WARNING: UNMARKED SPOILERS BELOW. CONTINUE?
ENCRYPTION CODE: [CLASSIFIED]
SUBJECT: SPARTAN-III PROGRAM
- Main Index
- UNSC (Miscellaneous Personnel)
- The Covenant
- UEG Civilians
- Other Factions
As the war with the Covenant dragged on, a highly secret project headed by Colonel James Ackerson began with the purpose of creating more easily producible and disposable Spartans to combat the ever closer threat of extinction. Convincing hundreds of revenge-hungry orphan survivors of glassed human worlds to join, ONI put the children through Training from Hell in an effort to create a force capable of halting the Covenant advance on human territory, even at the cost of said children's lives. Due to their roles as disposable suicide troops, most SPARTAN-IIIs were given cheaper "Semi-Powered Infiltration" (SPI) armor.
- Alpha and Beta, the first two companies, consisted of atleast 300 Spartans each and were almost completely wiped out in Suicide Missions save for a small number reassigned to other units, most of whom die later anyways.
- Gamma, the third batch, whose actions during the war is mostly unknown, with the exception of the IIIs who fought on Onyx, but we do know that the company was disbanded after the war. Most were integrated into the newly-formed Spartan branch, although ONI realized that placing them in public view would be a PR nightmare and reshuffled them into covert roles, while others still were placed back into noncombatant status.
- Delta, the fourth and final batch of recruited children, was only mentioned as being on-route to Onyx, but their fate is unknown.
- Badass Army: While generally considered not as effective as the Spartan-IIs on an individual level, the IIIs were still some of the finest soldiers in human history, accomplishing nigh-impossible suicide missions that significantly delayed the Covenant advance. The top candidates even were stated to be the equals of the IIs, which were why they were pulled from their companies and given better armor and equipment.
- Bio-Augmentation: They were given augmentations that were a "quantum leap" compared to the Spartan-IIs' augmentations. While the end result is slightly less superhuman compared to the IIs, the process has the benefit of a much lower failure/death rate from complications from the augmentations, due to being more refined and less invasive.
- Child Soldiers: The average age range for the candidates at the time of induction was four-to-six years old, in contrast to the Spartan-IIs (who were all 6 years old), with most of them killed in action by the time they were ten to twelve.
- Defusing The Tykebomb: Some ex-Gamma personnel were discharged from combat status, though it's as of yet unknown what they've been up to since.
- Doomed Hometown: The Spartan-IIIs are war orphans whose families were killed when the Covenant attacked their homeworlds.
- Empowered Badass Normal: Due to Bio-Augmentation.
- Fire-Forged Friends: Deliberately invoked by the training program, which is designed to turn a bunch of angry, violent, and unsociable kids (there was initially concern that Alpha Company would end up killing each other during training) into a cohesive and selfless fighting unit.
- Invisibility Cloak: The main benefit of their Semi-Powered Infiltration (SPI) Armor, which has photoreactive panels which provide a poor man's version of active camouflage.
- Laser-Guided Tyke-Bomb: The Spartan-IIIs were on average about 4-6 years old when they began their training, and while they are occasionally pitted against the Insurrection, their primary purpose is to undertake suicidal missions against high-value Covenant targets. To put it simply, while the Spartan-IIs are humanity's shield, the Spartan-IIIs are humanity's sword.
- Lightning Bruiser: Like their predecessors, the IIIs are both incredibly strong and incredibly fast; even preteen IIIs are absolute nightmares in close quarters combat.
- The Notable Numeral: Both Alpha and Beta companies have 300 members undergo the Bio-Augmentation. The ones that don't make the cut become drill instructors for the next batch.
- Subverted with Gamma Company. All 330 members qualify for the process and Kurt is unwilling to arbitrarily cut 30 of them, so he and Ackerson make them all Spartans.
- Pint-Sized Powerhouse: Even after augmentations, many IIIs still remained about the size you'd expect from kids their age; nonetheless, even these small preteen Spartans were capable of demolishing Elites in hand-to-hand combat.
