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{{era|H2|H3|HW|FS|GOO|HGN|UP}}
{{Title|''Deutoros''-pattern Scarab}}
{{Ratings}}
{{Status|Canon}}
{{Seealso Level|Scarab (Level)|[[Halo Wars]]}}
{{Disambig header|the Scarab model introduced in [[Halo 3]]|other types of Scarab|Scarab (disambiguation)}}
{{Ship
{{Vehicle infobox
|image=[[Image:Scarab.jpg|300px]]
|name=''Deutoros''-pattern Fortress Breaker
|name=Type-47 Ultra Heavy Assault Platform
|image=[[File:HReach-T47ScarabUHAP.png|250px]]<br/>[[File:ScarabHW.png|250px]]<br/>Two alternate chassis' for the Scarab.
|manufacturer=
|manufacturer=[[Assembly Forges]]{{Ref/Book|Id=HVG|EVG|Page=163}}{{Ref/Book|Id=Enc22|Enc22|Page=279}}
|line=
|line=[[Excavator]] tier-four{{Ref/Site|Id=universe|URL=https://www.halowaypoint.com/en-us/universe/vehicles/scarab|Site=Halo Waypoint|Page=Scarab|D=30|M=06|Y=2021}}
|model=Type-47
|model=[[Scarab]]{{Ref/Reuse|universe}}
|class=Ultra Heavy Assault Platform
|cost=
|length=64.8 meters (212 feet)
|length={{Convert|159.5|ft|m|disp=flip|sp=us}}{{Ref/Reuse|universe}}{{Ref/Reuse|Enc22}}{{Ref/Book|Id=ENC254|Enc11|Page=254-255}}
|width=88.8 meters (292 feet)
|width={{Convert|158.4|ft|m|disp=flip|sp=us}}{{Ref/Reuse|universe}}{{Ref/Reuse|Enc22}}
|height=57 meters (183 feet)
|height={{Convert|126.8|ft|m|disp=flip|sp=us}}{{Ref/Reuse|universe}}{{Ref/Reuse|Enc22}}
|mass=
|mass={{Convert|171.8|MT}}{{Ref/Reuse|universe}}{{Ref/Reuse|Enc22}}
|max accel=
|max speed={{Convert|76|km/h|mph}}{{Ref/Reuse|universe}}
|max speed space=
|engine=
|max speed air=
|hull=
|engine= Quadrupedal walking-leg assembly
|armament=
|slipspace drive=
*1 ultra-heavy [[focus cannon]]{{Ref/Reuse|HVG}}{{Ref/Reuse|universe}}{{Ref/Reuse|Enc22}}
|slipspace speed=
*1 [[Heavy plasma cannon|ultra-heavy plasma cannon]]{{Ref/Reuse|HVG}}{{Ref/Reuse|universe}}{{Ref/Reuse|Enc22}}
|poweroutput=
*3 {{Pattern|Pek|plasma cannon}}s{{Ref/Reuse|HVG}}{{Ref/Reuse|Enc22}}
|power=Onboard reactor <ref>''[[Halo: Ghosts of Onyx]]'', page 209</ref>
|crew=
|shield gen=Energy shield around Core
*1 supervisor{{Ref/Reuse|HVG}}{{Ref/Reuse|universe}}{{Ref/Reuse|Enc22}}
|hull=  
*[[Rhulolekgolo]] operators{{Ref/Reuse|Enc22}}
|sensor=
|complement=*12 security personnel{{Ref/Reuse|HVG}}{{Ref/Reuse|universe}}{{Ref/Reuse|Enc22}}
|target=
|navigation=
|avionics=
|countermeasures=Explosive devices.
|armament=*[[Plasma Beam|Main Cannon]] (1)
:Firing Arc: Forward
*Anti-Aircraft Turrets
(2 in Halo 2, 1 in Halo 3) Firing Arc:
Peripheral in Halo 2 and 360° in Halo 3
*3 anti-infantry [[Plasma Cannon]]s
(Halo 3 only)
|complement=
|crew=*One Commanding Officer
*Numerous Crewman and Security Personnel
*One Lekgolo Worm Colony (Halo 3 version)
|skeleton=
|passengers=
|capacity=
|consumables=
|consumables=
|othersystems=
|othersystems=
|firstuse=
|firstuse=
|role=Heavy Assault Vehicle/mobile base and mining
|service=
|era=Human-Covenant War
*[[Human-Covenant War]]
|affiliation=[[Covenant]]
*[[Great Schism]]
|hidep=true
|role=
*Heavy assault platform{{Ref/Reuse|ENC254}}
*Deep excavation{{Ref/Reuse|ENC254}}
*Mobile command base{{Ref/Reuse|ENC254}}
|affiliation=[[Covenant]]{{Ref/Reuse|ENC254}}
}}
}}
The '''Type-47 Ultra Heavy Assault Platform''', more commonly known as the '''Scarab''', is a [[Covenant]] mining vehicle adapted for use in combat.  
{{Quote|Pro tip: Shoot them in the legs first. And it's okay to cheer when you blow one of them up. You deserve it.|Spartan Edward Buck, offering advice on how to destroy a ''Deutoros''-pattern Scarab{{Ref/Reuse|NB8}}}}
The '''''Deutoros''-pattern Fortress Breaker'''{{Ref/Reuse|Enc22}} {{Type|47B|Deutoros|Ultra-Heavy Assault Platform|UHAP}},{{Ref/Site|Id=Waypoint|URL=http://halo.xbox.com/en-us/intel/theuniverse/tech/gallery/scarab/ea02cb6c-58ae-44e2-aacf-3eadd73fb6f9|Site=Halo Waypoint|Page=Scarab|D=14|M=03|Y=2011|LocalArchive=Archive:Halo Waypoint/2009 to 2014/Universe/Vehicles#Scarab}} or '''Scarab''', is a large, heavily armored, all-terrain, quadrupedal walker. Classified as a tier-four [[Excavator]], the ''Deutoros''-pattern Scarab was employed by the [[Covenant]] as a [[Wikipedia:siegeworks|siegeworks]] ultra-heavy artillery assault platform.{{Ref/Reuse|universe}}


== Introduction ==
Originally designed strictly for mining operations and deep excavations on widely varied terrain,{{Ref/Reuse|HVG}}{{Ref/Reuse|Waypoint}} the ''Deutoros''-pattern Scarab has since been repurposed for combat.{{Ref/Reuse|ENC254}} The walker is used to attack heavily defended structures and emplacements and to provide nearly-unstoppable combat support for Covenant ground forces. A heavily-fortified and dexterous mobile platform that boasts impressive levels of firepower, the Scarab is known for striking fear into its opponents.{{Ref/Reuse|Waypoint}}
Scarabs are mobile fortresses deployed from high atmosphere or low to medium orbit onto the field, and the [[Covenant]] use them to the best of their abilities. The Scarab is meant to assault heavily defended structures and barriers and to give quick unstoppable support for Covenant troops on the ground. It can also deliver Covenant ground troops to their destination through heavily defended areas; this could mean death for the defending troops, such as the [[UNSC]] [[Marine]]s.  


Unlike most Covenant ground vehicles, the Scarab does not make use of a Boosted Gravity Propulsion Drive for movement. Instead, it uses four large, powerful legs to traverse terrain most vehicles cannot, including climbing over buildings, trenches, mountains and other obstacles. This vehicle used to use its large plasma beam cannon to drill into rock so the ore could be easily reached by smaller mining vehicles. However, the Covenant quickly saw that this vehicle could break through enemy lines with ease. {{Verify_source}}
==Overview==
===Design details===
{{Quote|It's a tank the size of a building that walks around on four legs bent like a spider's, and it bristles with enough weaponry to qualify as a mobile demolition platform.|[[Spartan Operations|Spartan]] [[Edward Buck]], referring to a ''Deutoros''-pattern Scarab{{Ref/Novel|Id=NB8|HNB|Chapter=8}}}}
[[File:Lekgolo-scarab.jpg|thumb|200px|left|Exposed Rhulolekgolo in a ''Deutoros''-pattern Scarab's core.]]
Like other patterns of Scarab, the body of the ''Deutoros''-pattern Scarab rests atop four powerful legs. Its main body features an interior bay and command center, where many of the vehicle's essential functionaries are accessible. An infantry platform that surrounds the enclosed bay allows the defensive personnel of the Scarab to fire upon hostiles from above or eliminate other threats.{{Ref/Reuse|HVG}}{{Ref/Reuse|Waypoint}} Although the ''Deutoros''-pattern Scarab appears to be a traditional vehicle, it is actually a bio-mechanical construct that makes extensive use of [[Rhulolekgolo]].{{Ref/Reuse|HVG}} Hundreds of Rhulolekgolo swarm beneath the Scarab's battle plate, acting as a gestalt intelligence, interfacing with its exoskeleton and control systems,{{Ref/Reuse|Enc22}} though the gestalt is seldom given complete control of the entire Scarab. The Lekgolo meta-colonies that inhabit these Scarabs are often populated by particularly unruly Lekgolo individuals that can not be trusted with total control over the vehicle without causing undesired chaos.{{Ref/Reuse|universe}} A central power junction located inside the Scarab's interior bay is one of the only locations on the walker where the Lekgolo are exposed.{{Ref/Reuse|Waypoint}} Due to the Scarab's reliance on the Lekgolo and their ability to operate independently, the weapons platform was never formally categorized as a vehicle by the [[Covenant]], instead being classified as a single, ultra-heavy infantry unit by the Covenant.{{Ref/Reuse|HVG}}{{Ref/Reuse|universe}} The chassis of the Scarab is built in specialized, cavernous assemblies, such as the [[Assembly Forges]] on the now-destroyed Covenant capital city of ''[[High Charity]]''. At these facilities, Rhulolekgolo are fused into the carapace and appendages,{{Ref/Reuse|Waypoint}} and bound to the control systems.{{Ref/Reuse|universe}} Like many Covenant vehicles, the ''Deutoros''-pattern Scarab is modularly crafted on an assembly line, where its various pieces are combined then activated.{{Ref/Reuse|Waypoint}}


