats]] and electric iguanas.&lt;br /&gt;
&lt;br /&gt;
Kobolds are often used as &amp;quot;weakling&amp;quot; monsters in games, particularly video games based on the pen-and-paper variety. Their actual versatility depends on the system, but like D&amp;amp;D runs the gamut of [[Dawww|harmless]] to [[Dwarf Fortress#Cats|devastating in numbers]] to [[Anal circumference|downright impossible]]. While modern D&amp;amp;D paints them as reptilian creatures, some other games and media portray them as either wolf/dog-like or rat-like ([[Warcraft]]).&lt;br /&gt;
&lt;br /&gt;
There is a market in [[Dungeons_%26_Dragons_3rd_Edition | 3.5]] for kobold [[PC]]s, since their draconian/reptilian ancestry make them one of the only +0 Level Adjustment races capable of qualifying for much of the additional material in [[splatbook]]s like the Draconomicon and the Book of Dragons. [[Pun-Pun]], for example, is a rather famous [[CharOp]] design that allows a kobold wizard to attain theoretically unlimited abilities and attributes, using material from splatbooks and the [[Forgotten Realms]] [[Dungeons_%26_Dragons_Campaign_Settings | campaign setting]].&lt;br /&gt;
&lt;br /&gt;
While [[4e]] technically does allow for 0LA characters using the &amp;quot;racial features&amp;quot; rules in the Monster Manual, they effectively play like reptilian halflings, which get better bonuses. The lack of splat and reptilian-based bonuses makes them less appealing than 3e, but their inherent trap skills make them excellent [[Bloody Path|rogues]].&lt;br /&gt;
&lt;br /&gt;
5th edition&#039;s Volo Guide to Monsters reintroduced them as an option, and while they&#039;re not a &#039;&#039;bad&#039;&#039; choice per se (Small, +2 to Dex and Darkvision make Kobolds quite effective rogues), their sensitivity to daylight proves to be a real disadvantage in campaigns that aren&#039;t extensive dungeon crawls.&lt;br /&gt;
&lt;br /&gt;
==The Many Faces of Kobolds==&lt;br /&gt;
[[File:Kobold_Art_History.jpg|200px|thumb|right|A basic summary of the kobold look from 1st to 4th edition.]]&lt;br /&gt;
D&amp;amp;D Kobolds have undergone a long history of revision. When they first appeared in basic/AD&amp;amp;D 1e, they were considered kin to goblinoids, but also had distinctly beast-man type appearances - of course, these were the days in which [[bullywug]]s and [[gnolls]] were considered humanoids and thus could interbreed with humans, so not that weird. The result was a scaly-skinned rat or dog-like humanoid with small horns and a distinct barking voice. The version first depicted in the [[Monster Manual]] was clearly a scaly dog-man, but versions by other artists were more rat-like.&lt;br /&gt;
&lt;br /&gt;
When AD&amp;amp;D 2e was launched, the first Monstrous Compendium presented an alternative version that was more visibly [[goblin]]-like; a small, ugly but fundamentally man-shaped creature with big, saucer-like eyes, a puggish face and small horns. This version was not very well received, and the artwork quickly went back to the more rodent-like visages of editions past. The iconic depiction of this was by [[Tony DiTerlizzi]], in the AD&amp;amp;D Monstrous Manual.&lt;br /&gt;
&lt;br /&gt;
Finally, in 3rd edition, kobolds became stunted, draconic humanoids; little reptile men with dragon-like snouts and stubby horns, and this interpretation, which made them claim kinship to true dragons, became their iconic face for all editions afterwards. Even Pathfinder reused this. The 5th edition version somewhat combined the reptilian and canine features, keeping them little reptile men with stubby horns on their heads, but giving them a more canine head with a black dog-like nose at the end of their snout, as well as a pair of longer horns that somewhat resemble dog ears at a glance.&lt;br /&gt;
&lt;br /&gt;
