Halo ActionClix Scarab Rules for HeroClix (Part 2)
Posted 05/15/2014 at 09:14 by eMouse
Playing the Scarab
The Scarab's player uses the following rules to play the Scarab and his or her reinforcements.
General Scarab Rules
The Scarab can't be knocked back or moved or placed by the special abilities of other units. The Scarab isn't given actions or action tokens. It can make one attack per turn using its main gun and one attack per turn using its aerial defense turret. It also might generate special attacks each turn.
Line of Fire and Adjacency
All units have a clear line of fire to the Scarab for attack purposes. If a solid black line is between a square occupied by one of the Scarab's bases and another square, those squares are not adjacent.
Line of fire to and from the Scarab ignores blocking, walls, hindering, and characters smaller than the Scarab (characters smaller than ). Walls can still block adjacency for close combat or other game effects that check adjacency.
Range
ActionClix figures effectively have infinite range. When attacking with the Main Gun or Aerial Defense Turret, the Scarab has range to every square on the map. Figures with a printed range value measure range to the area beneath the Scarab. They do not have to have range to any single dial.
The Scarab's two guns have clear line of fire to all units except:
Scarab's Turn Sequence
The Scarab acts each turn using the following sequence, which is completely described below.
After comparing the d6 roll result to the Event dial, move the Scarab according to the indicated move result, described below. The Scarab ignores solid black lines for movement purposes.
You can't move the Scarab in such a way that any part of one or more of its bases would be off the map.
Displaced Units
After moving, if any of the Scarab's bases would occupy a square occupied by other units, the Scarab player moves those other units the minimum number of squares required to make them adjacent to that base instead; each displaced unit is dealt 1 damage.
Special Attacks
Special attacks appear on the Scarab's Shell dial and Event dial and the character cards for those dials. After resolving any special attacks showing on the Event dial, turn it clockwise once.
Attack with the Main Gun
The Scarab attacks with its main gun using the attack value and damage value on the Main Power Core dial.
Attack with the Aerial Defense Turret
The Scarab attacks with its aerial defense turret using the attack value and damage value on the Chassis dial. The aerial defense turret can attack only enemy aerial vehicles and enemy Scarabs. HeroClix: The Aerial Defense Turret may only attack characters with , , or
Attacking the Scarab
The attacking player gets a number of actions each turn equal to one-half the number of units in his or her starting force, rounded up. For example, a starting force of seven units provides four actions per turn. HeroClix: Might try just using the standard HeroClix 1 per 100 points.
In general, when units shoot at the Scarab they aren't shooting at a specific area or base: they simply shoot at the Scarab. When a unit shoots at the Scarab, compare the unit's total attack result to the defense value of the Shell dial. Any hits deal damage to the Shell dial.
Some units, such as those armed with swords, have special abilities that restrict them to "shooting" only adjacent enemy units. Unlike other units that shoot at the Scarab, these units must be adjacent to one of the Scarab's bases in order to shoot at the Scarab. Such a unit can be adjacent to and shoot at any base, but attack results are still compared to, and damage dealt to, the Shell dial.HeroClix: All close combat attacks must be done from a square adjacent to adjacent to one of the Scarab's four bases.
No more than two aerial vehicles can attack the Scarab each turn.
Throwing grenades. If the target square for Throw a Grenade is not one of the 16 squares under the Scarab's bases, the Scarab is not a target for the resulting ranged combat attack. If the target square is under one of the four bases, the Scarab is subject to the effects of being in the target square. Use the defense of the Shell dial when resolving the attack from Throw a Grenade.
Units on Top of the Scarab
There are no squares on top of the Scarab, so figures on top of the Scarab don't count squares for movement or shooting: A figure is either adjacent or not adjacent, in range or not in range to its target for purposes of attacking or using special abilities, whichever is most beneficial to the acting character.
Flying Characters. It would make sense for flying characters to be able to move onto the Scarab from any square adjacent to the area beneath the Scarab. This may present a significant gameplay weakness for the Scarab, however. Especially early in the game while still building its reinforcements. Perhaps limit the number of flying figures that can move on top of the Scarab to 2 per turn.
Moving off the Scarab. When the Scarab is kneeling, a figure can move off of it safely: Give it an action that allows it to move and place it adjacent to the Chassis base on the map. It can continue its move; the square on which it is placed counts as 1 square for movement.
Jumping off the Scarab. When the Scarab is standing, a figure can still move off of it (by jumping), but it takes damage in the process: Give it an action that allows it to move, place it on the map in a square adjacent to beneath the Scarab, and deal it 1 damage. The figure can continue its move; the square on which it is placed counts as 1 square for movement. HeroClix: Figures with or Jump/Climb are not dealt 1 damage when Jumping off the Scarab.
Attacking. The following general attack rules apply to a figure when it is on top of the Scarab:
HeroClix: Figures on top of the Scarab are also not subject to powers where positioning on a map is important in resolving the power, such as Energy Explosion or Pulse Wave. Figures on top of the Scarab are at the same range as the Scarab.