The Scarab can hold squads of [[Grunts]] and [[Jackals]], as well as a few [[Brutes]] or [[Elites]] to prevent it from it being boarded if anything managed to get close enough. They have been used in many battles during the Human-Covenant War, such the [[Battle of Reach]], both battles of [[Earth]] and the Battle of the [[Ark]], and in the defense of the Prophet of Truth's citadel. If a Scarab did get boarded, and there were no surviving Covenant troops on board, the Scarab could be eliminated by destroying its vulnerable reactor.
While they are known to be particularly robust, ''Deutoros''-pattern Scarabs are not without their weaknesses. A Scarab will be temporarily stalled if its legs sustain enough damage,{{Ref/Reuse|NB8}} causing the walker lower into a crouch-like position and allowing potential [[Naval boarding|boarder]]s to jump into the vehicle's troop bay. The central power junction is protected only by the vehicle's external armor and the exposed Rhulolekgolo are susceptible to weapon fire,{{Ref/Reuse|HVG}} so attacking the junction is relatively easy for hostile boarders. Once the core is destroyed, the Rhulolekgolo gestalt's tissue tears and a chain reaction will occur, which will quickly destroy the Scarab.{{Ref/Reuse|Waypoint}}


The Scarab is also the largest known ground vehicle in the [[Halo Trilogy]] as well as the most powerful, being equipped with a powerful plasma beam cannon at the front on a "head"-like pivot, and dorsally-mounted anti-air cannons. Despite its size, weaponry, and extremely thick armor, the craft remains vulnerable to boarding actions, and if the central core is eliminated, the Scarab will detonate.<ref>[[Halo E3 2007 Trailer]]</ref>
===Mobility===
[[File:Scarab deployment.jpg|thumb|250px|A Scarab slowing itself from its low-orbital deployment on Installation 00.]]
Unlike most vehicles deployed by the Covenant, the ''Deutoros''-pattern Scarab does not employ [[Anti-gravity technology|anti-gravity propulsion]] to move; instead, it uses a quadrupedal leg assembly for locomotion. These jointed legs are very powerful, strong enough to even withstand the shock of low-orbital drop.{{Ref/Level|Id=The Covenant|H3|The Covenant (level)|The Covenant}}{{Ref/Level|Id=TPoA|HR|The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn}} Scarabs are equipped with several underside thrusters that allow the vehicle to slow its descent during its initial deployment.{{Ref/Reuse|The Covenant}}{{Ref/Reuse|Enc22}} The Scarab can move at a relatively fast speed, with a maximum speed at 76 kilometers per hour (47 miles per hour).{{Ref/Reuse|universe}}


Scarabs are quite notable for their intimidating, spider-like appearance, large size, and massive firepower. Their legs are surprisingly swift and accurate for their size, and were even able to find holds in narrow places, such as a canyon on [[Installation 05]]{{Fact}} or the streets of [[Mombasa]] and [[Voi]]. These legs can also be used as weapons, as a monstrous pointed leg is able to crush or kick anything that happens to get in its way, such as a truck. A Scarab's legs can be weakened or even destroyed with enough firepower.
The articulated legs and the spiked "feet" of a ''Deutoros''-pattern Scarab allow the vehicle to sturdily grip the ground, climb over obstacles, and even kneel down.{{Ref/Reuse|ENC254}} The legs are also very nimble, affording the Scarab a surprising degree of maneuverability. For example, ''Deutoros''-pattern Scarabs have been observed mantling inclines in excess of forty-five degrees{{Ref/Level|Id=Highway|H3ODST|Coastal Highway}} and they can attempt to right themselves if knocked off balance.{{Ref/Reuse|TPoA}} The ''Deutoros''-pattern Scarab is capable of carrying out excavations and assaults in varied terrains and rough environments,{{Ref/Reuse|HVG}}{{Ref/Reuse|Waypoint}} and it is even capable of operating underwater, if only for brief periods.{{Ref/Reuse|Highway}}


== Weaknesses ==
===Crew and complement===
In [[Halo 3]], one way to destroy it is to damage the joints on the legs, enough so that the Scarab must shut down temporarily, then boarding it and destroying the reactor. However, there is another method. If the rear is hit with enough firepower, the rear armor will come off, thus exposing the core to small and heavy arms fire. In the level "[[The Covenant (Level)|The Covenant]]" in Halo 3, this tactic is commonly used via the [[Hornet]] gunships. In the level "[[The Storm]]", there is a crane with an elevator near the Scarab. If you get on the elevator you can jump off and land on the Scarab if it is near the elevator. Then just casually walk to the power core and watch it blow. In Halo 3, the Scarab beam takes a while to kill you, which gives you a chance to dodge it.
The ''Deutoros''-pattern Scarab is occasionally used as a mobile command base, and rarely as a large-scale troop transport vehicle.{{Ref/Reuse|ENC254}} An officer of the [[Covenant military]] serves as a supervisor and [[pilot]] aboard the Scarab. Rather than steer the walker themselves, the Scarab's supervisor "guides" the direction of the machine and occasionally directs the artillery when needed. The Scarab's Rhulolekgolo complement manages and carries out most of the walker's functions and processes.{{Ref/Reuse|Waypoint}} The supervisor may operate the ''Deutoros''-pattern Scarab's weaponry when increased precision is needed, as the Rhulolekgolo have no fine control over the armaments.{{Ref/Reuse|universe}}


== Variations ==
As ''Deutoros''-pattern Scarabs were too valuable to operate without support, the Covenant would often supply the walker with at least twelve security personnel when deployed in the field.{{Ref/Reuse|universe}}{{Ref/Reuse|Enc22}} The accompanying infantry and supervisory personnel aboard a Scarab serve to prevent boarders from destroying the vehicle from within or from attempting to seize the walker for themselves. The security personnel aboard a Scarab were additionally charged with eliminating any hostiles that were able to survive the vehicle's bombardment of a location.{{Ref/Reuse|ENC254}} The security personnel of ''Deutoros''-pattern Scarabs typically consisted of [[lance]]s of [[Unggoy]] and [[Kig-Yar]], as well as some [[Jiralhanae]] and [[Sangheili]].{{Ref/Game|Id=h3|H3|Scarab in-game enemy}}
===[[Halo Graphic Novel]]===
[[Image:Hgnpng.png|thumb|140px|The Scarab featured in the [[Halo Graphic Novel]].]]


In the [[Halo Graphic Novel]], the Scarab had a very different appearance from the two game variants with a roughly cross shaped body. The across sections bore dual cannons, and neither end had a visible plasma cannon.
===Armaments===
The primary armament of the ''Deutoros''-pattern Scarab is an ultra-heavy [[focus cannon]] mounted beneath the head end of the infantry platform.{{Ref/Reuse|HVG}}{{Ref/Reuse|Enc22}} The focus cannon is typically affixed towards the end of the Scarab's production process.{{Ref/Reuse|Waypoint}} The weapon fires a stream of superheated [[plasma]] and is a nearly [[capital ship]]-scale [[energy projector]] capable of both mass destruction and delicate stratigraphic excavation, depending on the weapon's tuning and the operator's expertise.{{Ref/Reuse|universe}} The cannon is capable of melting through five feet of concrete, with one Scarab having enough firepower to level a small city.{{Ref/Reuse|ENC254}} The cannon is housed in a cradle that is protected by flaps, which open before firing. The focus cannon has a relatively low rate of fire and is typically discharged in brief bursts. As the weapon is fired, it releases a green-glowing liquid, which may be coolant.{{Ref/Reuse|The Covenant}} The ultra-heavy focus cannon is useful for uncovering artifacts during excavation operations.{{Ref/Reuse|Waypoint}} Additionally, the focus cannon is capable of being replaced—a delicate process that requires calibrating all the coolant subsystems, as any heat spike from the core can pose a serious threat to the Rhulolekgolo gestalt.{{Ref/Generic|Id=Site|[[Halo Wars Launch Site]]|Covenant Side|Detail=ENGINEERING REP\STAT}}


Its legs were a distinctly different shape (straight, with an 'L'-shaped joint to the body). It should be noted, however, that the story in which it appears, Second Sunrise Over [[New Mombasa]], uses a very large amount of artistic license. The story is canonical (it was authorized by Bungie), but the visuals of the story clearly are not.
The secondary armament of the ''Deutoros''-pattern is an [[Heavy plasma cannon|ultra-heavy plasma cannon]],{{Ref/Reuse|Enc22}} which is mounted atop the back of the Scarab. This armament serves primarily as an anti-aircraft weapon, having a greater effective range than the focus cannon possessing a 360° field-of-fire.{{Ref/Reuse|ENC254}}


===[[Halo 2]]===
Additionally, the ''Deutoros''-pattern Scarab carries three mounted {{Pattern|Pek|plasma cannon}}s, each manually operated by the Scarab's security personnel.{{Ref/Reuse|Waypoint}}{{Ref/Reuse|Enc22}} These are used primarily in an anti-infantry role,{{Ref/Reuse|ENC254}} but can also be effective against light ground vehicles and, to a lesser extent, light aircraft such as [[AV-14 Hornet]]s. The Scarab's crew often utilize these weapons to repel boarders and to provide covering fire.{{Ref/Reuse|HVG}}{{Ref/Reuse|universe}}
[[Image:ScarabPng.png|thumb|190px|The [[Halo 2]]-era Scarab]]


The Scarab was first seen in [[Halo 2]] level Outskirts, and appeared as a large, four legged, silver armored behemoth with an estimated height of ninety feet. It featured a deck on top that was guarded by numerous [[Elites]], [[Jackals]] and [[Grunts]] along with a walkway going over the entrance to its control room (you cannot see any enemies on the Scarab in Outskirts, only in Metropolis when you have to board the Scarab. There were two spine mounted plasma cannons to provide anti-air defense).
===Variants===
Two major variants of the ''Deutoros''{{'}} design have been encountered. The more-commonly encountered version was heavily used throughout the war, particularly in its final battles.