Because the &amp;quot;dragonbolds&amp;quot; or &amp;quot;lizardbolds&amp;quot; are so associated with D&amp;amp;D, when kobolds reappear in other media, their appearance often changes. Because the goblinoid form is too confusing, most kobolds tend to be either [[ratfolk]] or dog-people. [[Warcraft]] has long used the ratfolk interpretation, with its kobolds being humanoid rats who are obsessed with finding candles to help them in their eternal mining. In Japanese media, kobolds as digging dog-people as popular for much the same reason why pig-men [[orc]]s are popular: [[Old School Roleplaying]] [[neckbeard]]s have a huge influence on /tg/ related animes &amp;amp; mangas, and they retain fond memories of the original quasi-dog-like appearance of kobolds from AD&amp;amp;D 2e. This is why, for example, Polt of [[Life With Monstergirls]] appears as a dog-girl.&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D Stats==&lt;br /&gt;
Kobolds have long been one of the playable monstrous races of Dungeons &amp;amp; Dragons, although their precise mechanical crunch has been... kind of hit and miss. Pathfinder and 5th edition&#039;s versions in particular have often been angrily derided for actually being weaker than [[Goblin]]s, who are supposed to be on roughly the same level of inferiority on the totem pole.&lt;br /&gt;
&lt;br /&gt;
===AD&amp;amp;D/2nd Edition===&lt;br /&gt;
From the Complete Book of Humanoids. Before these, kobold PC rules (alongside [[xvart]], [[goblin]] and [[orc] rules) had appeared for AD&amp;amp;D 1e in the article &amp;quot;Hey, Wanna Be a Kobold?&amp;quot; by Joseph Clay in [[Dragon Magazine]] #141 (January 1989).&lt;br /&gt;
&lt;br /&gt;
::Ability Score Modifiers: -1 Strength, -1 Constitution&lt;br /&gt;
::Altered Ability Scores: Minimum Dexterity and Constitution of 4, Maximum Strength of 15, Maximum Constitution of 16, Maximum Intelligence of 17, Maximum Charisma of 14&lt;br /&gt;
::Class &amp;amp; Level Restrictions: Fighter (8), Cleric (9), Shaman (7), Witch Doctor (7), Thief (12)&lt;br /&gt;
::Size: Small&lt;br /&gt;
::Special Advantages: Infravision 60 feet, Intelligent or Powerful creatures will attack a kobold last unless it is obviously a threat&lt;br /&gt;
::Special Disadvantages: Light Aversion (-1 penalty to attack rolls in equivalent of direct sunlight), gnomes receive a +1 to attack rolls against kobolds&lt;br /&gt;
::Weapon Proficiencies: Club (spiked), hand axe, javelin, short sword, spear&lt;br /&gt;
::Non-Weapon Proficiencies: Animal noise, animal training (giant weasel), animal training (wild boar), begging, close-quarter fighting, danger sense, fast-talking, gem cutting, hiding, looting, mining, set snares, wild fighting&lt;br /&gt;
&lt;br /&gt;
===3rd Edition===&lt;br /&gt;
From Races of the Dragon.&lt;br /&gt;
&lt;br /&gt;
::Ability Score Modifiers: +2 Dexterity, -4 Strength, -2 Constitution&lt;br /&gt;
::Size: Small&lt;br /&gt;
::Type: Humanoid (Dragonblood, Reptilian)&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+1 Natural Armor Class Bonus&lt;br /&gt;
::Trapmaking is always considered a Class Skill&lt;br /&gt;
::+2 racial bonus to Craft (Trapmaking), Profession (Miner) and Search checks&lt;br /&gt;
::Light Sensitivity: Dazzled when exposed to bright sunlight or a daylight spell&lt;br /&gt;
::Favored Class: Sorcerer&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
In addition to appearing in the Advanced Race Guide and Inner Sea Races, Kobolds got their own mini-booklet specifically aimed at Kobolds of Golarion, with a bunch of new traits - including special &amp;quot;bonus&amp;quot; traits based on what color their scales were.&lt;br /&gt;
&lt;br /&gt;
::Ability Score Modifiers: +2 Dexterity, -4 Strength, -2 Constitution&lt;br /&gt;
::Size: Small&lt;br /&gt;
::Type: Humanoid (Reptilian)&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Armor: +1 natural armor&lt;br /&gt;
::Crafty: +2 racial bonus to Craft (Traps), Perception, and Profession (Miner), Craft (Traps) and Stealth are always Class Skills&lt;br /&gt;
::Weakness: Light Sensitivity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alternate Racial Traits:&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Beast Bond:&#039;&#039;&#039; Replace &#039;&#039;&#039;Crafty&#039;&#039;&#039; with +2 racial bonus to Handle Animal and Ride checks, with Handle Animal and Ride always being Class Skills.&lt;br /&gt;