- Powered Armor: Subverted with SPI armor, which provides only marginal physical enhancements. Played straight with those that got MJOLNIR armor. After the war, most of the surviving IIIs play this straight, having switched to MJOLNIR GEN2.
- Power Fist: According to Halo Mythos, SPI armor comes with shock-absorbing and force-amplifying Rift-class gauntlets.
- Psycho Serum: The Gamma Company Spartan-IIIs were given illegal neurology-altering drugs which allow them to keep fighting under pain or injuries that would cripple or kill a normal human, or even a Spartan of any other class. Unfortunately, the drug also causes them to lose their minds if they don't take regular injections of antipsychotic medications, informally referred to as "Smoothers".
- Quantity vs. Quality: In contrast to the IIs, who were designed to be long-lasting assets given the best equipment possible, the IIIs were a lot more plentiful but consequently "cheaper", given weaker armor and sent on suicide missions. However, the best Spartan-IIIs were recognized as being equal to their Spartan-II counterparts, and were thus plucked out of their companies, given MJOLNIR armor, and were sorted into valuable, renewable assets like Noble Team.
- It's also noted that while the Spartan-IIs were all painstakingly handpicked from only the most promising of children (with only 75 candidates ever trained), ONI was much less selective with the Spartan-III program, which trained over a thousand candidates by the end of the war. Psychological issues were much more prevalent among the IIIs as a result of this.
- Revenge: The candidates' primary motivation was to get payback for their families' deaths.
- Sociopathic Soldier: While ONI claimed the IIs also suffered from this, Expanded Universe material bore out that the IIIs were far more likely to display "sociopathic tendencies", considering their hatred for the Covenant and being trained for Suicide Missions, with Gamma Company IIIs in particular being at risk due to their augumentations if they didn't receive the necessary drugs. Notable that the most unstable SPARTAN shown in the games, Emile, is a III.
- Stealth Expert: Some of the more select Spartan-IIIs were assigned as Headhunters, infiltration specialists who operate in pairs.
- The Spartan Way: Received training that was considered more grueling than even the IIs'.
- Suicide Mission: The typical III's career ends with them being sent against a heavily-defended target with little expectation of survival; unlike the Spartan-IIs, the Spartan-IIIs are considered expendable.
- Super Reflexes: As demonstrated by Team Saber's ability to continually dodge Onyx Sentinel lasers.
- Super Soldier: Their augmentations and training make them among the greatest soldiers in human history, outshined only by the Spartan-IIs. Except for the best Spartan-IIIs who were considered the equals of the IIs.
- Super Strength: As provided by their physical augmentations. At 12-14 years old they have 3 times the strength of a normal soldier, and supposedly would get stronger as they age (though few live long enough for this to happen) as their body adapts to the augmentations. Particularly true with the frontal lobe modification given to Gamma Company, which boosts their strength even more under pain and stress.
- Theme Naming:
- True Companions: Like the Spartan-IIs, the IIIs are basically family.
- Tyke-Bomb: Similar to the IIs, except they traded being "kidnapped" to being "orphans of Covenant attacks with a chip on their shoulder towards aliens" and being trained for Suicide Missions.
- Younger Than They Look: In order to produce as many Spartans as quickly as possible, the candidates were pumped with various steroids and growth hormones to accelerate their maturity, resulting in soldiers who looked like Olympic athletes but were barely in their teens.
A member of Team Wolf Pack, Robert was killed with the rest of Alpha Company proper during Operation: PROMETHEUS.
- Determinator: Even after taking a plasma bolt to the stomach that sends him into complete cardiac arrest, Robert still manages to reload his rifle, fire his entire clip into the Elite who had shot him, and toss a grenade into an enemy fireteam before finally dropping dead.
- Fire-Forged Friends: On the very first day of training, he pushes Shane out of an airborne Pelican, resulting in Shane trying to beat him to death after the two make landfall. They eventually becoming close teammates.
