You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
With the awesomeness of Halo coming to HeroClix, I was looking at the Scarab and wondering how its scenario and dial would hold up in the HeroClix format. I'm hoping to get some feedback from people who are familiar with the game and what sort of things the Scarab might have to face. For instance, flyers aren't part of ActionClix (aside from one vehicle), and could present the single biggest threat to the Scarab.
I'm going to try to make some changes or comments as I go, and will try to mark them in red.
Here are the dials and the rules. Please note that dial colors do not correspond to standard HeroClix powers. All Powers are explained after the dial.
The Scarab can be played at one of two power levels: Normal or Heroic. The power level determines the Scarab's point value in the game, how many Kill points the Scarab player must amass in order to win a scenario, and the starting lines (health) of the Main Power Core dial and Chassis dial.
Quote
Scarab Power Levels Point Value.....Power Level.....Kill Points
700.............Normal..........20
1,000...........Heroic..........30
Event Dial - This dial indicates how the Scarab will move each turn (see "Move the Scarab"), and provides a random event each turn (see "Special Attacks").
1/2
3/4
5
6
+
+
O
O
+
+
+
O
+
+
O
O
+
+
O
+
+
+
O
O
+
+
+
O
+
+
O
O
+
+
O
+
+
+
O
O
+
+
+
O
+
+
O
O
+
+
O
+
+
+
O
O
+
+
+
O
+
+
O
O
+
+
O
+
+
+
O
O
+
+
+
O
+
+
O
O
+
+
O
+
+
+
O
O
+
+
+
O
+
+
O
O
+
+
O
+
+
+
O
O
+
+
O
O
+ - Shift: The Scarab player moves the Scarab 1 square. Diagonal moves are not allowed. O - Rotate: The scarab player rotates the Scarab either clockwise 90 degrees or counterclockwise 90 degrees. Dark Blue - Upgrade Attacking Unit: If Upgrade Attacking Unit appears when special attacks are checked, the attacking player can immediately upgrade any one (and only one) of his or her units. HeroClix: Either heal one attacking unit one click, or place an upgrade token on a character's card. Upgrade tokens can be used in two ways. First, when a character with upgrade tokens on its card is dealt damage, they may remove any number of upgrade tokens to reduce the damage dealt by one per token removed. Second, if a version of the character exists with a higher level of experience, the character may be given a power action and remove one upgrade token per 25 points (or fraction of) to replace it with the more experienced version. The character is brought in at the same relative click as the less experienced version. For example, a rookie version on its second click is replaced with the experienced version on its second click. Green - Get Reinforcements: If Get Reinforcements appears when special attacks are checked, the Scarab player rolls 2d6 and consults the Scarab Reinforcements Table. That player chooses a unit of the indicated point value (or lower) from his or her reserves and places it on any square on the Scarab Interior map. When playing the Heroic Scarab, add 1 to the Get Reinforcements dice roll result.
Quote
Scarab Reinforcements Dice Result.....Unit Point Value
2...............50 Points
3-4.............75 Points
5-6.............100 Points
7-8.............125 Points
9-10............150 Points
11..............175 Points
12+.............200 Points
Red - Mass Stomp: If Mass Stomp appears when special attacks are checked, the Scarab player rolls a d6 for each unit beneath the Scarab. On a result of 1-4, deal 1 damage to the unit, which is displaced to a square adjacent to beneath the Scarab, chosen by the Scarab player.Treat the damage as unavoidable. Figures with Charge are not displaced. Figures with Combat Reflexes are displaced, but may ignore the damage. Light Blue - Shake: If Shake appears when special attacks are checked, the Scarab player rolls a d6 for each unit on top of the Scarab. On a result of 1-4, deal 1 damage to the unit, which is placed in a square adjacent to beneath the Scarab, chosen by the Scarab player. Figures with or Leap/Climb may ignore the damage, but are still placed in a square adjacent to beneath the Scarab.
Shell Dial - This dial provides the combat values used when the Scarab stomps units beneath it. It also tracks most of the damage the Scarab is dealt by figures.
3
12
17
1
3
11
18
2
3
12
17
2
3
12
17
1
3
12
18
1
3
11
17
1
0
0
17
0
3
12
16
2
3
12
16
1
3
12
18
1
3
11
17
2
3
12
17
1
0
0
17
0
3
12
16
2
3
11
16
1
3
12
15
2
3
12
16
2
3
12
17
1
3
12
17
1
0
0
17
0
3
12
18
1
3
12
16
1
3
12
16
2
3
11
16
2
3
12
17
1
0
0
17
0
Red - Penetrate the Shell: While applying damage to the Shell dial, notice how many clicks the penetrating symbols appear. After damage is applied, for each click the penetrating symbols were turned past, the Scarab player deals 1 damage to either the Chassis dial or Main Power Core dial.
If the penetrating symbols remain showing on the Shell dial after all damage is applied, 1 damage is applied to either the Chassis dial or the Main Power Core dial, but the attacking player chooses which. Orange - Stomp: If Stomp appears when special attacks are checked, the Scarab player chooses one enemy unit beneath the Scarab to be the target of a Stomp attack; use the Shell dial to resolve this attack. If the Stomp hits, the enemy unit is displaced to a square adjacent to beneath the Scarab, chosen by the Scarab player. Note: The dial is designed to loop back to click 1 on the 27th click.
