TEXT: SLAVERN
  Evil Robot Games
  
  1
  Slavern (Soldier)
  Powerfully built and taller than most humans these 
  scavengers are feral, and a little unstable.
  SLAVERN CR 1, XP 400
  CE Medium humanoid
  Init +1; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  HP 20
  EAC 11; KAC 13
  Fort +3; Ref +3; Will +1
  OFFENSE
  Speed 30 ft.
  Melee Assault Hammer +8 (1d6+4 B)
  Ranged submachinegun +6 (1d4+1 P)
  Ranged frag grenade I
  STATISTICS
  Str +4; Dex +1; Con +2; Int +0; Wis +0; Cha +0
  Feats Cleave, Opening Volley, Quick Draw
  Skills Acrobatics +5; Athletics +10, Intimidate +5, Perception +5, 
  Stealth +5
  Languages Common
  ECOLOGY
  Environment 
  warm plains or desert
  Organization 
  solitary, pair, or hunting party (2-5)
  Treasure 
  NPC gear (Flight Suit Stationwear, Assault Ham-
  mer, submachinegun, spare magazines (2), frag grenades (2), other 
  treasure)
  Slavern pack members are very excitable cowards that half-pant, 
  half-yell when they speak. Their high pitched voices, often engaged 
  in squabbling arguments, can be heard for some distance. They 
  fight only in large numbers, attacking from ambush or using other 
  tricks to improve their odds of success. The brutes that lead them 
  are strong, confident and speak with a menacing growl. Slavern 
  leaders intimidate any who question their authority, but still utilize 
  ambushes, numerical advantage and tactics to achieve their ends. A 
  leader who does not court traditional pack wisdom finds champi-
  ons and curs alike leaving camp in the middle of the night, or openly 
  deserting during the day for the most innovative “thinkers.”
  Slavern typically follow Soldiers, sometimes Envoys and in rare 
  cases certain scavenger gangs will follow Operatives and Mechan-
  ics. The other classes are regarded dubiously by their fellows and 
  would likely seek employment offworld rather than try to advance 
  in what passes for Slavern society.
  Slavern – Medium Humanoid Life Science check DCs
  DC 10 – Slavern are humanoid scavengers with canine features.
  DC 15 – Slavern can see in the dark, and are strong warriors, but 
  they are inherently lazy by nature. In their brutal feudal society the 
  strong make the weak do their work for them. To this end, Slavern 
  often acquire slaves.
  DC 20 – Slavern often ambush their enemies and attack in massive 
  numbers to compensate for their lack of high tech weapons or mo-
  rale. They will flee if it appears they will lose.
  DC 25 – Some Slavern clans have offworld tutors for their young, 
  and use cooperation to their mutual advantage instead of ruling 
  through fear and intimidation. 
  Slavern Submachinegun
  level 2
  500cr; 1d4 P; 40 ft.; crit -; 10 rounds; usage 1; bulk 
  1; Analog, Automatic.
  Slavern Ecology
  The The Slavern are hulking, brutish humanoids 
  with a decidedly canine aspect to their appearance. 
  Descended from carrion eating scavengers their 
  first instinct is often to steal from other creatures. 
  This was the way of the warring Slavern clans over a 
  century ago when they were first contacted by alien 
  explorers. At first the savage Slavern were in awe of 
  the technological power and the wonders possessed 
  by the alien Tura: their new friends brought them 
  medicines and learning, offering them agriculture 
  and the sciences. Over time, familiarity with the 
  peaceful aliens bred contempt and the clans over-
  whelmed their alien benefactors. 