* &#039;&#039;&#039;Dragon-Scaled:&#039;&#039;&#039; Replace &#039;&#039;&#039;Armor&#039;&#039;&#039; with Resistance 5 to either Acid, Cold, Electricity or Fire Damage.&lt;br /&gt;
* &#039;&#039;&#039;Gliding Wings:&#039;&#039;&#039; Replace &#039;&#039;&#039;Crafty&#039;&#039;&#039; with the ability to Glide; when falling, a kobold can make a DC 15 Fly check to land without injury as if using the &#039;&#039;Feather Fall&#039;&#039; spell, and if it succeeds on this check, can then make a second DC 15 Fly check to move 5 feet laterally for every 20 feet fallen.&lt;br /&gt;
* &#039;&#039;&#039;Jester:&#039;&#039;&#039; Replace &#039;&#039;&#039;Crafty&#039;&#039;&#039; with +2 racial bonus to Diplomacy and Perform checks, with Diplomacy and Perform always being Class Skills.&lt;br /&gt;
* &#039;&#039;&#039;Dayrider:&#039;&#039;&#039; Downgrades a kobold&#039;s Darkvision to Low-Light Vision, but removes its Light Sensitivity.&lt;br /&gt;
* &#039;&#039;&#039;Dragonmaw:&#039;&#039;&#039; Replaces &#039;&#039;&#039;Armor&#039;&#039;&#039; with a D4 damage bite attack that can also deal a bonus +1d6 fire/acid/cold/lightning damage (chosen and set at character creation) 1/day.&lt;br /&gt;
* &#039;&#039;&#039;Echo Whistler:&#039;&#039;&#039; Replaces &#039;&#039;&#039;Crafty&#039;&#039;&#039; with the ability to try and make a Bluff check with just a bit of vocal mimicry 3/day, gaining a +2 bonus to the check in any place that would generate an echo.&lt;br /&gt;
* &#039;&#039;&#039;Frightener:&#039;&#039;&#039; Replaces &#039;&#039;&#039;Armor&#039;&#039;&#039; with a +1 DC boost to any Fear spell that the kobold casts.&lt;br /&gt;
* &#039;&#039;&#039;Prehensile Tail:&#039;&#039;&#039; Replaces &#039;&#039;&#039;Armor&#039;&#039;&#039; with a +2 bonus to Acrobatics &amp;amp; Climb checks and the ability to draw a hidden weapon as a move action.&lt;br /&gt;
* &#039;&#039;&#039;Secret Strider:&#039;&#039;&#039; Replaces &#039;&#039;&#039;Crafty&#039;&#039;&#039; with the ability to, twice per day, enter a super-sneaky mode for 1 minute. During this time, the kobold leaves no trail when moving through natural surroundings, increasing the DC of Survival checks to track it by +10.&lt;br /&gt;
* &#039;&#039;&#039;Shoulder To Shoulder:&#039;&#039;&#039; Replaces &#039;&#039;&#039;Crafty&#039;&#039;&#039; with a +1 bonus to Aid Another checks, the ability to occupy the same space as another Small creature without penalty, and the ability to gain a +1 AC bonus when sharing a space with another kobold with this trait.&lt;br /&gt;
* &#039;&#039;&#039;Spellcaster Sneak:&#039;&#039;&#039; Replaces &#039;&#039;&#039;Crafty&#039;&#039;&#039; with a +2 bonus to Stealth checks. A kobold spellcaster with this trait can also freely apply Silent Spell to a spell 1/day.&lt;br /&gt;
* &#039;&#039;&#039;Wild Forest Kobold:&#039;&#039;&#039; Replaces &#039;&#039;Crafty&#039;&#039; with a +2 bonus to Perception and Survival checks. Additionally, Stealth and Survival are always class skills for this kobold.&lt;br /&gt;
* &#039;&#039;&#039;Wyrmcrowned:&#039;&#039;&#039; Replaces &#039;&#039;Crafty&#039;&#039; with a +2 bonus to either Diplomacy or Intimidate and the ability to count the chosen skill as always being a class skill.&lt;br /&gt;
&lt;br /&gt;
===4th Edition===&lt;br /&gt;
In this edition, kobolds received their first writeup in the Monster Manual 1.&lt;br /&gt;
::Ability Score Modifier: +2 Dexterity +2 Constitution,&lt;br /&gt;
::Size: Small&lt;br /&gt;
::Vision: Normal&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Skill Bonus: +2 Stealth, +2 Thievery&lt;br /&gt;
::Trap Sense: +2 to all defenses against traps&lt;br /&gt;
::Racial Power - Shifty: At-Will power. You can spend a minor action to Shift 1 square&lt;br /&gt;
&lt;br /&gt;
