|Developed in Sienar Intelligence Systems Black Ops laboratory, the Scarab droid represents years of work in the field of droid miniaturization. Eighteen different designs of Scarab were developed for Imperial Intelligence, all small enough to fit in the palm of a human hand. Of these, the simple Mark VI Scarab carried the best kill ratio and was produced in greater numbers. The Mark VI was a beetle-shaped droid carried on six legs. Most of the droid's body was taken up by a reservoir filled with poison (usually lethal or hallucinogenic). The droid's head is shaped like an insect head, with a pair of syringes where the beetle's mandibles would be.
The droid was so light and quiet that it could go undetected by all but the most advanced security systems. Typically, the droid crawls on top of a sleeping victim, locates the most vulnerable spot on the victim (the carotid artery in humans), administers the poison, and leaves before anyone knew the victim was dead.
Later models of the Scarab were much more vicious. Even some Imperials saw them as being too sinister. Many sported large claws, spines and flesh-eating shredders. They were more useful for intimidation and torture than the Mark VI but could never live up to their predecessor's reputation as the ultimate stealthy assassin.
Although Scarabs were usually given solo assignments, swarm tactics were used occasionally with great success. Very few humans are swift enough to destroy a dozen of the tiny assassins without suffering a lethal bite.
Mark VI Scarab droids can't be played as droid heroes.
Init +5; Senses darkvision, low-light vision; Perception +8
Defenses Ref 24 (flat-footed 20), Fort 11, Will 13
hp 27; Threshold 11
Immune droid traits
Speed 4 squares
Melee injector +0 (special)
Base Atk +2; Grp -16
Abilities Str 4, Dex 18, Con -, Int 11, Wis 10, Cha 6
Talents Acute Senses, Expert Tracker
Feats Toughness, Weapon Focus (simple weapons), Weapon Proficiency (pistols,
rifles, simple weapons)
Skills Climb +3, Knowledge (life sciences) +6, Perception +8, Stealth +25, Survival +6
Systems walking locomotion, heuristic processor, 2 instrument appendages, 4 extra
legs, darkvision, improved sensor package, locked access, magnetic feet, self-
Possessions injector, poison (any type, 2 doses)
Availability Illegal; Cost 20,000 credits