Space Goblin Zaperator CR 1/3
EAC 11; KAC 12
Fort +0; Ref +2; Will +2
Speed 35 ft.
Melee dogslicer +0 (1d4 S)
Ranged unstable junklaser +3 (1d4 F; critical burn 1d4)
Offensive Abilities tinker
Str +0; Dex +3; Con +0; Int +1; Wis +0; Cha +0
Skills Computers +7, Engineering +7, Stealth +7, Survival +3
Languages Common, Goblin
Gear tattered flight suit, dogslicer, unstable junklaser with 1 battery (20 charges)
As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).
Unstable Junklaser (Ex)
A space goblin’s laser pistol is crafted from a mishmash of broken casings, leaking energy cells, and other random material. A junklaser is similar to an azimuth laser pistol, except it has a range of only 60 feet. If the wielder of a junklaser rolls a natural 1 when attacking with it, he must immediately attempt a DC 18 Engineering check. Success means that the junklaser gains the broken condition. Failure means that the gun explodes in 1d3–1 rounds, functioning as a concussion grenade I (explode [20 ft., 1d8 B, DC 10]); a result of 0 rounds means the junklaser explodes immediately—randomly determine the corner of the wielder’s square that is the center of the burst. A thrown junklaser has the same range increment as a grenade.
Organization gang (4–12) or tribe (13+ plus 13+ noncombatants, 1 honchohead of (CR 2–3, and 5–6 alien pets)
Starfinder Alien Archive © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Jason Keeley, Jon Keith, Steve Kenson, Isabelle Lee, Lyz Liddell, Robert G. McCreary, Mark Moreland, Joe Pasini, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, and Josh Vogt.