SECCIÓN II: PRINCIPALES RESULTADOS Y RECOMENDACIONES POR OBJETO DE CONSERVACIÓN
2.2. Tortugas Marinas
2.2.5. Propuestas de uso de tecnología innovadora de monitoreo
Choose One. All Skills begin Trained
Heavy Weapons
ABILITY PAGE BENEFIT
Heavy Preparation Characters with this Ability does not need to brace Heavy Weapons. Gather Senses Characters may reroll one failed Pinning Test or Fear Test per Turn. Mobile Fire When moving and shooting, characters only take half penalties.
SKILL PAGE BENEFIT
Survival The Survival Skill allows characters to endure hash situations and use smart thinking and a quick eye to find answers to bad situations.
Athletics Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised movements and acrobatic tasks a character must make on the battlefield.
Navigation The Navigation Skill is a character’s ability to plot courses and find directions.
Demolitions
ABILITY PAGE BENEFIT
Eagle Eye The character gains +10 to all eyesight-based Perception and Investigation Tests. Gather Senses Characters may reroll one failed Pinning Test or Fear Test per Turn.
Under Control With this Ability, characters under suppressing fire or taking Fear Tests gain a +15 to the roll.
SKILL PAGE BENEFIT
Demolitions The Demolition Skill allows characters to utilize explosives in whatever situation needed.
Athletics Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised movements and acrobatic tasks a character must make on the battlefield.
Navigation The Navigation Skill is a character’s ability to plot courses and find directions.
Recon/Infiltration
ABILITY PAGE BENEFIT
Eagle Eye The character gains +10 to all eyesight-based Perception and Investigation Tests. Exceptional Hearing The character gains +10 to all hearing-based Perception and Investigation Tests.
Always Ready The character with this Ability may test Perception or Investigation to negate the effects of Surprise.
SKILL PAGE BENEFIT
Camouflage The Camouflage Skill is used to hide items and equipment or to conceal the character’s person.
Athletics Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised movements and acrobatic tasks a character must make on the battlefield.
Investigation Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what Investigation covers and effects.
Marksman
ABILITY PAGE BENEFIT
Marksman Characters take only half penalties for long ranged and extreme ranged attacks. Eagle Eye The character gains +10 to all eyesight-based Perception and Investigation Tests.
Clear Target When taking normal Called Shots, the character only takes a -15 penalty to hit. When taking sub location Called Shots, the character only takes a -40 penalty to hit.
SKILL PAGE BENEFIT
Camouflage The Camouflage Skill is used to hide items and equipment or to conceal the character’s person.
Athletics Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised movements and acrobatic tasks a character must make on the battlefield.
Navigation The Navigation Skill is a character’s ability to plot courses and find directions.
Technician/Comms
ABILITY PAGE BENEFIT
Alien Tech Alien Tech decreases all penalties by half when dealing with alien equipment and technology. Covenant Language The ability to speak and read Covenant Languages.
Battle Mind When rolling for Initiative, the character rolls 1D10+Intellect Modifier instead of the normal 1D10+Agility Modifier.
SKILL PAGE BENEFIT
Command Command is the ability to effectively lead others in to combat and to direct actions and attacks. Technology The Technology Skill permits the character to use and repair equipment and vehicles.
Investigation Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what Investigation covers and effects.
Medic
ABILITY PAGE BENEFIT
Stabilized Any Medical Tests automatically stop one point of Bleed. Stops two per degree of success extra. Gather Senses Characters may reroll one failed Pinning Test or Fear Test per Turn.
Cynical The character does not need to take Fear tests for the normal horrors of the battlefield such as the first time seeing dead bodies or a powerful enemy.
SKILL PAGE BENEFIT
Investigation Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what Investigation covers and effects.
Medication Medication is the generalization of being a medic and owning knowledge of biological and medical sciences. Technology The Technology Skill permits the character to use and repair equipment and vehicles.
Command (Only one per group)
ABILITY PAGE BENEFIT
Order Of Things When making Command Tests against those of lesser rank, the character gains a +10 bonus to the test. Under Control With this Ability, characters under suppressing fire or taking Fear Tests gain a +15 to the roll.
Reliable Reputation Characters making Social Tests against higher ranking characters take no penalties. This talent can be lost if the character becomes untrustworthy.
SKILL PAGE BENEFIT
Command Command is the ability to effectively lead others in to combat and to direct actions and attacks.
Investigation Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what Investigation covers and effects.
Appeal Appeal is the aptitude of charm and social abilities.
Close Quarters Combat
ABILITY PAGE BENEFIT
Evasive Maneuvers When making Evasive Maneuvers, the character takes -20 penalties to attacking. The character only takes half penalties when evading extra attacks.
Disarm Disarming has a character rolling WFM to take hold of a weapon and attempt to disarm it.
Hand-To-Hand Basic The character is trained in Hand-To-Hand Basic Martial Arts, giving the character a free attack in the form of a Toss or a Grab.
SKILL PAGE BENEFIT
Evasion The Evasion Skill is the act of dodging and parrying attacks as a reaction.
