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Evil Robot Games

SLAVERN
RAIDERS
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
Slavern Submachinegun level 2
STATISTICS 500cr; 1d4 P; 40 ft.; crit -; 10 rounds; usage 1;
Str +4; Dex +1; Con +2; Int +0; Wis +0; Cha +0
bulk 1; Analog, Automatic.
Feats Cleave, Opening Volley, Quick Draw
Skills Acrobatics +5; Athletics +10, Intimidate +5, Perception
+5, Stealth +5
Languages Common
Slavern Ecology
The The Slavern are hulking, brutish humanoids with a
ECOLOGY decidedly canine aspect to their appearance. Descended
Environment warm plains or desert from carrion eating scavengers their first instinct is often to
Organization solitary, pair, or hunting party (2-5) steal from other creatures. This was the way of the war-
Treasure NPC gear (Flight Suit Stationwear, Assault ring Slavern clans over a century ago when they were first
Hammer, submachinegun, spare magazines (2), frag grenades contacted by alien explorers. At first the savage Slavern
(2), other treasure) were in awe of the technological power and the wonders
possessed by the alien Tura: their new friends brought
Slavern pack members are very excitable cowards that them medicines and learning, offering them agriculture and
half-pant, half-yell when they speak. Their high pitched voices, the sciences. Over time, familiarity with the peaceful aliens
often engaged in squabbling arguments, can be heard for some
bred contempt and the clans overwhelmed their alien
distance. They fight only in large numbers, attacking from
benefactors.
ambush or using other tricks to improve their odds of success.
The brutes that lead them are strong, confident and speak with Slowly the clans sent many of their warriors to the
a menacing growl. Slavern leaders intimidate any who question Tura homeworld to learn from them the workings of the
their authority, but still utilize ambushes, numerical advantage spacecraft that carried them among the stars. When there
and tactics to achieve their ends. A leader who does not court were enough Slavern warriors among the Tura, the clans
traditional pack wisdom finds champions and curs alike leav- attacked, seizing the most important, critical workings of
ing camp in the middle of the night, or openly deserting during the woefully unprepared Tura government and military. The
the day for the most innovative “thinkers.” victory was as swift as it was complete: the Slavern were
Slavern typically follow Soldiers, sometimes Envoys and in
now masters of two worlds. Hungrily, they cast their eyes
rare cases certain scavenger gangs will follow Operatives and
on other worlds, other systems that would be theirs to con-
Mechanics. The other classes are regarded dubiously by their
fellows and would likely seek employment offworld rather quer. They sent probes like those the Tura had once used to
than try to advance in what passes for Slavern society. discover their own distant homeworld, anxiously awaiting
the day when the probes would send back images and
Slavern – Medium Humanoid Life Science check DCs data on the bounty held by distant stars. While it would
DC 10 – Slavern are humanoid scavengers with canine features. only take a few years, the Slavern were overly anxious, and
DC 15 – Slavern can see in the dark, and are strong warriors, but turned their new might toward industry. Fleets with more
they are inherently lazy by nature. In their brutal feudal society destructive power than the Tura had ever seen were built:
the strong make the weak do their work for them. To this end,
warships for the inevitable conquest. While they waited,
Slavern often acquire slaves.
an uneasy peace settled over the clans, with no common
DC 20 – Slavern often ambush their enemies and attack in
massive numbers to compensate for their lack of high tech enemy to battle, centuries of old wounds began to reopen.
weapons or morale. They will flee if it appears they will lose. It was in this uneasy peace that some clan leaders looted
DC 25 – Some Slavern clans have offworld tutors for their the Tura’s homeworld, securing science and technology
young, and use cooperation to their mutual advantage instead for their strongholds back home. Some took scientists and
of ruling through fear and intimidation. technicians, others simply took laborers, perpetuating the

SLAVERN RAIDERS 1
cruel slavery they had always known. It was in this time many as two magazines before changing to selective fire, or
the strongest clan leaders with the oldest grudges, intoxi- wading into melee with their assault hammers.
cated 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 Emergent Behaviors
home as well, turning vast swaths of their homeworld to Scavenger gangs live in the wastelands outside the clan
ash. Now, the Slavern were masters of two burning waste- structure, and are freer than any Slavern that have ever
lands. lived. Some scavengers have managed to steal a starships
At a time that should have been the height of their civ- and become pirates or mercenaries.
ilization, the cruel slavelords destroyed their own people.
Only then did the probes return messages: far away – but
not unreachable – a spacefaring race with sparse colo- Other Notes
nies was spreading across the sector. This would be the Some of the ships used to bombard the Tura and Slavern
first time the Slavern ever laid eyes upon the Eldred. The homeworlds have few precious Nuclear Missiles (Heavy
Slavern leaders that remained came to an agreement: they Nuclear Missiles) left. The Tura had a stockpile of Atomic
would conquer these people, take their civilization, and weapons that have yet to be distributed or used by any fac-
this time they would not squander it. This time they would tion. (Treat as Tactical Nuclear Missiles or Heavy Torpedoes,
but not Heavy Nuclear missiles)
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 radioactive fallout among the list of dangers in their
environment.
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 other’s labors. For the very ambi-
tious 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 mercenaries.
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 ene-
my 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 sub-
machineguns and hand grenades.
In smaller groups the individuals will use their grenades
first and automatic weapons fire second. They may use as

2 Galaxy Pirates
Authors •
Cover Artist •
SLAVERN Paul Fields and Jim Milligan
Some artwork © Art of War Games, used with permission. Tomi Baranya
Interior Artist • Enmanuel Martinez
Layout and Production • Jim Milligan for Atomic Rocket Games
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