  Slowly the clans sent many of their warriors to 
  the Tura homeworld to learn from them the work-
  ings of the spacecraft that carried them among the 
  stars. When there were enough Slavern warriors 
  among the Tura, the clans attacked, seizing the most 
  important, critical workings of the woefully unpre-
  pared Tura government and military. The victory was 
  as swift as it was complete: the Slavern were now 
  masters of two worlds. Hungrily, they cast their eyes 
  on other worlds, other systems that would be theirs 
  to conquer. They sent probes like those the Tura had 
  once used to discover their own distant homeworld, 
  anxiously awaiting the day when the probes would 
  send back images and data on the bounty held by 
  distant stars. While it would only take a few years, 
  the Slavern were overly anxious, and turned their 
  new might toward industry. Fleets with more de-
  structive power than the Tura had ever seen were 
  built: warships for the inevitable conquest. While 
  
  2
  they waited, an uneasy peace settled over the clans, 
  with no common enemy to battle, centuries of old 
  wounds began to reopen. 
  It was in this uneasy peace that some clan lead-
  ers looted the Tura’s homeworld, securing science 
  and technology for their strongholds back home. 
  Some took scientists and technicians, others simply 
  took laborers, perpetuating the cruel slavery they 
  had always known. It was in this time the strongest 
  clan leaders with the oldest grudges, intoxicated 
  with their newfound power, used the Tura’s recently 
  developed nuclear weapons to wipe out their old 
  enemies. The fleets were ordered to bombard enemy 
  strongholds at home as well, turning vast swaths of 
  their homeworld to ash. Now, the Slavern were mas-
  ters of two burning wastelands. 
  At a time that should have been the height of their 
  civilization, the cruel slavelords destroyed their own 
  people. Only then did the probes return messages: 
  far away – but not unreachable – a spacefaring race 
  with sparse colonies was spreading across the sector. 
  This would be the first time the Slavern ever laid eyes 
  upon the Eldred. The Slavern leaders that remained 
  came to an agreement: they would conquer these 
  people, take their civilization, and this time they 
  would not squander it. This time they would seize 
  greatness and hold it for all time.
  Habitat & Society
  The Slavern originated on an arid world with 
  unusually active volcanoes, which has rendered the 
  native soil full of heavy metal toxins, and the air a 
  polluted, smoggy haze. As their society industrialized, 
  these contaminants only spread further, hindering 
  any natural brain development they might have had. 
  The Tura tried to explain this to the Slavern, but few 
  among the Slavern listened. Now, they count radioac-
  tive fallout among the list of dangers in their environ-
  ment. 
  The Slavern are a meritocracy of thugs, where only 
  the strongest and most cruel take and hold power 
  over others. As far as a race of ignorant savages goes, 
  the lesser ranks know what is expected of them: 
  they do as they are told and enjoy the fruits of oth-
  er’s labors. For the very ambitious and very strong, 
  there are the fighting pits. In the pits a fighter from 
  the wasteland could become famous and enter the 
  service of a powerful clan, though many only end up 
  dead.
  Campaign Role
  Slavern are thugs, slavers, and sometimes merce-
  naries. Slavern are never found as bodyguards, as 
  they are not known for their loyalty. Any client could 
  almost guarantee their Slavern protectors would take 
  a bribe from their enemy to kidnap or kill them.
  Predation
  In groups of four or more one member of the 
  party will have no hand grenades, but a grenade 
  launcher and the same number/type of grenades 
  for the launcher that they would have been carrying 
  otherwise. When attacking a well-armed party, they 
  will use the grenade launcher first to soften up their 
  targets before closing in with their submachineguns 
  and hand grenades. 
  In smaller groups the individuals will use their gre-
  nades first and automatic weapons fire second. They 
  may use as many as two magazines before changing 
  to selective fire, or wading into melee with their 
  assault hammers.
  Emergent Behaviors
  Scavenger gangs live in the wastelands outside the 
  clan structure, and are freer than any Slavern that 
  have ever lived. Some scavengers have managed to 
  steal a starships and become pirates or mercenaries.
  Other Notes
  Some of the ships used to bombard the Tura and 
  Slavern homeworlds have few precious Nuclear 
  Missiles (Heavy Nuclear Missiles) left. The Tura had 
  a stockpile of Atomic weapons that have yet to be 
  distributed or used by any faction. (Treat as Tactical 
  Nuclear Missiles or Heavy Torpedoes, but not Heavy 
  Nuclear missiles)
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Evil Robot/Galaxy Pirates - Adversaries - Slavern.pdf