Its shell was invulnerable to damage from 90mm shells, missiles, .50 cal. rounds, and ANVIL HE missiles (the armor could be similar to the ship plating the Covenant use on their warships, and Hunter's shields). It proved vulnerable to boarding actions and destruction from inside. [[Bungie]] has joked that this Scarab looks more like a basket than an actual assault platform. As well, this Scarab did not have the plasma turret on top like the Halo 3 version. It is likely that this Scarab was more of a transport for weaker soldiers because of all [[Elites]], Jackals, and Grunts that were giving covering fire for the pilots inside; also, it may be that this may be just a distinct Scarab only for high Prophets, for example, the [[Prophet of Regret]].  
During the [[Harvest campaign]] and [[Battle of Trove]], the Covenant fielded a variant of the ''Deutoros''-pattern Scarab with an altered chassis. The altered design features a more compact design without the walkways extending around the side of the vehicle, alongside a completely enclosed rear section. This design of the Scarab appears to be in some way able to be piloted by a non-Lekgolo operator - demonstrated by [[Red Team]] during the engagement on Trove.{{Ref/Reuse|hw beach}}
<gallery>
File:ScarabHW.png|The ''Deutoros''-pattern Scarab with the altered chassis.
</gallery>


Yet another theory is that the Scarab in Halo 2 is more closely related to the original mining platform, and that the Scarab seen in Halo 3 is a more modified version. This would make sense, as Regret did not expect Earth to have such a heavy human population, and may have intended to use the Scarabs as mining equipment. Yet, other people think that the Halo 2 Scarab was changed to the Halo 3 model after the events on Delta Halo where Johnson took control of one. Since the model for the Halo 3 Scarab had been made as early as the Third Battle of Harvest, the Covenant Loyalists may have began to produce modified variants using Hunter worms instead of pilots to prevent this problem. Additionally, since the Halo 3 Scarab acts as a more interactive enemy designed for combat against troops, the lekgolo would prevent any Human from taking over the vehicle. That model would be more fitting, as the Halo 2 Scarab acts more like a hybrid between an assault platform and a siege engine, and not being designed for intense, direct combat against enemy forces. It is possible that these Halo 2 models have been phased out, are used for excavations, used as a siege device, or the primary Scarab of the Covenant Separatists.  
==Operational history==
===Human-Covenant War===
[[File:ScarabNoble.jpg|thumb|250px|left|A Scarab under attack during the Fall of Reach.]]
Despite being encountered as early as [[2527]] and officially observed in [[2529]], the [[UNSC]] did not fully catalog the ''Deutoros''-pattern Scarab until [[2547]].{{Ref/Reuse|universe}} During the later stages of the [[Battle of Trove]], the Covenant [[Fleet of Glorious Interdiction]] deployed a number of ''Deutoros''-pattern Scarabs in efforts to stop not only the crew of the {{UNSCShip|Spirit of Fire}} but also the [[Flood]] and [[Sentinel]]s that inhabited the [[shield world]]. During the battle, the Flood made an attempt to capture at least one Scarab, with Flood [[Flood root|roots]] erupting out of the ground around the walker and ensnaring it, forcing nearby Covenant infantry to flee. Before they could commandeer the Scarab, they were attacked by UNSC forces who eliminated the roots allowing a [[SPARTAN-II program|SPARTAN-II]] to take control of the walker. The captured Scarab provided a significant combat advantage for the UNSC as they fought to destroy several Covenant [[Covenant citadel|citadels]] which would provide them with a staging area in order to assault the [[Apex Site]]. Another ''Deutoros''-pattern Scarab along with a contingent of [[Sangheili]] [[Sangheili Honor Guardsman|Honor Guardsmen]] were stationed at the final Covenant citadel but the UNSC forces, with the aid of their captured Scarab, were able to eliminate all Covenant forces.{{Ref/Level|Id=hw beach|HW|Beachhead (Halo Wars level)|Beachhead}} At least one ''Deutoros''-pattern Scarab attempted to halt the UNSC's assault on the Apex Site but fell to the human's determined assault.{{Ref/Level|HW|Reactor (Halo Wars level)|Reactor}} A number of ''Deutoros''-pattern Scarabs were deployed around the portal that would allow the ''Spirit of Fire'' to escape the shield world, both to counter the human forces, as well as a large Flood presence as well as hostile [[Forerunner]] constructs. They were ultimately unsuccessful in preventing the departure of the ''Spirit of Fire'' from the Etran Harborage.{{Ref/Level|HW|Escape (Halo Wars level)|Escape}}


A third well supported idea of the change is that the Halo 2 version is a Heavier Assault version, that of which is rarer and costlier, while the Halo 3 version is a lighter, but more advanced version. The older Halo 2 model is still widely used among the loyalist, but due to it's long production time and cost, the lighter Type-48 Light Assault Platform, Halo 3 model, scarab was liked for it's more maneuverable body, shorter production times, and lighter cost. The brutes preferred it's ability to sustain fire for longer periods to increase fatality in the opposing force by using swiping tactics with the longer lasting beam, even if it was significantly weaker. The Type-48 is more advanced then the Type-47 model, using Lekgolo worms to control it, giving more free hands to shoot out and off the Scarab. The Type-47 had a lowering lift on it's underside, to allow transfer from ground to the Scarab, while the newer version had a less costly approach by just adding a backdoor and angling the legs to allow it to crouch.
''Deutoros''-pattern Scarabs were rarely employed by the Covenant during the sieges on the [[Outer Colonies]], though they saw increased field deployment in large numbers near the end of the [[Human-Covenant War]] to crush UNSC fortifications on well-defended [[Inner Colonies|Inner Colony]] worlds.{{Ref/Reuse|universe}} Unprecedented numbers of ''Deutoros''-pattern Scarabs were used by the Covenant during the [[Fall of Reach]].{{Ref/Reuse|universe}} During their initial incursions on Reach, the [[Fleet of Valiant Prudence]] deployed significant Covenant ground forces, including at least three ''Deutoros''-pattern Scarabs at [[Szurdok Ridge]], hiding their presence from the UNSC using several [[deployment spire]]. When the site was [[Battle at Szurdok Ridge|attacked]] by the UNSC on August 12, 2552, these three Scarabs provided support for Covenant ground forces as the two massive armies clashed at the landing zone.{{Ref/Level|HR|Tip of the Spear}} Towards the end of the Fall of Reach, ''Deutoros''-pattern Scarabs and other Covenant heavy armor were deployed to stop UNSC forces from escaping from the doomed planet.{{Ref/Reuse|TPoA}}


In the final level, The Great Journey, the [[Thel 'Vadamee|Arbiter]] attempts to hijack a Scarab with the intent to break into [[Delta Halo]]'s control room. Sergeant Johnson gets to the Scarab first, however. Since both he and the Arbiter were intending to keep the Halo from activating, they agree to work together. After fighting through numerous [[Banshee]]s, [[Type-25 Assault Gun Carriage|Wraith]]s and other oppositions, Johnson blasts open the door to control room (which, to it's credit, takes multiple shots to destroy), and then leaves the Scarab, since it had served it's purpose. Like in Outskirts, the Scarab can't be destroyed.
During the final hours of the [[Battle of Installation 04]], the Covenant deployed a ''Deutoros''-pattern Scarab to combat swarming Flood forces in the arid badlands around the downed {{UNSCShip|Pillar of Autumn}}. During the battle, remaining UNSC personnel on the ringworld launched an assault on the Covenant forces, with the objective of drawing them away from the ''Autumn'' while [[SPARTAN-II program|SPARTAN]] [[John-117]] boarded the cruiser. However when the Chief's commandeered [[Type-26 Banshee|Banshee]] approached the ship, the Scarab soon took notice and moved to ambush the Spartan. [[Fireteam Raven]] was quick to act, boarding a [[UH-144 Falcon|Falcon]] and proceeding to pursue the walker. Despite its best efforts, the team of [[Orbital Drop Shock Trooper|ODSTs]] was able to successfully board the Scarab, wiping out its entire complement of soldiers and destroying the core.{{Ref/Level|HFR|Last Stand (Halo: Fireteam Raven level)|Last Stand}}


===[[Halo 3]]===
When the [[Prophet of Regret|High Prophet of Regret]] [[Battle of Earth|invaded]] [[Earth]] in October, 2552, he deployed at least five Scarabs to [[Mombasa]], [[Africa]], with at least one of them being a ''Deutoros''.{{Ref/Site|URL=https://www.halowaypoint.com/en-us/news/canon-fodder-scarab-tactics|Site=Halo Waypoint|Page=Canon Fodder - Scarab Tactics|D=23|M=12|Y=2019}} Two Scarabs were placed in [[New Mombasa]], while another three were deployed in [[Old Mombasa]]. One of the Scarabs in New Mombasa was apparently charged with destroying the [[Mombasa Tether]].{{Ref/Anthology|Evo|Palace Hotel}} Shortly after ''Solemn Penance''{{'}}s retreat, one of these was stationed in the partially-flooded [[Kikowani Station (location)|Kikowani Station]], where it was engaged and neutralized by [[Alpha-Nine]].{{Ref/Level|H3ODST|Kikowani Station (Level)|Kikowani Station}}
The Scarab received major changes, and upgrades between [[Halo 2]] and [[Halo 3]], with the Scarab actually being able to be completely destroyed, as opposed to just killing all of the enemies inside, as seen in a Halo 2 cutscene. The Halo 2 Scarab was also piloted by a [[Covenant]] soldier, whereas the Halo 3 Scarab is controlled by a colony of Lekgolo worms in the reactor. Appearance wise, its body was changed to have a different shape, being more bulbous at the end, similar to the [[Type-25 Assault Gun Carriage|Wraiths]] of ''[[Halo: Combat Evolved]]''. In Halo 3, it seemed to have a  greater width than in Halo 2, but wasn’t as tall as previously. The Scarab in Halo 3 is also a different color than Halo 2's variant, being purple instead of blue.


[[Image:Scarab_Walk.jpg|thumb|right|300px|A [[Halo 3]]-era Scarab]]
On the morning of October 21 when the [[Prophet of Truth|High Prophet of Truth]]'s [[Jiralhanae]]-led reinforcements arrived over Kenya,{{Ref/Site|Id=waypointvergil|URL=https://www.halowaypoint.com/en-us/news/canon-fodder-vergil-reality|Site=Halo Waypoint|Page=Canon Fodder - Vergil Reality|D=15|M=06|Y=2021}}{{Ref/Generic|Id=Oct20|[[Ten Twenty]]}}{{Ref/Level|Id=CoastalHighway|Game=Halo 3: ODST|Level=Coastal Highway}} as Alpha-Nine members [[Edward Buck]], [[Veronica Dare]] and [[the Rookie]] escorted a high-value asset: the defecting Covenant [[Huragok]] [[Quick to Adjust]] containing information from a [[Vergil|subroutine]] of the city's [[Superintendant]] [[artificial intelligence]], they witnessed several Scarabs being deployed by the massing Covenant warships. While most of them ignored or didn't notice the humans, one of the Scarabs did take notice and opened fire on the [[Olifant]] containing the Huragok with its [[focus cannon]], heavily damaging the vehicle and forcing the team to abandon it outside of the [[Uplift Nature Reserve]].{{Ref/Reuse|Highway}}