- Like a Duck Takes to Water: On the very first day of boot, he takes to the training with amusing, albeit slightly chilling, speed.
- Reformed Bully: Comes across as something of a bully in his initial interactions with Robert, but is implied to have become a reliable teammate by the end of training.
Orphaned during the very first battle of the Human-Covenant War, Shane is a member of Team Wolf Pack, and was the last Spartan-III to fall in Operation: PROMETHEUS.
- Decoy Protagonist: The chapter introducing the Alpha Company recruits is from his viewpoint, but he's killed alongside the rest of Alpha Company a mere two chapters later.
- Do Not Go Gentle: Goes down fighting while surrounded by Covenant.
- Face Your Fears: He's actually (and understandably) rather reluctant to jump out of a moving Pelican on his first day of boot, only doing so because he was literally shoved out. However, he quickly collects himself while falling and is the first trainee to make landfall.
- Fire-Forged Friends: His first day of training ends with him trying to literally kill Robert for pushing him out of a moving Pelican, but the two eventually becoming close teammates.
- Jumped at the Call: Volunteered for the program the moment he was asked.
- Long-Range Fighter: Is implied to have been Wolf Pack's sniper.
A member of Team Wolf Pack, Jane died alongside the rest of Alpha Company proper during Operation: PROMETHEUS.
- Action Girl: Naturally.
- Doomed Hurt Guy: Takes a bad wound that renders her unconscious during Operation: PROMETHEUS, and though Shane and Robert try to drag her to the evac bird, Kurt notices while watching the recovered footage that her vitals have already flatlined.
- Little Miss Badass: On the very first day of training, shes noted as sporting Girlish Pigtails and a Childish Tooth Gap, and volunteers herself as the first recruit to jump out of a moving Pelican.
Warrant Officer Emile-A239
NOBLE Team's close quarter combat expert. Emile was pulled from Alpha Company before Operation: PROMETHEUS due to his skills being deemed too valuable to be wasted in such an operation. He is extremely abrasive, having a reputation for brutality against his opponents. His personality often conflicts with Jorge's, although the two respect each other.
- Artificial Stupidity: While he's not only invincible as an allied NPC and he's fairly good at avoiding danger, his AI seems to forget he's holding a shotgun and not, say, any other weapon with an effective range of more than 7 feet. He'll blow enemies away once he's close enough, provided you're patient enough to let him figure that out on his own.
- Battle Trophy: Possesses an "impressive" collection of Covenant contraband. Against UNSC regulations, of course; the only reason his superiors overlook this is because Noble Team answers to the Army, and thus would be very unlikely to run afoul of the Cole Protocol.
- Black Dude Dies First: Inverted. He's the last non-playable squad-mate to die during the campaign.
- Blood Knight: As stated by his Firefight voice description:He says he wants to win the war, but what he really wants is for the enemy to die.
- Deadpan Snarker: Has a tendency towards grim sarcasm, even around his superiors; his response to being ordered to go underground with no visible sign of entrance:"And I didn't bring my shovel, commander."
- Defiant to the End: Despite having a plasma sword shoved through his back, he wrenches himself around on his killer and stabs him in the neck, making sure that the Elite died with him.
- The Faceless: He never takes his helmet off. The only appearance for his face, which is dubiously canon, is his concept art.
- Fantastic Racism: He thinks himself to be above ordinary humans, and dislikes seeing Jorge associate with them.
- Four Is Death: His call sign is Noble Four, and he's the most aggressive of the team. He's also the fourth of Noble Team to die, with Jorge, Kat, and Carter all dying before him.
- Guest Fighter: He and Kat are playable in the multiplayer component of Gears 5.
- Hidden Depths: Word of God is that most of his apparent sadism is just an act meant to frighten the enemy (and convince himself that he has the stomach to do whatever it takes to win).
- Impaled with Extreme Prejudice: Dies after being stabbed through the back by a Zealot's energy sword.
- It Has Been an Honor: Emile shows heartfelt respect for Carter, as his response to Carter's stoic, military sign out when he's sacrificing his life to take down a Scarab is a professional "Solid copy. Hit 'em hard, boss."