They later got beefed up in the Dungeon Survival Guide. This gave them the Reptile type, traded Stealth bonus for Dungeoneering, gave them Darkvision, let them swap their Dex boost for +2 Charisma instead, and replaced Shifty with Shifty Manuever, an Encounter power that lets the kobold and all allies within Close Burst 2 shift 1 square as a free action.&lt;br /&gt;
&lt;br /&gt;
It also gave them five new racial utility powers; Flee! (level 2 Daily; kobold and all allies in Close Burst 2 get +2 to all defenses for 1 turn and shift their full speed), Load Slingpot (level 2 Encounter; kobold with a sling can fling a randomly enchanted projectile that will either give the target a turn-long attack penalty, set the target on fire, or immobilize them for a turn), Tunnel Scuttle (level 6 Encounter; free move action that can go up walls and through tight spaces without issue), Frantic Shift (level 10 Encounter; shift 1 square as a minor action, recharges if you get Bloodied) and Trap-Gang Method (level 10 At-Will; if you take trap/hazard damage with a non-minion creature adjacent to you, you can shift over half the damage you take to that creature).&lt;br /&gt;
&lt;br /&gt;
On top of that, it also provided them with five empowering feats; Dragon&#039;s Indomitability (roll two dice and choose the result you want when saving vs. Fear and Stun), Kobold in a Corner (+1 per tier bonus damage against creatures that have combat advantage against you), and Shiftier Maneuver (when you use Shifty Maneuver, one target can shift +2 extra squares) for every&#039;bold, Trapbuster (roll two dice and pick your preference when making Perception checks to detect traps, you don&#039;t ever trigger a trap if you fail a Thievery check to disable it) for those with training in Thievery, and Eldritch Momentum (if you move at least 3 squares away from where you started your turn, you gain combat advantage against all creatures under your Warlock&#039;s Curse until the end of your next turn) for the kobold [[warlock]].&lt;br /&gt;
&lt;br /&gt;
Truly, 4th edition was a glorious time to play a kobold.&lt;br /&gt;
&lt;br /&gt;
===5th Edition===&lt;br /&gt;
[[File:Looting_Kobolds.jpg|300px|thumb|right|Kobolds are a bit more silly in 5e.]]&lt;br /&gt;
From Volo&#039;s Guide to Monsters.&lt;br /&gt;
&lt;br /&gt;
::Ability Score Modifier: +2 Dexterity, -2 Strength&lt;br /&gt;
::Size: Small&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision&lt;br /&gt;
::Grovel: Once per encounter, can use an action on your turn to beg, plead, snivel and otherwise humiliate yourself; until the end of your next turn, all of your allies gain Advantage on attack rolls made against enemies within 10 feet of you and who can see your pathetic display.&lt;br /&gt;
::Pack Tactics: If at least one non-incapacitated ally is within 5 feet of a creature you are attacking, you gain Advantage on attack rolls against that creature.&lt;br /&gt;
::Sunlight Sensitivity: You suffer Disadvantage on attack rolls and Wisdom (Perception) checks made when you or your target are in direct sunlight.&lt;br /&gt;
&lt;br /&gt;
The Grovel power is ridiculously useful, allowing you to grant Advantage to ALL attack rolls made by ALL your allies against a sizable number of enemies. That said, it&#039;s also the source of a great deal of [[skub]]; those who like their kobolds to be viewed as &amp;quot;truly pathetic&amp;quot; feel it&#039;s fitting, whilst players who want to play a kobold in order to fight &#039;&#039;against&#039;&#039; the perception of kobolds as weak, cowardly, stupid cannon fodder find it infuriating, because it&#039;s a racial trait that goes directly against their character plan AND it means you&#039;re inherently contributing less to the party. (that said if  bothers you that much you could always just refluff it into a sharp yell or a rally cry if you&#039;r playing a heroic Kobold, or a comedy skit if you&#039;re going for something goofier. only an asshole DM is gonna make your character piss their pants and cry for an advantage) &lt;br /&gt;
&lt;br /&gt;