In terms of weaponry, it wielded a smaller plasma beam that seems weaker (On [[Legendary]] the player is able to withstand sustained fire for a short amount of time [approx 0.8s]), as opposed to the instant death of the Halo 2 [[Scarab gun]]). The two anti-air turrets were removed for Halo 3, having been replaced by a single, large turret at the rear (which would shoot at you if you were in a Hornet or [[Banshee]], and you were able to shoot off the covering of it with [[Hornet]] air-to-surface missiles.)
During the [[Battle of Voi]], a ''Deutoros''-pattern Scarab was deployed into a lake bed near [[Traxus Factory Complex 09]] after all of the Covenant [[Ogab'd-pattern anti-aircraft Wraith|Anti-Aircraft]] defences in the area were cleared by a mounted UNSC assault force. John-117 was able to eventually bring down the walker, allowing the human forces to regroup and push on to their final objective, a Covenant [[Skar'wa-pattern Mantis|Anti-Aircraft Cannon]].{{Ref/Level|H3|The Storm}} The [[Prophet of Truth]] deployed multiple ''Deutoros''-pattern Scarabs during the [[Battle of Installation 00|Battle]] of [[Installation 00]]. Outside Installation 00's [[Cartographer]], John-117, with the assistance of a UNSC [[M808 Scorpion|armored]] unit, destroyed a ''Deutoros''-pattern Scarab. During the battle outside the [[Installation 00 Citadel|Citadel]], a pair of ''Deutoros''-pattern Scarabs were deployed as a last-ditch effort by the Covenant to prevent the UNSC-[[Sangheili]] forces from reaching the Prophet of Truth. Despite their best efforts, both Scarabs were neutralized by the Master Chief, and with the death of the final Prophet [[Hierarch]] shortly later, the Covenant was brought to an end.{{Ref/Reuse|The Covenant}}


The flaps on the plasma beam were removed, and replaced by two destructible stationary plates. As pointed out before, the Scarab now appears to have no crew controlling it, just guards, to keep boarders off, and it is controlled by [[Lekgolo]] worms.<ref>''http://www.halowars.com/GameInfo/Citadel.aspx#Scarab Scarab in the Halo Wars Official Site''</ref>Also while shooting exposed Lekgolo worms the worms can actually bleed, although the blood will not show on the ground. This has been proven in the December issue of ''Game Informer'', in an article on the Mythic map pack. The level "[[Assembly]]" was shown to be a Scarab factory, and it was stated that tubes could be clearly seen on the level, injecting the worms into the Scarab shells.
==Gameplay==
===''Halo 3'', ''Halo 3: ODST'', and ''Halo: Reach''===
[[File:69504874-Full.jpg|thumb|250px|A Scarab attacking a Scorpion in ''Halo 3''.]]
The ''Deutoros''-pattern Scarabs encountered in ''[[Halo 3]]'' have far more destructible parts than the {{Pattern|Protos|Scarab}} seen in ''[[Halo 2]]''. Destructible armor covers each joint of a Scarab's legs, and doing enough damage to the legs will cause the Scarab to go into lockdown, making it stop moving altogether. The flaps covering the main gun can be destroyed, though this does not affect the gun's operation. The crest on and around the rear anti-air turret can be completely blown off, slowing the turret's rate of fire and reducing the size of its plasma bolts. Two side door panels near the bottom of the Scarab's back can be torn off, allowing entry onto the vehicle.


The main gun also changed, with it appearing like a hose in Halo 3, instead of just the straight beam appearance of Halo 2. The Scarab appeared to have high impact legs due to all the jumps it makes, and it appears to be more maneuverable than in Halo 2. However, against the popular belief that the Halo 3 Scarab does not leak liquid coolant or extra plasma from the main gun, if you get close you can see very clearly, green liquid being dripped from the head. This is most likely inflammatory fluid (as the Scarab's weapon is probably similar to a Hunter's Assault Beam).
A Scarab's rear armor possesses a glowing red circle; inflicting enough damage upon this circle will detach the armor, leaving the Scarab's core exposed. The core itself can be destroyed; its destruction will trigger a massive explosion that blows the Scarab into pieces, leaving few intact parts.
[[Image:Lekgolo-scarab.jpg|thumb|left|Exposed [[Lekgolo]] in the Scarab's core.]]


A likely conjecture is that this version of the Scarab was intended to be a weapon. Its color changed to a shade of purple, like other Covenant war-ready vehicles and it was better-defended, having superior weapons. It has been speculated that Scarabs of ''Halo 2'' were not weapons, but rather mining tools that were deployed as emergency combat relief by Regret upon finding humans on Earth. They could have been the mining Scarabs from Fall Of Reach. This is supported by the fact that Regret was looking for the device that opened the [[Portal]] to the [[Ark]], and he needed digging machines to excavate it.  
If one can successfully manage to board the Scarab in ''[[Halo: Reach]]'', they will find that only the core of the Scarab can be destroyed. All other parts of the Scarab, including Plasma Cannons, cannot be destroyed. Destroying the core of the Scarab will also not destroy the Scarab itself. Instead, it will expose a hole in the Scarab, which bleeds orange Lekgolo blood if shot.{{Ref/Reuse|TPoA}}


Differences aside, it still had many similarities to the old Scarab. There were three levels (or decks), and the lowest was accessible when the Scarab had been temporarily disabled. This level featured a rear-mounted [[Plasma Turret]], and usually one to four Brutes, depending on the difficulty level. There was a ramp that led to the second level, where there were a varying number of enemies, depending on the level and difficulty. Usually, you could expect to find a few Brutes and Grunts. On this level, there were two more Plasma Turrets, aimed to either side of the Scarab. If you turned 180° immediately upon ascending the ramp to this level, you could go up the purple slope to the third tier. This was just an open, unprotected platform below the large turret. Past the turrets on the second level (round the corner) is the power core that must be destroyed to have taken down the Scarab.
===''Halo Wars''===
[[File:Two Scarabs.jpg|thumb|250px|left|Two Scarabs, assisted by two Locusts and an infantry lance, engage UNSC forces in ''Halo Wars''.]]
''[[Halo Wars]]'' features the ''Deutoros''-pattern Scarab as a playable unit in [[Skirmish]] and multiplayer modes for Covenant leaders, though it is smaller for the sake of gameplay. Each Scarab costs {{HWResources|3,000}} [[resources]] and {{HWPop|20}} population in Skirmish, with no upgrades available due to their cost and is built at the [[Covenant citadel]]. Up to two can be spawned at a time in a [[Standard]] mode and four in [[Deathmatch (Halo Wars)|Deathmatch]] mode. ''Halo Wars''{{'}} [[Halo Wars Title Updates|Title Update #4]] enhanced the Scarab by providing an additional 25% hitpoints and a 25% damage increase, and is now capable of surviving four direct MAC blasts as a result of the improved hitpoints.


Despite being aesthetically pleasing, the Covenant designed it very poorly. The interior leg joints have zero visible armour, the exterior of the joints have giant flimsy H-shaped plates that are easily annihilated, and it has a ridiculously small amount of protection for it's power core.
The Scarabs excel at attacking vehicles and infantry with their powerful weapons, though aircraft take longer for the Scarab to take down. Scarabs are very mobile, being able to climb over most obstacles. Only certain obstructions, like craters or fire, can block them. In the campaign level Beachhead, the player may use a [[SPARTAN-II program|Spartan]] to commandeer an abandoned Scarab. Commandeering this Scarab and using it to destroy twenty-five enemy units unlocks the achievement [[Beaming With Pride]].


[[Bungie]] had also stated in the September issue of EGM, that the Scarab used an unscripted game Artificial Intelligence (not to be confused with story artificial intelligence units like [[Cortana]]) to create a more dynamic battle with it, as it would roam across the battlefield of its own accord and attack targets in its path. This way it would no longer require a relatively easy boarding action every time but a tactical approach.
Scarabs are extremely difficult to destroy. Overwhelming it with a massive attack force works well, particularly when using anti-vehicle units like the [[SP42 Cobra]] or some [[Hunters]], but a significant portion of the attack force will be lost in the process. An upgraded [[Magnetic Accelerator Cannon#Halo Wars gameplay|MAC blast]] or [[carpet bomb]] can destroy a Scarab rather quickly, as can a group of [[AC-220 Vulture]]s using their missile barrages. Covenant leader units' special abilities can inflict massive damage on a Scarab, with the [[Prophet of Regret]]'s cleansing beam being a good example.


===[[Halo Wars]]===
Winning a Skirmish game with two Scarabs unlocks the [[2 Bugs Are Better Than 1]] achievement.
The Scarab in Halo Wars seems to be a combination of the Scarabs in Halo 2 and Halo 3. It also seems to be much smaller than previously encountered Scarabs in Halo 2 and Halo 3 (probably because of engine limitations). [[Image:Two_Scarabs.jpg|right|thumb|The Scarab from Halo Wars attacking the UNSC with smaller units beside it.]]


A recent article in ''Xbox Magazine'' comments that an attacking Scarab "ripped (a UNSC base) a new one." It is very slow and expensive to build (3000 resources in Skirmish), with no upgrade available due to their cost to be made on such a big war machine.<ref>http://www.halowars.com/GameInfo/Citadel.aspx#Scarab</ref>
==Trivia==
{{Linkbox|gallery=yes|gallerypage=Images of Scarabs}}
===General===
*Early in the development of ''Halo: Reach'', there was to be a level between "[[New Alexandria]]" and "[[The Package]]" in which the player would navigate a Scarab through the ruins of [[New Alexandria (location)|New Alexandria]]. According to [[Marcus Lehto]], the level was cut because it was ''"a little crazy"''.{{Ref/YouTube|inIxRwTzajc|Sacharified|Halo Reach Legendary Edition - Developer Commentary Part 6|D=06|M=01|Y=2024}}
*On three occasions in ''Halo: Reach'', Scarabs come within dangerous proximity to the player character, yet the player is unable to fight or board them. [[Martin O'Donnell]] refers to these moments as "Scarab teases."{{Ref/YouTube|eLmtVh_bmhs|Sacharified|Halo Reach Legendary Edition - Developer Commentary Part 4|D=06|M=01|Y=2024}}
*The ''Deutoros''-pattern Scarab was recreated for use in ''[[Halo ActionClix]]''; it is the largest figure ever made by WizKids, the game's creator. A battle-damaged version was released at the 2007 San Diego Comic-Con for $250, which included the Scarab, two outdoor maps, an indoor map (representing the Scarab's interior), four character cards, and rules for both the Scarab and the game itself. A normal model was also released at select retailers in November 2007.