Units Inside the Scarab
The interior of the Scarab is represented by the Scarab Interior map.
Entering the Scarab. Only figures on top of the Scarab can enter the Scarab. Give the figure an action that allows it to move and place it on one of the 12 squares on the Scarab Interior map labeled "Ramp." The figure can continue its move; the square on which it is placed counts as 1 square for movement.
Exiting the Scarab. If a figure given an action is on the Ramp and can still move during that action, it can exit the Scarab and be placed anywhere on top of the Scarab. Its movement ends, but it can still shoot, if able.
Attacking the Main Power Core
The Main POwer Core is a 2-square area on the Scarab Interior map. A figure on the Scarab Interior map that has a clear line of fire to the Main Power Core can shoot (against the defense value of the Main Power Core dial) or use Throw a Grenade at the core. A successful attack deals 1 damage to the Main Power Core dial. Units adjacent to the Main Power Core get +3 attack to attack it.
Defending the Scarab Interior Map
Once the Scarab player has at least five reinforcements on the Scarab Interior map, or if the Swarm ability appears on the Main Power Core dial, he or she gets a number of actions to give to those units on his or her turn: three actions per turn at the Scarab's Normal power level and four actions per turn at its Heroic level. HeroClix: Use the standard rules for determining number of actions, but subtract 1 from the final result.
Reinforcements do not count toward the attacking player's victory, the goal is the destruction of the Scarab.
At least five reinforcements must remain on the Scarab Interior map at all times. Additional reinforcements can exit the Scarab.
HeroClix: Reinforcements also activate if a character belonging to the attacking player enters the Scarab Interior map.
Winning the Game
The game continues until one side is eliminated. The Scarab is eliminated when the all black click appears on the Main Power Core dial.
Playing Scarabs Against Each Other and other Colossal Figures
When a Scarab battles another Colossal figure, it can use both the main gun and aerial defense turret against it.
Attacks from Colossal figures are against the defense of the Chassis dial, but damage is still applied to the Shell dial.
Characters with cannot move on top of the Scarab. Figures with or cannot move into the Scarab.
The Scarab's player uses the following rules to play the Scarab and his or her reinforcements.
General Scarab Rules
The Scarab can't be knocked back or moved or placed by the special abilities of other units. The Scarab isn't given actions or action tokens. It can make one attack per turn using its main gun and one attack per turn using its aerial defense turret. It also might generate special attacks each turn.
Line of Fire and Adjacency
All units have a clear line of fire to the Scarab for attack purposes. If a solid black line is between a square occupied by one of the Scarab's bases and another square, those squares are not adjacent.
Line of fire to and from the Scarab ignores blocking, walls, hindering, and characters smaller than the Scarab (characters smaller than ). Walls can still block adjacency for close combat or other game effects that check adjacency.
Range
ActionClix figures effectively have infinite range. When attacking with the Main Gun or Aerial Defense Turret, the Scarab has range to every square on the map. Figures with a printed range value measure range to the area beneath the Scarab. They do not have to have range to any single dial.
The Scarab's two guns have clear line of fire to all units except:
- Units beneath the Scarab. A unit is "beneath" the Scarab when it is within the area defined by the outside edges of the Scarab's four bases.
- Units on top of the Scarab (see "Units on Top of the Scarab").
- Units inside the Scarab (see "Units Inside the Scarab").
Scarab's Turn Sequence
The Scarab acts each turn using the following sequence, which is completely described below.
- Check for Scarab movement effects, in order:
- Roll a d6, compare the result to the Event dial (see "Move the Scarab"), and move the Scarab as indicated by the Shift or Rotate icon.
- Check for displaced units.
- Check for Scarab special attacks, in order:
- Resolve any special attacks showing on the Event dial.
- Turn the Event dial clockwise once.
- Resolve any special attacks showing on the Shell dial.
- Attack with he Scarab, in any order:
- Make one attack using the main gun.
- Make one attack using the aerial defense turret against an enemy aerial vehicle. HeroClix: Any unit with .
- Attack with reinforcements.
After comparing the d6 roll result to the Event dial, move the Scarab according to the indicated move result, described below. The Scarab ignores solid black lines for movement purposes.
You can't move the Scarab in such a way that any part of one or more of its bases would be off the map.
Displaced Units
After moving, if any of the Scarab's bases would occupy a square occupied by other units, the Scarab player moves those other units the minimum number of squares required to make them adjacent to that base instead; each displaced unit is dealt 1 damage.
Special Attacks
Special attacks appear on the Scarab's Shell dial and Event dial and the character cards for those dials. After resolving any special attacks showing on the Event dial, turn it clockwise once.
Attack with the Main Gun
The Scarab attacks with its main gun using the attack value and damage value on the Main Power Core dial.
Attack with the Aerial Defense Turret
The Scarab attacks with its aerial defense turret using the attack value and damage value on the Chassis dial. The aerial defense turret can attack only enemy aerial vehicles and enemy Scarabs. HeroClix: The Aerial Defense Turret may only attack characters with , , or
Attacking the Scarab
The attacking player gets a number of actions each turn equal to one-half the number of units in his or her starting force, rounded up. For example, a starting force of seven units provides four actions per turn. HeroClix: Might try just using the standard HeroClix 1 per 100 points.