Likewise, the Pack Tactics power is seen as extremely powerful. This is offset by your Sunlight Sensitivity, meaning that you yourself are less able to contribute in a fight. Especially since, being Small and having a Strength penalty, you&#039;re not likely to be in melee range in the first place, as you&#039;re far better suited for a bow-based [[rogue]]/[[ranger]] or a spellcaster.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, the 5e Kobold looks like an attempt at directly converting the 5e Monster Manual version into a PC race, for good or ill.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
&lt;br /&gt;
==Cutebolds==&lt;br /&gt;
[[File:Cutebold adventure party.gif|250px|thumb|right|Aw, they think they&#039;re people!]]&lt;br /&gt;
Cutebolds are like Kobolds only incredibly cute.&lt;br /&gt;
&lt;br /&gt;
They are pitiful and childish in everything they do, and are innocent enough to not know how to procreate. All they know is that rubbing their noses gives them a guilty pleasure. They are no less &amp;quot;harmless&amp;quot; when played properly, though. They tend toward the dog-like for extra D&#039;aww.&lt;br /&gt;
&lt;br /&gt;
This interpretation of the Kobold is thought to have been inspired by their depiction in [[Dwarf Fortress]], where they steal your supplies, but seem to do it in the most endearingly stupid manner possible.&lt;br /&gt;
&lt;br /&gt;
Cutebold stats:&lt;br /&gt;
: +2 Dex, +2 Cha, -2 Int&lt;br /&gt;
: Charm person once per day as a spell like ability&lt;br /&gt;
: Low light vision and scent&lt;br /&gt;
&lt;br /&gt;
==Kobold Commandos==&lt;br /&gt;
A popular way to portray kobolds in a more contemporary fashion, kobold commandos portray kobolds as being part of the military, especially special forces. Other anons point out that the fact that they don&#039;t hold up in a one-on-on fight with other low level monsters, attack in large numbers and from ambush, have a predisposition towards traps and dig big underground tunnels, they&#039;re kind of like the Viet Cong. This probably rooted in the old story about [[Tucker&#039;s Kobolds]] and there are similarity into the two depictions. Of the various &#039;cannon fodder&#039; enemy&#039;s, Kobolds seem like the most organized, and with that organization a DM has a lot of leeway to look into all the ways one can use fortifications to fuck with an attacker, and turn them onto unsuspecting players.&lt;br /&gt;
&lt;br /&gt;
==Kobold Models==&lt;br /&gt;
Despite being a part of D&amp;amp;D since the very beginning, kobold tabletop models are rather rare. For the longest time, [[Reaper Miniatures]] has been pretty much the &#039;&#039;only&#039;&#039; company that made them in squad/mob size numbers, and even then the sculpts... aren&#039;t that spectacular. However, as of May 2017 Westfalia Miniatures has Kickstarted their new tabletop wargame Strongsword, and included with it are models (damn good ones, too) for an entire kobold army! What&#039;s more, in the Strongsword lore the little bastards apparently cause enough mayhem to be responsible for a conflict called (I shit you not) the [[Tucker&#039;s Kobolds|&#039;&#039;Kobold Wars&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[File:MGE Kobold.jpg|thumb|300px|right|The MGE Kobold, one of the two most iconic depictions of the kobold as a cute doggie-girl.]]&lt;br /&gt;
&lt;br /&gt;
Given the popularity of kobolds, there are also a lot of people who like them In That Way. The two most popular kobold monstergirl depictions are the dogbold and the little dragonbold: Goblinoid kobolds are pretty much immune to this treatment, mostly because at that point you just end up with a monstergirl [[goblin]] and maybe a few special kinks, at which point you&#039;re usually asking yourself &amp;quot;why is this not just called a goblin?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Dogbolds are mostly seen in Japanese media like [[Life With Monstergirls]] and the [[Monster Girl Encyclopedia]], where they are humanoid dogs to some degree. In the former they have small snouts instead of noses, fur covering their bodies and [[Power_Fist|massive hands]]. Polt is the only kobold seen so far, the owner of a gym and creator of the &amp;quot;kobolds are all hyperactive dogs who&#039;ll drag you along if you take them for walkies&amp;quot; stereotype. In the latter they are humans with dog-like disposion; submissive, eager to please, excitable and won&#039;t stop doing something until you tell them to.&lt;br /&gt;