Since Scarabs count as 20 population and cost 3000 resources, up to 2 can be spawned at a time in [[Standard (Halo Wars)|Standard]] and 4 in [[Deathmatch (Halo Wars)|Deathmatch]] mode (each base you have gives you 10 population points in deathmatch and pop max is 99. The max population count in standard is 50 for the Covenant). Scarabs are very good against buildings, excellent against vehicles, and great against infantry. Given their extremely tough armor and powerful weaponry, destroying a Scarab is a difficult prospect. Overwhelming it with large numbers works, especially using anti-vehicle units such as the [[Cobra]] or [[Hunter]], but a significant number of your units will be destroyed in the attempts, unless [[Ellen Anders|professor Anders']] [[Cryo Bomb]] is used to immobilize it first. More powerful upgrades for the UNSC [[MAC]] can destroy it extremely quickly, as can several Vulture gunships using their missile barrages. For the Covenant, leader units' special abilities can deal significant damage to the Scarab, such as the Prophet of Regret's [[Cleansing Beam]].
===Glitches===
*In ''Halo 3'' and ''Halo 3: ODST'', if the player jumps onto one of the legs of a Scarab, and the leg rises up, it will cause the player to fly through the air for a considerable distance and finally die after a while, possibly after hitting a barrier.
*On the ''Halo 3'' level "The Ark", a glitch can be used to create an "undead Scarab".{{Ref/YouTube|0YDSTSD3mTM|CMNeir|Halo 3 Tricks: Episode 62 *Undead Scarab*|D=06|M=01|Y=2024}} When the level's Scarab first appears, it walks past the player and behind a cliff face; when the player makes it to the end of the area, it walks back in. If a player uses a Ghost to board the Scarab while it walks behind the cliff face, he can destroy the Scarab prematurely. From there, another player must simply get to the end of that section, triggering the Scarab's return. The damaged front half of the destroyed Scarab will walk out and then stay still.
*In ''Halo 3'', the player can steer a Scarab. To do this, a player must board the Scarab, go to the front of the lower deck, and run into either the left or right wall. The Scarab will go in that direction, possibly because the Scarab attempts to reorient itself in order to get a clear shot at the player.
*On the ''Halo 3'' level "The Covenant", if a player manages to kill a Scarab before its landing animation is finished, the Scarab will briefly go underground and launch everyone on board across the level.


It can also climb over most obstacles, provided they are not craters, on fire or other miscellaneous reasons. Even though it resembles the Halo 3 version, it is possibly controlled by infantry like the Halo 2 version. The fact that an Elite responds to commands given to the Scarab and that a Spartan is able to control an empty Scarab in campaign support this theory.
==Gallery==
===''Halo 3'' design===
<gallery>
File:Halo3-Scarab1.png|A view of the ''Halo 3'' Scarab, facing right.
File:Halo3-Scarab2.png|Another view of the Scarab in ''Halo 3''.
File:ScarabH3.png|A Scarab in ''Halo 3''.
File:H3 Storm Scarab.jpg|A Scarab in [[Voi]], [[Kenya]].
File:1217438400 Core.jpg|A close up of a ''Deutoros''-pattern Scarab's core.
File:Scarabcore.jpg|A view of a Scarab's damaged core.
File:1216050538 Scarab.jpg|A ''Deutoros''-pattern Scarab firing its main cannon.
File:Scarab_Walk.jpg|A ''Deutoros''-pattern Scarab landing on Installation 00.
File:H3ODST_GaussBanshees.jpg|A Scarab on the Mombasa Coastal Highway in ''Halo 3: ODST''.
File:Halo reach scarab render.jpeg|An in-game render of a Scarab from ''Halo: Reach''.
File:Halo Reach Scarab.png|A Scarab on [[Reach]] being harassed by [[Carter-A259]]'s [[D77-TC Pelican]].
File:HaloReach-Scarab-Angle.png|A ''Deutoros''-pattern Scarab in ''Halo: Reach''.
File:HR-T47ScarabUHAP-RefChart.jpg|A turnaround reference of the Scarab in ''Halo: Reach''.
File:HW2_KnowYourEnemy_Concept_2.jpg|Concept art of two Scarabs for ''[[Know Your Enemy]]''.
File:HW2C-Scarabs.png|Another revision of the previous concept piece.
File:HFR Scarab.jpg|A ''Deutoros''-pattern Scarab in ''[[Halo: Fireteam Raven]]''.
File:HINF Concept EarlyZetaBattle.jpg|''Halo Infinite'' concept art depicting a ''Deutoros''-pattern Scarab firing on a [[Banished]] spacecraft.
</gallery>


Like [[Vulture]]s, Scarabs cannot be jacked by Spartan units, the only exception is on the Halo Wars [[Beachhead (Level)|mission 13]] where it is possible to hijack an empty Scarab being attacked by the Flood and grants the player the achievement [[Beaming with Pride]] for destroying 25 enemy units with it.
===''Halo Wars''===
<gallery>
File:HW DeutorosScarab Concept.jpg|Concept art of the ''Deutoros''-pattern Scarab for ''Halo Wars''.
File:HW PirthCityScarab.jpg|A Scarab in [[Pirth City]].
File:HW ChasmsScarabs.jpg|A trio of Scarabs on Harvest.
File:HW Scarab Screenshot.jpg|A Scarab in ''Halo Wars''.
File:HW ScarabFiring.png|The Scarab firing its focus cannon.
File:HW Scarab&Locusts.png|A Scarab alongside two ''Shua'ee''-pattern Locusts.
</gallery>


====Super Scarab====
==List of appearances==
[[Image:Super Scarab.png|thumb|right|250px|The Super Scarab as seen in ''[[Halo Wars]]''.]]
{{Col-begin}}
There is a large Scarab in the [[Scarab (Level)|7th Halo Wars campaign mission]], but it isn't complete. It is somewhat larger than a standard Scarab and appears to have more armor than a Scarab. It appears to be completely mechanical, instead of being made up of [[Lekgolo]] worms, much like the Scarab in Halo 2. Its weakness is that there is a beam of light that it projects that shows where its attention is currently focused. To slow down the speed of its searchlight, you must destroy [[7]] power nodes, each destroyed power node slowing it down more than the last. Also, in all actuality, it seems to be closer in size to the Scarabs in [[Halo 3]] than the ones in Halo 2. It has extremely high hitpoints, taking approximately nine [[MAC]] rounds to destroy on the easiest difficulty and can destroy just about any unit you can build in under six seconds. It should also be noted that the pilotable Scarab on the level [[Beachhead]] is referred to as Super Scarab, though it seems to be a normal Scarab in every regard but title. This may just be another of Ensembles mistakes in scripting.
{{Col-2}}
 
*''[[Halo: Uprising]]'' {{1st}}
== Destructible Parts ==
*''[[Halo 3]]''
===[[Halo 2]]===
*''[[Halo Wars]]''
The [[Halo 2]] Scarab was almost indestructible and immune to damage in the game. It's movement was entirely scripted, and did little else than appear as giant piece of BSP geometry. It was only destroyed in a cutscene. It should also be noted that the Scarab in the level [[The Great Journey (Level)|The Great Journey]] seemed to be damaged under the main gun; as it fired, green plasma leaked out onto the ground, but this could be because of the firing of the gun left residue.
*''[[Halo 3: ODST]]''
 
*''[[Halo Legends]]''
The forward [[Plasma Turret]] could be destroyed with just a few melee attacks, as could the rear Plasma Turret. The flaps on the main gun could be destroyed only by using a [[Scorpion]] Tank. Also, the underside grate could be destroyed.
**''[[Origins]]''
 
{{Col-2}}
===[[Halo 3]]===
*''[[Halo: Reach]]''
[[Image:Scarabcore.jpg|right|thumb|200px|The Core of a Halo 3 Scarab.]]
*''[[Halo 4]]'' {{Mo}}
There are far more destructible parts on the [[Halo 3]] Scarab than the Halo 2 Scarab. All four of the Scarab's knees were destructible to the point that the Scarab temporarily buckled under the weight of the platform, though given time they appear to repair themselves. The armor on these legs could also be blown off. The flaps covering the Scarab's main gun could be destroyed. This did not, however, disable the weapon. The crest on and around the AA turret could be completely blown off, slowing the rate of fire and the size of the plasma bolts. This had been reported to temporarily disable the turret. Two side door panels near the bottom rear could be torn off to allow a singular entry.
*''[[Halo: Spartan Assault]]''
 
*''[[Halo: New Blood]]''
The barrier protecting the Core could be ripped away from the back of the Scarab by shooting the red glowing circle at the top of the barrier. Doing so would result in the Core being completely exposed, making it easier to destroy. All three [[Plasma Cannons]] can be destroyed, as can the Core. If the Core is destroyed, all parts of the Scarab will be destroyed at once, except for the crest of the AA turret and the barrier protecting the Core.
*''[[Halo: Spartan Strike]]''
 
*''[[Halo: Hunters in the Dark]]''
== Weaponry ==
*''[[Halo: Fireteam Raven]]''
==== Primary ====
{{Col-end}}
*'''(1) Front-Mounted Cannon'''
*'''Ammo''': Super-Heated Plasma/incendiary, Napalm-like fluid; presumably unguided. They have unlimited ammo.
*'''Rate of Fire''': 4 second stream; 30 to 40 per second
*'''Movement of cannon''': Through careful examination, one can see that the inside gun part seems to move forward from a cradle as the flaps open up.
*'''Notes''': The projectile emitted from the Scarab's main gun emits a neon-green/bluish glow, indicating extremely high temperature. As the gun fires, white, hot liquid pours from the barrel onto the ground. The gun's force is enough to destroy any vehicle smaller than the Scarab in a matter of seconds. Also, on easy or normal difficulty, if you are in a small vehicle (Mongoose, Warthog, Ghost, Chopper) the sheer force of the plasma stream hitting the ground will flip your vehicle if you are close enough. If this happens close to the Scarab it may step on (and destroy) your vehicle.
*'''Approx. Range''': The effective range on a Scarab's main cannon is not exceptionally good, about 0.4 miles as seen during the Citadel and Cartographer battles, where its attack can easily be evaded if at a distance, but the Halo 3 scarabs have almost unlimited sight. For example, on the level 'The Covenant', even if you glitch out of the invisible barriers with a hornet and fly until you can barely see one, it will still shoot at you.
 
==== Secondary ====
*'''Mounted Anti-Aircraft Turrets (Two in Halo 2, One in Halo 3)'''
*'''Ammo''': Super-Heated Plasma, (similar to [[Shielded Plasma Cannon]]) They have unlimited ammo. However, the Halo 3 version appears to fire blue fuel rods.
*'''Rate of Fire''': 150-250 rounds/minute
*'''Notes''': Presumed computer controlled, but a close look indicates that it may be manually controlled. It does wildly spin around when the core is destroyed as if the automatic controls crashed. Could be shot off with little firepower. '''NOTE''': In Halo 3 the Anti Aircraft cannon couldn’t be shot off and was invincible. The Anti Aircraft gun(s) were unsurprisingly extremely effective against aircraft.
*'''Approx. Range''': These weapons have a much greater range than the primary cannon on the Scarab. They are extremely effective against airborne vehicles, but can also be used against ground-based vehicles, such as Warthogs or Scorpions. They are effective up to approximately 1.5 miles, which is a rough but evidence-based conclusion drawn from ships and vehicles with similar weaponry.
 