Investigation Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what Investigation covers and effects.
Athletics Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised movements and acrobatic tasks a character must make on the battlefield.
Pointman
ABILITY PAGE BENEFIT
Eagle Eye The character gains +10 to all eyesight-based Perception and Investigation Tests.
Rush When the character makes a Charge movement, the character moves extra meters equal to the character’s Agility Modifier.
Gather Senses Characters may reroll one failed Pinning Test or Fear Test per Turn.
SKILL PAGE BENEFIT
Athletics Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised movements and acrobatic tasks a character must make on the battlefield.
Survival The Survival Skill allows characters to endure hash situations and use smart thinking and a quick eye to find answers to bad situations.
Interrogation Interrogation allows a character to extort information from an opponent with both mental and physical means.
Vehicles Expert
ABILITY PAGE BENEFIT
Mobile Fire When moving and shooting, characters only take half penalties.
Eagle Eye The character gains +10 to all eyesight-based Perception and Investigation Tests.
SKILL PAGE BENEFIT
Technology The Technology Skill permits the character to use and repair equipment and vehicles.
Athletics Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised movements and acrobatic tasks a character must make on the battlefield.
Investigation Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what Investigation covers and effects.
STAGE 2: SETTING THE STAGE
After the player chooses the character’s Soldier Type and Equipment, the player may now begin choosing specializations and abilities through Abilities, Skills, and Luck. After Wounds, Experience, and Luck are chosen, the character should be one of a kind with different sets of skills and abilities.
STARTING WOUNDS AND BLEEDING
As shown before under the Injury section of the handbook (Page
11), wounds are the character’s injury threshold before taking
debilitating effects. Different races and Soldier Types have different set wounds. After characteristics are rolled, the player takes the Toughness Mod of the character, multiplied by 2 and +3D10 added. The tougher the character, the more wounds the character should have. Every character starts with 100 blood that must be tracked.
HOW LUCKY CAN ONE GUY BE
In war, one cannot have too much luck. Luck is what separates the dead from the living. To figure out how much Luck and extra Wounds their character begins with, players must roll 1D10 and check the chart. To find out how luck to use Luck, check out the Luck section of the book on page 3.
DICE RESULT LUCK MODIFIER WOUNDS
1 1 +15 2-4 2 +10 5-8 3 +6 9 4 +4 10 5 +0 STARTING EXPERIENCE
Not to be confused with cR, Experience allows characters to grow and learn through actions and accomplishment. Every character begins with Experience, no matter of race and type.
Experience is spent on Skills and Abilities for characters, as well as the ability to increase Characteristic Modifiers.
The amount of starting Experience for a character is 500, no matter what Soldier Type or Race.
When a character begins late in a game already in progress, the GM should allow this character to begin with extra experience to catch up. When beginning with extra experience to spend, the character should also get extra Luck to catch up as well. For every 2000 experience extra, the character should gain one point of Luck.
PURCHASING LUCK
Players are able to increase their total Luck Modifier by purchasing another bump in it. Each bump purchased costs 2500 experience.
Characteristic Modifier Advancement
A Characteristic Modifier Advance is an increase to the amount of a certain Characteristic of the character. When players purchase these advancements, they add +5 to the Characteristic. There are multiple levels at which a Characteristic can be advanced.
A player can only bump the character’s Characteristic eight times, each time becoming more expensive. A character cannot gain the same Advancement twice, and the player cannot skip to an advancement without purchasing the previous bump. The prices of the advancements can be found in the Characteristic Advancement Table below. A Characteristic cannot be advanced more than eight times. A player may advance any Characteristic as long as the experience is spent. A character cannot purchase more than four advancements in any Physiology Characteristic.
SIMPLE ROOKIE INTERMEDIATE TRAINED
200 400 600 800
EXCELLENT ADVANCED EXPERT MASTERED
1200 1400 1600 1800
COLONIES AND WORLDS
Everyone has a hometown and a place of birth. During these times, it is less about what town, but what planet and colony. A player must openly select what colony and home world the character is from using a roll of 1D10.
If the character is of UNSC Defense Force, a roll of 1-7 shows that the character is from the Inner Colonies of the UNSC. A roll of 8-10 shows the character hailing from the Outer Colonies.
If the character is on the renegade Insurrectionist side, a roll of 1-8 shows that the character hails from the Outer Colonies. A roll of 9-10 has the character home world in the Inner Colonies.
INNER COLONIES
There are 210 known planets in the Inner Colonies of the Halo Universe. Colonization finished in roughly 2390. Reach serves as the Military stronghold of the UNSC, which is located on the edge of the Inner Colonies and Outer Colonies. The Inner Colonies follow the Social and Economic Infrastructures of the United Earth Government (UEG).
OUTER COLONIES
At the time of 2490, the UNSC and UEG began colonizing the Outer Colonies, which were systems outside of the already established Inner Colonies. At this point, the Inner Colonies began relying on resources gained from the Outer Colonies, which prompted the UNSC to keep the Outer Colonies under UEG Control. Dependent of time, it may not be possible for players to choose certain Outer Colony planets as their home world.