&lt;br /&gt;
In the west, meanwhile, the small dragon type kobold is massive bait for the [[furry]] subgroup known as scalies: those with an interested in scaled rather than furred animals. Dragons are by far the most popular animal in the group, which kobolds are a smaller version of. Humanization is rarely done because that would ruin their small dragon appeal. While in some cases they are drawn with humanoid penises or  breasts, often they are depicted as they are in the books (except, you know, naked). This includes very minute sexual dimorphism, meaning that any kobold could be a [[trap]]. Often included is them having a cloaca, meaning that [[/d/|you can&#039;t tell their gender until you reach into their pants and find out first hand]]. These kobolds are often portrayed with wide, egg-laying hips in order to give them some [[shortstack]] appeal.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Cutebolds===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Koboldthief.png&lt;br /&gt;
File:Id give you the moon.gif&lt;br /&gt;
File:Grifli.gif|There&#039;s no word in kobold for &amp;quot;[[just as planned|keikaku]]&amp;quot;.&lt;br /&gt;
File:Koboldhouse.gif|[[Kobold Camp]] now with 3D rendering.&lt;br /&gt;
File:Loveakobold.gif|Love can bloom under a battlefield.&lt;br /&gt;
Image:Cutebold_fantasies.jpg|Someone&#039;s got a widdle crush!&lt;br /&gt;
File:CuteboldMindflayer.jpg|No one messes with a [[Illithid|Mindflayer]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===D&amp;amp;D Kobolds through the ages===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Original_Kobold.png|The very first kobold in D&amp;amp;D, the foundation of them all.&lt;br /&gt;
Image:Goblinoid_Kobold.jpg|The one time when &amp;quot;goblin&amp;quot; and &amp;quot;kobold&amp;quot; became interchangeable.&lt;br /&gt;
Image:DiTerlizzi_Kobold.jpg|The iconic AD&amp;amp;D Kobold artwork; you can actually see similarities to 3e if you squint.&lt;br /&gt;
Image:3e_Kobold.jpg|The definitive species change-over.&lt;br /&gt;
Image:4e_Kobolds.jpg&lt;br /&gt;
Image:4e_Kobolds_2.jpg&lt;br /&gt;
Image:5e_Kobold.jpg|New buff kobolds, the pinnacle of kobold design!&lt;br /&gt;
Image:Pathfinder_Kobold.jpg|Pathfinder did buff kobolds first.&lt;br /&gt;
Image:Pathfinder_Kobold_Warrior.jpg&lt;br /&gt;
Image:Pathfinder_Kobold_Shaman.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Western-style Monstergirls===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Koboldette.jpg|The basic approach the West takes to sexy kobolds.&lt;br /&gt;
Image:Koboldette_2.jpg|Now in flat-chested variety.&lt;br /&gt;
Image:Kobold_Maiden.jpg&lt;br /&gt;
Image:Kobold_Maiden_2.jpg&lt;br /&gt;
Image:Embarrassed_Kobold.png|Some kobold-gals are very shy about being approached by human adventurers.&lt;br /&gt;
Image:Presenting_Kobold.png|Others, not so much.&lt;br /&gt;
Image:Nubile_Kobold_Savage.jpg&lt;br /&gt;
Image:Kobold_Worker.png&lt;br /&gt;
Image:Kobold_Traveler.jpg&lt;br /&gt;
Image:Kobold_Warrior.jpg&lt;br /&gt;
Image:Kobold_Dancer.png&lt;br /&gt;
Image:Kobold_White_Mage.jpg&lt;br /&gt;
Image:Kobold_Wizard_1.png&lt;br /&gt;
Image:Kobold_Wizard_2.jpg&lt;br /&gt;
File:Feathered Aztec Kobold Spirit Shaman.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Kobold Camp]]&lt;br /&gt;
*[[Kobolds Ate My Baby!]]&lt;br /&gt;
*[[Unified Setting/Kobolds]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=80BWVkKd_Cw The cutebold theme]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dragons]]&lt;/div&gt;</summary>
		<author><name>2600:1700:ACD1:D7B0:4835:7CDB:BB37:AE33</name></author>
	</entry>
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