 
====Other Weapons====
*'''3 X Type-52 Directed Energy Support Weapon
**'''Ammunition Type''': Super-Heated Plasma
**'''Rate of Fire''':300 Rounds/Minute
**'''Notes''': The Three Plasma turrets are used primarily in an anti-infantry role but are also effective against Mongooses and Warthogs and make aircraft such as Hornets keep their distance.
*'''Feet'''
**'''Damage type''': Kinetic.
**'''Notes''': Anything the scarab steps on is instantly destroyed.
 
== Strategies ==
{{Main|Scarab Fighting Strategies}}
The Scarab is most often killed by boarding or by an air-based attack on it's core although bombing runs and orbital bombardment are also effective.
 
== Character Compatibility ==
*[[Elite]]s (Halo 2 only)
*[[Sergeant Avery Johnson]] (Halo 2 only)
*[[Brute]]s -passengers
*[[Lekgolo]] - (confirmed pilots and part of the core system of Scarabs in Halo 3)
*[[Grunts]] - passengers, use as platform for [[plasma cannon]]
*[[Kig-Yar|Jackals]] - passengers
*[[Spartans]] (Halo Wars Campaign only)
*[[Master Chief]] (Halo 2 cutscene only)
 
== Trivia ==
*Standing in a defense position while fighting a Scarab can kill you with 1 hit on Normal.
*The Halo 2 Scarab looks like the "Super Scarab" from Halo Wars, meaning that the Halo 2 Scarab could be a Super version while in Halo 3 version could be a normal Scarab. This could also explain its damage tolerance.
*The Scarab is one of the only [[Covenant]] vehicles that is not named after supernatural beings (like a Ghost, Banshee, Wraith, or Vampire), with the exception of [[Brute]]-made vehicles, although a Scarab was a mythological Egyptian giant beetle that pushed the Sun across the sky. This may be because it is in fact not a war machine but a piece of re-purposed mining equipment. The [[Locust]], a smaller but otherwise similar machine, also shares its name with an insect instead.
*The [[Scarab Gun]] is a weapon that players can pick up in Halo 2; it looks like a plasma rifle and can be found on the levels [[Outskirts]] and [[Metropolis]]. It fires the same plasma stream as the Scarab's main gun, never overheats, and can fire continuous rapid fire. The [[Scarab Gun]] earns you an achievement on Halo 2 Vista.
*At close range, the explosion of a Scarab has enough power to kill a [[Spartan]] (or anyone else who is close enough). It can be observed that every level on which there is a Scarab also has many vehicles nearby to make a good escape.
*A [[Wikipedia: Scarabaeidae|Scarab]] is an Egyptian beetle that was worshiped as a manifestation of [[Wikipedia: Khepri|Khepri]], an Egyptian god who drove the sun across the sky.
*It is speculated that Scarabs are the [[Sharquoi]] mentioned in [[Conversations from the Universe]].
*It is also notable that when a Scarab's leg is disabled, it emits a loud beep, much like that of a reversing truck (except at a lower pitch). This effect is perhaps a nod to the same death sequence (and sound) of the Juggernaut flying tanks in a previous Bungie game [[Marathon]].
*The Scarab, once the core has been compromised, takes seven seconds to explode (going with the usual [[7]] "nods" Bungie puts into the games).
*The [[Halo 3]] Scarab was recreated in Halo Actionclix and is the largest figure ever made by Wizkids, the game's creator. A battle-damaged version was released at the 2007 San Diego Comic Con for $250, which included the Scarab, two outdoor maps, an indoor map (representing the scarab's interior), four character cards, and rules for both the Scarab and the game itself. A normal one was also released at select retailers in November 2007.
*In a [[Halo 3]] Video Documentary (ViDoc) about the new Scarab, the art directors stated that the Scarab in Halo 2 had a horrible design; [[Shi Kai Wang]] quoted "It looked like a basket with a handle and could go shopping with it."
*In [[Halo 3]], on the level, "[[The Covenant (Level)|The Covenant]]", two Scarabs are deployed by the Covenant Loyalist's fleet overhead, to defend the Citadel. However, on the previous level, "[[The Ark]]", [[Rtas 'Vadum]] claimed that "Truth's fleet lies in ruins". It could be possible that these were launched by a remaining ship as a last (failed) push to win the battle.
*A Scarab's explosion is extremely visible, as Rtas 'Vadum remarks how he saw the explosion of a Scarab from orbit, although it is probable that he may have been exaggerating. It is also possible that, due to the inclusion of both the Arbiter and the Master Chief in the battle, and the proximity to the map room on Installation 00, that he was paying particular attention to the battle.
*When Sgt Maj. [[Johnson]] takes control of a Scarab in Halo 2, he finds a way to deploy an energy shield that protected the controllers from a boarding party. Apparently the [[Covenant]] at [[New Mombasa]] either didn't have it, didn't consider the possibility of being boarded, or it could be to allow the crew to walk outside and defend the Scarab and kill the "Demon" pursuing them.
*Taking out one of the Scarab's joints forces it to buckle and use all of its power into standing up again, which deactivates its main gun.
*The Scarab bears some resemblance to the tripods from the H.G. Wells novel ''The War of the Worlds'' as both are used as assault vehicles by alien species, and are unusually agile for their sizes.  The numerous spider-like legs are also similar. Both use very powerful "death beams".
*In ''Halo 3'', battling a Scarab can be rather like battling a Hunter.  Its weak spot is towards the back, and can be destroyed, like the Hunter's armor.  Both wield incredibly powerful beam cannons and both are the largest of their respective catalogs (Hunters being the largest Covenant ground force and Scarabs being the largest Covenant land vehicle).  This was perhaps intentional by Bungie Studios, seeing as how they are both seemingly powered by Lekgolo worms.
*You get the achievement [[Beaming with Pride]], when you destroy 25 enemy units with a Scarab in mission 13 of Halo Wars.
*An older screenshot of Halo Wars shows a different Scarab model than the model in the the released game. The old version look very similar to the Halo 2 era Scarab, while the new one looks more like the Halo 3 variant.
*It was recently confirmed that the Scarab is indeed powered by a colony of Lekgolo worms. On the multiplayer map [[Assembly (Level)|Assembly]], which takes place in a Covenant facility used to create Scarabs, we see the husks of Scarabs being filled with a Lekgolo colony.
*The Scarab is the Covenant "Uber Unit" in Halo Wars. It has the ability to traverse terrain that all other ground units cannot. Its UNSC counterpart is the [[Vulture]].
*The Scarab looks very similar in appearance to the Catharp from the Panzer Dragoon Series.
*In Halo Wars, if you use the 'Wuv Woo' skull, you can make the scarab shoot rainbow beams of pure love.
*It is possible to use a Protector Sentinel to deploy a massive bubble shield around the Scarab on the ''Halo Wars'' level, [[Labyrinth]].
===[[Glitch]]es===
*In [[Halo 2]], if you jump correctly from the main platform, you can see, shoot and throw grenades through the wall and even see [[Sergeant Major Johnson]]  holding a [[Plasma Pistol]] in the front.
*In Halo 3, if you jump onto one of the legs of a Scarab, and the leg rises up, it will cause you to fly through the air for a considerable distance and finally die after a while.
*On the level Metropolis, when you see the Warthog being destroyed by the Scarab, you can grenade jump out of the map and see the Scarab walking away, but it disappears afterward.
*On the Halo 2 level [[Metropolis]], when the Scarab stops at the end of the level, you can shoot off the two turrets at the front and rear of the Scarab. When the cutscene with it being destroyed starts, the two turrets will still be there, but will seem to be a darker color shade. The turrets also have no destruction animation, they simply disappear.
*In Halo 3, on the level [[The Ark]], if you manage to get a Ghost past the [[Forerunner]] installation into the area where you fight the Scarab. Just as you come in that area, you can grenade-launch the back of the Ghost to fling you onto the Scarab before it walks over the inaccessible terrain. If you hang onto one of the [[Plasma Turret|Plasma Turrets]] for awhile until the Scarab stops moving, you can access the core-room, blow it up and run back to the normal part of the map. If you manage this, once you get down to the part where the Scarab is supposed to fight you, it will be cut in half, with its rear body completely gone. At this point, after the Scarab lands on the beach, it will not move or attack you.
*In ''Halo Wars'', if you use the 'Wuv Woo' skull, it won't effect the Super Scarab.
*In Halo 3, it is actually possible to "control" a scarab. I recommend doing this with the scarab on [[The Ark]] first. Before taking on the scarab, kill all your allies so that they don't kill the scarab. Then, get on top of the scarab and kill every enemy up there. Actually, just kill everything in the area so the only things left are you and the scarab. When you've got on top of the scarab, make your way to the front of it(you should have a doorway behind you that leads to the lower level with a control panel looking thing). Now think of the front of the scarab as a Dance-Dance-Revolution movement control pad. Simply move to the left(first, stand in the middle of the front of the scarab) and the scarab will turn left. However, you cannon drive it off the edge or control it's cannons.
 
==Gallery== 
<GALLERY>
Image:scarabbiggyprob.jpg|A Scarab near [[Voi]].   
Image:1216050538 Scarab.jpg|The Scarab firing its main cannon. 
Image:1217438400 Core.jpg|A close up of a Scarab's Core. 
Image:Scarab beam.jpg|The cannon of the Scarab misses the [[John-117|Master Chief]] by a few feet.
</GALLERY>


==Sources==
==Sources==
<references/>
{{Ref/Sources|2}}
 
==Related Links==
===Internal Links===
*[[Locust]] - A smaller version of the Scarab which appears in ''[[Halo Wars]]''.
*[[Scarab Gun]] - A weapon resembling a [[Plasma Rifle]] with the power of a Scarab's main gun in [[Halo 2]].
 