In general, when units shoot at the Scarab they aren't shooting at a specific area or base: they simply shoot at the Scarab. When a unit shoots at the Scarab, compare the unit's total attack result to the defense value of the Shell dial. Any hits deal damage to the Shell dial.
Some units, such as those armed with swords, have special abilities that restrict them to "shooting" only adjacent enemy units. Unlike other units that shoot at the Scarab, these units must be adjacent to one of the Scarab's bases in order to shoot at the Scarab. Such a unit can be adjacent to and shoot at any base, but attack results are still compared to, and damage dealt to, the Shell dial.HeroClix: All close combat attacks must be done from a square adjacent to adjacent to one of the Scarab's four bases.
No more than two aerial vehicles can attack the Scarab each turn.
Throwing grenades. If the target square for Throw a Grenade is not one of the 16 squares under the Scarab's bases, the Scarab is not a target for the resulting ranged combat attack. If the target square is under one of the four bases, the Scarab is subject to the effects of being in the target square. Use the defense of the Shell dial when resolving the attack from Throw a Grenade.
Units on Top of the Scarab
There are no squares on top of the Scarab, so figures on top of the Scarab don't count squares for movement or shooting: A figure is either adjacent or not adjacent, in range or not in range to its target for purposes of attacking or using special abilities, whichever is most beneficial to the acting character.
Flying Characters. It would make sense for flying characters to be able to move onto the Scarab from any square adjacent to the area beneath the Scarab. This may present a significant gameplay weakness for the Scarab, however. Especially early in the game while still building its reinforcements. Perhaps limit the number of flying figures that can move on top of the Scarab to 2 per turn.
Moving off the Scarab. When the Scarab is kneeling, a figure can move off of it safely: Give it an action that allows it to move and place it adjacent to the Chassis base on the map. It can continue its move; the square on which it is placed counts as 1 square for movement.
Jumping off the Scarab. When the Scarab is standing, a figure can still move off of it (by jumping), but it takes damage in the process: Give it an action that allows it to move, place it on the map in a square adjacent to beneath the Scarab, and deal it 1 damage. The figure can continue its move; the square on which it is placed counts as 1 square for movement. HeroClix: Figures with or Jump/Climb are not dealt 1 damage when Jumping off the Scarab.
Attacking. The following general attack rules apply to a figure when it is on top of the Scarab:
- It can shoot other figures on top of the Scarab as well as units on the Destroyed Base map that are not beneath the Scarab.
- It can't shoot at figures on the Scarab Interior map.
- It can't attack the Scarab.
- It can't use Throw a Grenade.
- It can't be knocked back placed, or moved by special abilities possessed by other units.
HeroClix: Figures on top of the Scarab are also not subject to powers where positioning on a map is important in resolving the power, such as Energy Explosion or Pulse Wave. Figures on top of the Scarab are at the same range as the Scarab.
Units Inside the Scarab
The interior of the Scarab is represented by the Scarab Interior map.
Entering the Scarab. Only figures on top of the Scarab can enter the Scarab. Give the figure an action that allows it to move and place it on one of the 12 squares on the Scarab Interior map labeled "Ramp." The figure can continue its move; the square on which it is placed counts as 1 square for movement.
Exiting the Scarab. If a figure given an action is on the Ramp and can still move during that action, it can exit the Scarab and be placed anywhere on top of the Scarab. Its movement ends, but it can still shoot, if able.
Attacking the Main Power Core
The Main POwer Core is a 2-square area on the Scarab Interior map. A figure on the Scarab Interior map that has a clear line of fire to the Main Power Core can shoot (against the defense value of the Main Power Core dial) or use Throw a Grenade at the core. A successful attack deals 1 damage to the Main Power Core dial. Units adjacent to the Main Power Core get +3 attack to attack it.
Defending the Scarab Interior Map
Once the Scarab player has at least five reinforcements on the Scarab Interior map, or if the Swarm ability appears on the Main Power Core dial, he or she gets a number of actions to give to those units on his or her turn: three actions per turn at the Scarab's Normal power level and four actions per turn at its Heroic level. HeroClix: Use the standard rules for determining number of actions, but subtract 1 from the final result.
Reinforcements do not count toward the attacking player's victory, the goal is the destruction of the Scarab.
At least five reinforcements must remain on the Scarab Interior map at all times. Additional reinforcements can exit the Scarab.
HeroClix: Reinforcements also activate if a character belonging to the attacking player enters the Scarab Interior map.
Winning the Game
The game continues until one side is eliminated. The Scarab is eliminated when the all black click appears on the Main Power Core dial.
Playing Scarabs Against Each Other and other Colossal Figures
When a Scarab battles another Colossal figure, it can use both the main gun and aerial defense turret against it.
Attacks from Colossal figures are against the defense of the Chassis dial, but damage is still applied to the Shell dial.
Characters with cannot move on top of the Scarab. Figures with or cannot move into the Scarab.
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