Chassis Dial - This dial provides the combat values of the aerial defense turret. In addition, dealing damage to the Chassis dial might cause the Scarab to kneel, allowing attacking figures to board it. Heroic
3
16
20
5
3
15
20
5
3
15
19
5
3
15
19
4
3
15
19
4
3
14
19
4
3
14
19
4
3
13
19
4
3
12
19
4
3
12
19
4
0
12
19
3
0
12
18
3
3
12
18
3
3
12
18
3
0
12
18
3
3
12
18
3
0
12
18
3
3
12
18
3
3
12
18
3
0
12
18
3
Normal
3
14
19
4
3
14
19
4
3
13
19
4
3
12
19
4
3
12
19
4
0
12
19
3
0
12
18
3
3
12
18
3
3
12
18
3
0
12
18
3
3
12
18
3
0
12
18
3
3
12
18
3
3
12
18
3
0
12
18
3
Yellow - Kneel: If the Kneel icon appears on the Chassis dial, stop clicking the dial. Damage can't be dealt to the Chassis dial while the Scarab is kneeling. If the Chassis dial starts the attacker's turn with the kneel icon showing, turn the Chassis dial once clockwise at the end of the attacker's turn. While kneeling, the Scarab can't move (shift or rotate). If the Chassis dial is turnd so that the kneel icon no longer shows, the Scarab immediately stands up.
When the Scarab is kneeling, figures can move on top of the Scarab: if a figure given an action is adjacent to the Chassis base and can still move during that action, it can be placed anywhere on top of the Scarab. Its action ends. Black - Crippled: If the Crippled icon appears on the Chassis dial, stop clicking the dial. The Chassis dial can't be turned clockwise past the crippled icon. If the Chassis dial starts the attacker's turn with the kneel icon showing, turn the Chassis dial once counterclockwise at the end of the attacker's turn. While crippled, the Scarab can't move (shift or rotate). If the Chassis dial is turned so that the crippled icon no longer shows, the Scarab immediately stands up.
When the Scarab is crippled, figures can move on top of the Scarab: if a figure given an action is adjacent to the Chassis base and can still move during that action, it can be placed anywhere on top of the Scarab. Its action ends.
Main Power Core Dial - This dial provides the combat values of the main gun. It also tracks the damage dealt to the Main Power Core (located on the Scarab Interior map). Heroic
3
16
20
9
3
15
20
9
3
15
20
9
3
14
20
8
3
14
20
8
3
14
19
8
3
14
19
8
3
14
19
8
3
14
19
7
3
13
19
7
3
13
19
7
3
13
18
7
3
13
18
6
3
12
18
6
3
12
18
6
3
12
18
6
3
12
18
6
3
12
18
6
3
11
18
5
3
11
18
5
3
11
17
5
3
11
17
5
KO
KO
KO
KO
Main Power Core Dial - Normal
3
14
19
8
3
14
19
7
3
13
19
7
3
13
19
7
3
13
18
7
3
13
18
6
3
12
18
6
3
12
18
6
3
12
18
6
3
12
18
6
3
12
18
6
3
11
18
5
3
11
18
5
3
11
17
5
3
11
17
5
KO
KO
KO
KO
Red - Swarm: When the Swarm special ability shows on the Main Power Core dial, the Scarab player no longer has to keep at least five reinforcements on the Scarab Interior map.
Setup
The four corner squares of the Destroyed Base map are the attacking player's initial spawn points(as indicated by the spawn-point icon); other spawn points on the map can be used later to respawning attacking figures. The attacking player is the first player (see "Attacking the Scarab").
HeroClix: The Scarab player is the defending player. starting areas are the four corner squares containing the spawn-point icon, and squares adjacent to those squares. Other spawn points are not used.
Objects may be placed on the Destroyed Base map, and must be at least 5 squares from the area beneath the Scarab.
Squares filled with rubble or smoke are considered to be Hindering terrain. Squares entirely enclosed by walls are considered to be Blocking terrain. The Scarab ignores Hindering and Blocking terrain in the same ways that it ignores Walls.
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:
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.
Move the Scarab
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.
Units on the Destroyed Base map that are not beneath the Scarab can shoot at enemy figures on top of the Scarab; the target gets +2 defense for the attack. They can't however, use Throw a Grenade 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.
I'll need more time to go over this in depth, but I am liking what I see. Having a Scarab, I would love to try your suggestions out with our group, and let you know what we think works or doesn't. Will be some time, though -- my work is picking up and I will be on the road a lot so will be missing a lot of games for the next month. Wanted to tag this so I can come back to it.
I appreciate the work you put into reviewing what needed to change.
I'll need more time to go over this in depth, but I am liking what I see. Having a Scarab, I would love to try your suggestions out with our group, and let you know what we think works or doesn't. Will be some time, though -- my work is picking up and I will be on the road a lot so will be missing a lot of games for the next month. Wanted to tag this so I can come back to it.
I appreciate the work you put into reviewing what needed to change.
Cool, if you do eventually manage to run it, let me know what changes needed to be made or what suggestions you might have. I'm not sure if I'll be able to manage testing it out in HeroClix myself.
I sure hope Wizkids just goes ahead and reissues the Scarab with heroclix compatible rules and dials (the Warthog and Banshee, too). That would be a dream come true.
I am not IN-sane. In fact I am so far OUT of sane that you appear a tiny blip on the distant coast of sanity.
Not removing until we get a Tron Bonne
Using more of the base heroclix rules like the rules for starting areas, knockback, multibase figures, colossal figures, event dials, and elevated terrain would clear up a lot.
Played in this scenario today and it was totally awesome! The modified rules worked very well for the collection of opposing forces we had. Flyers and GL's in particular could pose an issue but I think that can be controlled with a minor tweak or two. All in all, It was a great change of pace scenario and a lot of fun to play.
Plus the Scarab looks awesome taking up damn near an entire map, lol
Looking for someone to do some painting of a custom sculpt for me. Willing to trade figures, dice or cash. Please PM me if interested. Pictures of some past work would be helpful as I want this to look GREAT!