Canoptek Scarab Swarm
A crawling machine swarm that strips and interferes.
Threat File — Canoptek Scarab Swarm
TR 3 · NecronsSenses: Sees normally in total darkness
Machine Swarm. The swarm can occupy another creature's space and move through any gap a beetle could fit through. It takes half damage from single-target weapon attacks and cannot be Pinned, Frightened, or knocked prone. Area, flame, and blast effects deal full damage.
Dismantler Instinct. The swarm's attacks deal +2 damage against machines, vehicles, and targets in heavy armor.
Consuming Tide. Melee Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 2d4 damage, and the target makes a Toughness Save DC 12 or loses 1 Defense as plating and gear are eaten away (until repaired). While the swarm is below half Vitality, the attack deals 1d4 damage instead.
Morale: Does not make Morale checks. It is not brave; it is a maintenance routine with an appetite.
Tactics: Flow over armor and machines first, strip Defense for the warriors behind it, and clog corridors and firing lanes.
Enemy Dossier
GM ReferenceA Canoptek Scarab Swarm is tomb maintenance with the safeties removed: a glittering tide of beetle-constructs that disassembles armor, weapons, and vehicles into raw feedstock. It is not angry; the party is simply scheduled for recycling.
Use this enemy to strip the party's armor and gear ahead of a warrior advance, or to clog corridors and Fire Lanes with crawling metal.
Swarm resilience against single-target fire, Defense-stripping attacks, anti-armor and anti-vehicle appetite, no morale, weak to flame and blast.
Machine Swarm. Occupies enemy spaces, flows through any gap, and takes half damage from single-target attacks; area and flame effects deal full damage.
Dismantler Instinct. Deals bonus damage to machines, vehicles, and heavily armored targets; it eats the best-protected thing first.
Consuming Tide. Engulfing attack that damages and strips Defense as plating and gear are chewed away until repaired.
Clog the Lane. Spreads across a corridor or Fire Lane, turning it into difficult terrain that bites.
Morale: None; it is a maintenance routine with an appetite, and it disperses only when destroyed or recalled.
Tactics: Send scarabs in first to eat the party's advantages — Defense, cover, vehicle mobility — so the gauss line behind them hits softer targets. They should feel like a resource tax, not a duel. Reward flamers and blasts; punish anyone who tries to bayonet a tide.
Full Stat Block Priority: Low