===External Links===


{{Covenant Vehicles}}
{{Covenant Ground Vehicles}}
{{Halo_Wars_Covenant_Units}}
[[Category:Excavators|Scarab, Type-47A 'Deutoros']]
[[Category:The Covenant]]
[[Category:Vehicles]]
[[Category:Covenant Vehicles]]

Latest revision as of 14:53, October 20, 2024

This article is about the Scarab model introduced in Halo 3. For other types of Scarab, see Scarab (disambiguation).
Deutoros-pattern Fortress Breaker
HReach-T47ScarabUHAP.png
A cropped render of the Deutoros-pattern Scarab featured in Halo Wars (original here)
Two alternate chassis' for the Scarab.
Production information

Manufacturer:

Assembly Forges[1][2]

Product line:

Excavator tier-four[3]

Model:

Scarab[3]

Technical specifications

Length:

48.6 meters (159.5 ft)[3][2][4]

Width:

48.3 meters (158.4 ft)[3][2]

Height:

38.6 meters (126.8 ft)[3][2]

Mass:

171.8 metric tons (169.1 LT; 189.4 ST)[3][2]

Maximum speed:

76 kilometres per hour (47 mph)[3]

Armament:

Crew:

Complement:

Usage

In service:

Role(s):

  • Heavy assault platform[4]
  • Deep excavation[4]
  • Mobile command base[4]

Affiliation:

Covenant[4]

 

"Pro tip: Shoot them in the legs first. And it's okay to cheer when you blow one of them up. You deserve it."
— Spartan Edward Buck, offering advice on how to destroy a Deutoros-pattern Scarab[5]

The Deutoros-pattern Fortress Breaker[2] (UNSC Type classification: Type-47B Deutoros, T-47B Ultra-Heavy Assault Platform),[6] or Scarab, is a large, heavily armored, all-terrain, quadrupedal walker. Classified as a tier-four Excavator, the Deutoros-pattern Scarab was employed by the Covenant as a siegeworks ultra-heavy artillery assault platform.[3]

Originally designed strictly for mining operations and deep excavations on widely varied terrain,[1][6] the Deutoros-pattern Scarab has since been repurposed for combat.[4] The walker is used to attack heavily defended structures and emplacements and to provide nearly-unstoppable combat support for Covenant ground forces. A heavily-fortified and dexterous mobile platform that boasts impressive levels of firepower, the Scarab is known for striking fear into its opponents.[6]

Overview[edit]

Design details[edit]

"It's a tank the size of a building that walks around on four legs bent like a spider's, and it bristles with enough weaponry to qualify as a mobile demolition platform."
Spartan Edward Buck, referring to a Deutoros-pattern Scarab[5]
Exposed Rhulolekgolo in a Deutoros-pattern Scarab's core.

Like other patterns of Scarab, the body of the Deutoros-pattern Scarab rests atop four powerful legs. Its main body features an interior bay and command center, where many of the vehicle's essential functionaries are accessible. An infantry platform that surrounds the enclosed bay allows the defensive personnel of the Scarab to fire upon hostiles from above or eliminate other threats.[1][6] Although the Deutoros-pattern Scarab appears to be a traditional vehicle, it is actually a bio-mechanical construct that makes extensive use of Rhulolekgolo.[1] Hundreds of Rhulolekgolo swarm beneath the Scarab's battle plate, acting as a gestalt intelligence, interfacing with its exoskeleton and control systems,[2] though the gestalt is seldom given complete control of the entire Scarab. The Lekgolo meta-colonies that inhabit these Scarabs are often populated by particularly unruly Lekgolo individuals that can not be trusted with total control over the vehicle without causing undesired chaos.[3] A central power junction located inside the Scarab's interior bay is one of the only locations on the walker where the Lekgolo are exposed.[6] Due to the Scarab's reliance on the Lekgolo and their ability to operate independently, the weapons platform was never formally categorized as a vehicle by the Covenant, instead being classified as a single, ultra-heavy infantry unit by the Covenant.[1][3] The chassis of the Scarab is built in specialized, cavernous assemblies, such as the Assembly Forges on the now-destroyed Covenant capital city of High Charity. At these facilities, Rhulolekgolo are fused into the carapace and appendages,[6] and bound to the control systems.[3] Like many Covenant vehicles, the Deutoros-pattern Scarab is modularly crafted on an assembly line, where its various pieces are combined then activated.[6]

While they are known to be particularly robust, Deutoros-pattern Scarabs are not without their weaknesses. A Scarab will be temporarily stalled if its legs sustain enough damage,[5] causing the walker lower into a crouch-like position and allowing potential boarders to jump into the vehicle's troop bay. The central power junction is protected only by the vehicle's external armor and the exposed Rhulolekgolo are susceptible to weapon fire,[1] so attacking the junction is relatively easy for hostile boarders. Once the core is destroyed, the Rhulolekgolo gestalt's tissue tears and a chain reaction will occur, which will quickly destroy the Scarab.[6]

Mobility[edit]

A Scarab slowing itself from its low-orbital deployment on Installation 00.

Unlike most vehicles deployed by the Covenant, the Deutoros-pattern Scarab does not employ anti-gravity propulsion to move; instead, it uses a quadrupedal leg assembly for locomotion. These jointed legs are very powerful, strong enough to even withstand the shock of low-orbital drop.[7][8] Scarabs are equipped with several underside thrusters that allow the vehicle to slow its descent during its initial deployment.[7][2] The Scarab can move at a relatively fast speed, with a maximum speed at 76 kilometers per hour (47 miles per hour).[3]

The articulated legs and the spiked "feet" of a Deutoros-pattern Scarab allow the vehicle to sturdily grip the ground, climb over obstacles, and even kneel down.[4] The legs are also very nimble, affording the Scarab a surprising degree of maneuverability. For example, Deutoros-pattern Scarabs have been observed mantling inclines in excess of forty-five degrees[9] and they can attempt to right themselves if knocked off balance.[8] The Deutoros-pattern Scarab is capable of carrying out excavations and assaults in varied terrains and rough environments,[1][6] and it is even capable of operating underwater, if only for brief periods.[9]

Crew and complement[edit]

The Deutoros-pattern Scarab is occasionally used as a mobile command base, and rarely as a large-scale troop transport vehicle.[4] An officer of the Covenant military serves as a supervisor and pilot aboard the Scarab. Rather than steer the walker themselves, the Scarab's supervisor "guides" the direction of the machine and occasionally directs the artillery when needed. The Scarab's Rhulolekgolo complement manages and carries out most of the walker's functions and processes.[6] The supervisor may operate the Deutoros-pattern Scarab's weaponry when increased precision is needed, as the Rhulolekgolo have no fine control over the armaments.[3]

As Deutoros-pattern Scarabs were too valuable to operate without support, the Covenant would often supply the walker with at least twelve security personnel when deployed in the field.[3][2] The accompanying infantry and supervisory personnel aboard a Scarab serve to prevent boarders from destroying the vehicle from within or from attempting to seize the walker for themselves. The security personnel aboard a Scarab were additionally charged with eliminating any hostiles that were able to survive the vehicle's bombardment of a location.[4] The security personnel of Deutoros-pattern Scarabs typically consisted of lances of Unggoy and Kig-Yar, as well as some Jiralhanae and Sangheili.[10]

Armaments[edit]

The primary armament of the Deutoros-pattern Scarab is an ultra-heavy focus cannon mounted beneath the head end of the infantry platform.[1][2] The focus cannon is typically affixed towards the end of the Scarab's production process.[6] The weapon fires a stream of superheated plasma and is a nearly capital ship-scale energy projector capable of both mass destruction and delicate stratigraphic excavation, depending on the weapon's tuning and the operator's expertise.[3] The cannon is capable of melting through five feet of concrete, with one Scarab having enough firepower to level a small city.[4] The cannon is housed in a cradle that is protected by flaps, which open before firing. The focus cannon has a relatively low rate of fire and is typically discharged in brief bursts. As the weapon is fired, it releases a green-glowing liquid, which may be coolant.[7] The ultra-heavy focus cannon is useful for uncovering artifacts during excavation operations.[6] Additionally, the focus cannon is capable of being replaced—a delicate process that requires calibrating all the coolant subsystems, as any heat spike from the core can pose a serious threat to the Rhulolekgolo gestalt.[11]

The secondary armament of the Deutoros-pattern is an ultra-heavy plasma cannon,[2] which is mounted atop the back of the Scarab. This armament serves primarily as an anti-aircraft weapon, having a greater effective range than the focus cannon possessing a 360° field-of-fire.[4]

Additionally, the Deutoros-pattern Scarab carries three mounted Pek-pattern plasma cannons, each manually operated by the Scarab's security personnel.[6][2] These are used primarily in an anti-infantry role,[4] but can also be effective against light ground vehicles and, to a lesser extent, light aircraft such as AV-14 Hornets. The Scarab's crew often utilize these weapons to repel boarders and to provide covering fire.[1][3]

Variants[edit]

Two major variants of the Deutoros' design have been encountered. The more-commonly encountered version was heavily used throughout the war, particularly in its final battles.

During the Harvest campaign and Battle of Trove, the Covenant fielded a variant of the Deutoros-pattern Scarab with an altered chassis. The altered design features a more compact design without the walkways extending around the side of the vehicle, alongside a completely enclosed rear section. This design of the Scarab appears to be in some way able to be piloted by a non-Lekgolo operator - demonstrated by Red Team during the engagement on Trove.[12]

Operational history[edit]

Human-Covenant War[edit]

A Scarab under attack during the Fall of Reach.

Despite being encountered as early as 2527 and officially observed in 2529, the UNSC did not fully catalog the Deutoros-pattern Scarab until 2547.[3] During the later stages of the Battle of Trove, the Covenant Fleet of Glorious Interdiction deployed a number of Deutoros-pattern Scarabs in efforts to stop not only the crew of the UNSC Spirit of Fire but also the Flood and Sentinels that inhabited the shield world. During the battle, the Flood made an attempt to capture at least one Scarab, with Flood roots erupting out of the ground around the walker and ensnaring it, forcing nearby Covenant infantry to flee. Before they could commandeer the Scarab, they were attacked by UNSC forces who eliminated the roots allowing a SPARTAN-II to take control of the walker. The captured Scarab provided a significant combat advantage for the UNSC as they fought to destroy several Covenant citadels which would provide them with a staging area in order to assault the Apex Site. Another Deutoros-pattern Scarab along with a contingent of Sangheili Honor Guardsmen were stationed at the final Covenant citadel but the UNSC forces, with the aid of their captured Scarab, were able to eliminate all Covenant forces.[12] At least one Deutoros-pattern Scarab attempted to halt the UNSC's assault on the Apex Site but fell to the human's determined assault.[13] A number of Deutoros-pattern Scarabs were deployed around the portal that would allow the Spirit of Fire to escape the shield world, both to counter the human forces, as well as a large Flood presence as well as hostile Forerunner constructs. They were ultimately unsuccessful in preventing the departure of the Spirit of Fire from the Etran Harborage.[14]

Deutoros-pattern Scarabs were rarely employed by the Covenant during the sieges on the Outer Colonies, though they saw increased field deployment in large numbers near the end of the Human-Covenant War to crush UNSC fortifications on well-defended Inner Colony worlds.[3] Unprecedented numbers of Deutoros-pattern Scarabs were used by the Covenant during the Fall of Reach.[3] During their initial incursions on Reach, the Fleet of Valiant Prudence deployed significant Covenant ground forces, including at least three Deutoros-pattern Scarabs at Szurdok Ridge, hiding their presence from the UNSC using several deployment spire. When the site was attacked by the UNSC on August 12, 2552, these three Scarabs provided support for Covenant ground forces as the two massive armies clashed at the landing zone.[15] Towards the end of the Fall of Reach, Deutoros-pattern Scarabs and other Covenant heavy armor were deployed to stop UNSC forces from escaping from the doomed planet.[8]