COLONIZATION
During the colonization of the Inner Colonies, the UEG selected their “best and the brightest” to take head of the colonization process of each planet. Once the Outer Colonies were beginning their colonization, the UEG Selection Process became much more varied and the standards lowered. Those in the Outer Colonies only cared of valuables and income, Outer Colony settlers were selected from pardoned criminals and the poor.
Outer Colonists began only caring about their own means, slowly delving in to more illegal actions. This began movements to escape Earth’s control over the planets to do as they please with what they had.
Over time, Outer Colonials began to resent the UEG Control and began to fight back, attempting to break ties with Earth. This is how the Insurrection War began that both hindered and prepared the UNSC for the upcoming Covenant Empire attack.
ROOTS AND GLASS
During the Human-Covenant war, most of the Outer Colonies were destroyed or glassed. By 2531, a majority of the Outer Colonies were glassed, many of which began reterraformization around 2550 through 2580. During the Human-Covenant War, the Insurrectionists either fled and hid or joined the UNSC to battle the Covenant for survival.
RANK
(Lowest to Highest)RANK ARMY
MARINE
NAVY
AIR-FORCE
E-1 PVT – Private PVT – Private SR – Seaman Recruit AB – Airman Basic
E-2 PV2 – Private 2 PFC – Private First Class SA – Seaman Apprentice AMN – Airman
E-3 PFC – Private First Class LCpL – Lance Corporal SN – Seaman A1C – Airman First Class
E-4 SPC - Specialist CPL – Corporal PO3 – Petty Officer 3rd Class SRA – Senior Airman
E-4 Special
CPL – Corporal -- -- --
E-5 SGT – Sergeant SGT – Sergeant PO2 – Petty Officer 2nd Class SSGT – Staff Sergeant
E-6 SSG Staff Sergeant SSgT – Staff Sergeant PO1 – Petty Officer 1st Class TSGT – Technical Sergeant
E-7 SFC – Sergeant First Class GySGT – Gunnery Sergeant CPO – Chief Petty Officer MSGT – Master Sergeant
E-7 Special
-- -- -- MSGT Diamond – Master Sergeant
E-8 MSG – Master Sergeant MSgt – Master Sergeant SCPO – Senior Chief Petty Officer SMSGT –Senior Master Sergeant
E-8 Special
1SG – First Sergeant 1stSGT – First Sergeant -- SMSGT Diamond – Senior Master
Sergeant
E-9 CSM – Command Sergeant
Major
MGySGT – Master Gunnery Sergeant MCPO – Master Chief Petty Officer CMSGT – Chief Master Sergeant E-9
Special
SMA – Sergeant Major Army SGTMaj – Sergeant Major MCPON – Master Chief Petty Officer
of the Navy
CMSGT Diamond – Senior Master Sergeant
E-9 Special
-- SgtMaj MarCor – Sergeant Major of the
Marine Core -- CCM – Command Master Sergeant
E-9 Special
-- -- -- CMSAF – Chief Master Sergeant of
the Air-Force
W-1 WO1 – Warrant Officer WO – Warrant Officer WO1 – Warrant Officer 1 --
W-2 CW2 – Chief Warrant
Officer 2
CWO2 – Chief Warrant Officer 2 WO2 – Chief Warrant Officer 2 --
W-3 CW3 – Chief Warrant
Officer 3
CWO3 – Chief Warrant Officer 3 WO3 – Chief Warrant Officer 3 --
W-4 CW4 – Chief Warrant
Officer 4
CWO4 – Chief Warrant Officer 4 WO4 – Chief Warrant Officer 4 --
W-5 CW5 – Chief Warrant
Officer 5 CWO5 – Chief Warrant Officer 5 WO5 – Chief Warrant Officer 5 --
O-1 2LT – Second Lieutenant 2ndLT – Second Lieutenant ENS – Ensign 2DLT – Second Lieutenant
O-2 1LT – First Lieutenant 1stLT – First Lieutenant LTJG – Lieutenant Junior Grade 1STLT – First Lieutenant
O-3 CPT – Captain Capt – Captain LT – Lieutenant CAPT – Captain
O-4 MAJ – Major MAJ – Major LCDR – Lieutenant Commander MAJ – Major
O-5 LTC – Lieutenant Colonel LtCOL – Lieutenant Colonel CDR – Commander LTCOL – Lieutenant Colonel
O-6 COL – Colonel COL – Colonel CAPT – Captain COL – Colonel
O-7 BG – Brigadier General BGen – Brigadier General RDML – Rear Admiral Lower BIGGEN – Brigadier General
O-8 MG – Major General MajGen – Major General RADM – Rear Admiral Upper MAJGEN – Major General
O-9 LTG – Lieutenant General LtGEN – Lieutenant General VADM – Vice Admiral LTGEN – Lieutenant General
O-10 GEN – General GEN - General ADM – Admiral Chief of Operations GEN – General Air Force Chief of
Staff