During the final hours of the Battle of Installation 04, the Covenant deployed a Deutoros-pattern Scarab to combat swarming Flood forces in the arid badlands around the downed UNSC Pillar of Autumn. During the battle, remaining UNSC personnel on the ringworld launched an assault on the Covenant forces, with the objective of drawing them away from the Autumn while SPARTAN John-117 boarded the cruiser. However when the Chief's commandeered Banshee approached the ship, the Scarab soon took notice and moved to ambush the Spartan. Fireteam Raven was quick to act, boarding a Falcon and proceeding to pursue the walker. Despite its best efforts, the team of ODSTs was able to successfully board the Scarab, wiping out its entire complement of soldiers and destroying the core.[16]

When the High Prophet of Regret invaded Earth in October, 2552, he deployed at least five Scarabs to Mombasa, Africa, with at least one of them being a Deutoros.[17] Two Scarabs were placed in New Mombasa, while another three were deployed in Old Mombasa. One of the Scarabs in New Mombasa was apparently charged with destroying the Mombasa Tether.[18] Shortly after Solemn Penance's retreat, one of these was stationed in the partially-flooded Kikowani Station, where it was engaged and neutralized by Alpha-Nine.[19]

On the morning of October 21 when the High Prophet of Truth's Jiralhanae-led reinforcements arrived over Kenya,[20][21][22] as Alpha-Nine members Edward Buck, Veronica Dare and the Rookie escorted a high-value asset: the defecting Covenant Huragok Quick to Adjust containing information from a subroutine of the city's Superintendant artificial intelligence, they witnessed several Scarabs being deployed by the massing Covenant warships. While most of them ignored or didn't notice the humans, one of the Scarabs did take notice and opened fire on the Olifant containing the Huragok with its focus cannon, heavily damaging the vehicle and forcing the team to abandon it outside of the Uplift Nature Reserve.[9]

During the Battle of Voi, a Deutoros-pattern Scarab was deployed into a lake bed near Traxus Factory Complex 09 after all of the Covenant Anti-Aircraft defences in the area were cleared by a mounted UNSC assault force. John-117 was able to eventually bring down the walker, allowing the human forces to regroup and push on to their final objective, a Covenant Anti-Aircraft Cannon.[23] The Prophet of Truth deployed multiple Deutoros-pattern Scarabs during the Battle of Installation 00. Outside Installation 00's Cartographer, John-117, with the assistance of a UNSC armored unit, destroyed a Deutoros-pattern Scarab. During the battle outside the Citadel, a pair of Deutoros-pattern Scarabs were deployed as a last-ditch effort by the Covenant to prevent the UNSC-Sangheili forces from reaching the Prophet of Truth. Despite their best efforts, both Scarabs were neutralized by the Master Chief, and with the death of the final Prophet Hierarch shortly later, the Covenant was brought to an end.[7]

Gameplay[edit]

Halo 3, Halo 3: ODST, and Halo: Reach[edit]

A Scarab attacking a Scorpion in Halo 3.

The Deutoros-pattern Scarabs encountered in Halo 3 have far more destructible parts than the Protos-pattern Scarab seen in Halo 2. Destructible armor covers each joint of a Scarab's legs, and doing enough damage to the legs will cause the Scarab to go into lockdown, making it stop moving altogether. The flaps covering the main gun can be destroyed, though this does not affect the gun's operation. The crest on and around the rear anti-air turret can be completely blown off, slowing the turret's rate of fire and reducing the size of its plasma bolts. Two side door panels near the bottom of the Scarab's back can be torn off, allowing entry onto the vehicle.

A Scarab's rear armor possesses a glowing red circle; inflicting enough damage upon this circle will detach the armor, leaving the Scarab's core exposed. The core itself can be destroyed; its destruction will trigger a massive explosion that blows the Scarab into pieces, leaving few intact parts.

If one can successfully manage to board the Scarab in Halo: Reach, they will find that only the core of the Scarab can be destroyed. All other parts of the Scarab, including Plasma Cannons, cannot be destroyed. Destroying the core of the Scarab will also not destroy the Scarab itself. Instead, it will expose a hole in the Scarab, which bleeds orange Lekgolo blood if shot.[8]

Halo Wars[edit]

Two Deutoros-pattern Scarab and two Shua'ee-pattern Locusts firing their focus cannons at UNSC units on the Halo Wars Skirmish map Chasm.
Two Scarabs, assisted by two Locusts and an infantry lance, engage UNSC forces in Halo Wars.

Halo Wars features the Deutoros-pattern Scarab as a playable unit in Skirmish and multiplayer modes for Covenant leaders, though it is smaller for the sake of gameplay. Each Scarab costs Resources 3,000 resources and Population 20 population in Skirmish, with no upgrades available due to their cost and is built at the Covenant citadel. Up to two can be spawned at a time in a Standard mode and four in Deathmatch mode. Halo Wars' Title Update #4 enhanced the Scarab by providing an additional 25% hitpoints and a 25% damage increase, and is now capable of surviving four direct MAC blasts as a result of the improved hitpoints.

The Scarabs excel at attacking vehicles and infantry with their powerful weapons, though aircraft take longer for the Scarab to take down. Scarabs are very mobile, being able to climb over most obstacles. Only certain obstructions, like craters or fire, can block them. In the campaign level Beachhead, the player may use a Spartan to commandeer an abandoned Scarab. Commandeering this Scarab and using it to destroy twenty-five enemy units unlocks the achievement Beaming With Pride.

Scarabs are extremely difficult to destroy. Overwhelming it with a massive attack force works well, particularly when using anti-vehicle units like the SP42 Cobra or some Hunters, but a significant portion of the attack force will be lost in the process. An upgraded MAC blast or carpet bomb can destroy a Scarab rather quickly, as can a group of AC-220 Vultures using their missile barrages. Covenant leader units' special abilities can inflict massive damage on a Scarab, with the Prophet of Regret's cleansing beam being a good example.

Winning a Skirmish game with two Scarabs unlocks the 2 Bugs Are Better Than 1 achievement.

Trivia[edit]

General[edit]

  • Early in the development of Halo: Reach, there was to be a level between "New Alexandria" and "The Package" in which the player would navigate a Scarab through the ruins of New Alexandria. According to Marcus Lehto, the level was cut because it was "a little crazy".[24]
  • On three occasions in Halo: Reach, Scarabs come within dangerous proximity to the player character, yet the player is unable to fight or board them. Martin O'Donnell refers to these moments as "Scarab teases."[25]
  • The Deutoros-pattern Scarab was recreated for use in Halo ActionClix; it is the largest figure ever made by WizKids, the game's creator. A battle-damaged version was released at the 2007 San Diego Comic-Con for $250, which included the Scarab, two outdoor maps, an indoor map (representing the Scarab's interior), four character cards, and rules for both the Scarab and the game itself. A normal model was also released at select retailers in November 2007.

Glitches[edit]

  • In Halo 3 and Halo 3: ODST, if the player jumps onto one of the legs of a Scarab, and the leg rises up, it will cause the player to fly through the air for a considerable distance and finally die after a while, possibly after hitting a barrier.
  • On the Halo 3 level "The Ark", a glitch can be used to create an "undead Scarab".[26] When the level's Scarab first appears, it walks past the player and behind a cliff face; when the player makes it to the end of the area, it walks back in. If a player uses a Ghost to board the Scarab while it walks behind the cliff face, he can destroy the Scarab prematurely. From there, another player must simply get to the end of that section, triggering the Scarab's return. The damaged front half of the destroyed Scarab will walk out and then stay still.
  • In Halo 3, the player can steer a Scarab. To do this, a player must board the Scarab, go to the front of the lower deck, and run into either the left or right wall. The Scarab will go in that direction, possibly because the Scarab attempts to reorient itself in order to get a clear shot at the player.
  • On the Halo 3 level "The Covenant", if a player manages to kill a Scarab before its landing animation is finished, the Scarab will briefly go underground and launch everyone on board across the level.

Gallery[edit]

Halo 3 design[edit]

Halo Wars[edit]

List of appearances[edit]

Sources[edit]

  1. ^ a b c d e f g h i j k l m n Halo: The Essential Visual Guide, page 163
  2. ^ a b c d e f g h i j k l m n o p q r Halo Encyclopedia (2022 edition), page 279
  3. ^ a b c d e f g h i j k l m n o p q r s t u v w Halo Waypoint, Scarab (Retrieved on Jun 30, 2021) [archive]
  4. ^ a b c d e f g h i j k l Halo Encyclopedia (2011 edition), page 254-255
  5. ^ a b c Halo: New Blood, chapter 8
  6. ^ a b c d e f g h i j k l m Halo Waypoint, Scarab (Retrieved on Mar 14, 2011) [local archive] [external archive]
  7. ^ a b c d Halo 3, campaign level The Covenant
  8. ^ a b c d Halo: Reach, campaign level The Pillar of Autumn
  9. ^ a b c Halo 3: ODST, campaign level Coastal Highway
  10. ^ Halo 3, Scarab in-game enemy
  11. ^ Halo Wars Launch Site, Covenant Side: ENGINEERING REP\STAT
  12. ^ a b Halo Wars, campaign level Beachhead
  13. ^ Halo Wars, campaign level Reactor
  14. ^ Halo Wars, campaign level Escape
  15. ^ Halo: Reach, campaign level Tip of the Spear
  16. ^ Halo: Fireteam Raven, campaign level Last Stand
  17. ^ Halo Waypoint, Canon Fodder - Scarab Tactics (Retrieved on Dec 23, 2019) [archive]
  18. ^ Halo: Evolutions - Palace Hotel
  19. ^ Halo 3: ODST, campaign level Kikowani Station
  20. ^ Halo Waypoint, Canon Fodder - Vergil Reality (Retrieved on Jun 15, 2021) [archive]
  21. ^ Ten Twenty
  22. ^ Halo 3: ODST, campaign level Coastal Highway
  23. ^ Halo 3, campaign level The Storm
  24. ^ YouTube - Sacharified, Halo Reach Legendary Edition - Developer Commentary Part 6 (Retrieved on Jan 6, 2024)
  25. ^ YouTube - Sacharified, Halo Reach Legendary Edition - Developer Commentary Part 4 (Retrieved on Jan 6, 2024)
  26. ^ YouTube - CMNeir, Halo 3 Tricks: Episode 62 *Undead Scarab* (Retrieved on Jan 6, 2024)