- Jerkass: Not the cuddliest of Spartans towards non-combatants.
- Jerk with a Heart of Gold: Ultimately, he does care about his fellow Spartans. He'll even shout out "That was for Kat/Jorge!" while blowing Phantoms and Banshees out of the sky in the final level.
- Knife Nut: In the trailer, his only significant role is sharpening his knife, which is ordinarily visibly strapped to his shoulder, on his armor. It seems to be his signature weapon, alongside the Shotgun. In the actual events of the game though, he only actually uses it in combat once, during his death scene as he stabs an Elite Zealot in the throat with his last breath.
- Kukris Are Kool: Has one strapped to his shoulder. Players can unlock the pauldron for their very own Spartan.
- Lack of Empathy: Doesn't have much sympathy for Sára Sorvad losing her father to the Covenant, even though he himself went through a similar experience at a much younger age.
- The Lancer: Subverted. He seems to fit the role, being the edgy/cool one and all, but his relationship with Carter is that of respectful obedience.
- Military Maverick: Downplayed. He has a tendency for overkill that annoys even his direct superiors, plus a rather extensive collection of contraband, but Holland notes that he actually maintains strict discipline off the field.
- Nominal Hero: He may be loyal to both his teammates and the mission, but he cares far more about killing things than he does about protecting civilians. Heck, his reaction towards finding out that the Covenant are on Reach is to tell Jorge to cheer up, since "This whole valley just turned into a free-fire zone."
- Not Afraid to Die: Emile seems to have come to terms with the fact that as an expendable military asset, his life is forfeit. He doesn't court death, but he doesn't fear it either."I'm ready! How 'bout you?!"
- Parental Abandonment: Unlike most of his cohorts, it was the Insurrection, not the Covenant, that killed his parents; he was raised by his older brother until the Covenant glassed his homeworld.
- Plunder: Has an "impressive" collection of "alien contraband".
- Psycho for Hire: Played with. He outwardly takes pleasure in his gory "audacity" on the field, even when it makes his superiors reluctant to deploy him against human Insurrectionists, but it's stated that much of this is merely an act.
- Scary Black Man: His accent, voice actor, and a concept art image suggest Emile is African, and he's definitely the scariest member of the team.
- Skeletons in the Coat Closet: He doesn't literally wear bones, but he has a skull etched into the face of his helmet. One wonders how he sees out of the thing, though he only scraped off the reflective gold coating. Presumably, the actual visor is made of a tough enough material to not be seriously damaged.
- Sociopathic Hero: Intentionally invokes this trope, as he believes that one's "humanity" should be discarded during war. That said, some of the sociopathy seems to be genuine, particular with regards to his Lack of Empathy towards most non-Spartans.
- Taking You with Me: When an Elite Zealot rams an energy sword through his back, Emile pulls out his signature knife and takes the Elite down with him with a cry of "I'm ready! How 'bout you?"
- Token Evil Teammate: His tendency towards overkill is so bad that Holland recommends that he be yanked off of the team in the event that they have to go up against human enemies, for fear of giving the Insurrectionists "ammunition" to use against the UNSC.
- The Unfettered: Has long given up trying to maintain any semblance of humanity, as he believes that doing so during a war is simply irrational.
- Vitriolic Best Buds: He and Jorge butt heads a lot, but the two ultimately have each other's back. Even after Jorge's death, Emile covers up his sadness with humor at the Spartan-II's expense.
- Weapon of Choice: His Short-Range Shotgun. Funnily enough, the in-game AI for Emile seems to think it has a much greater range than it actually does. Cutscenes indicate that he's also fond of grenade launchers and his kukri.
- You Are Number 6: Referred to primarily as "Noble Four".
The commander of Noble Team. Carter was pulled from Alpha Company before Operation: PROMETHEUS because it was deemed that his skills as a leader would be more valuable with him alive. He and Kat are the only two survivors of Noble Team's original roster, and thus have a closer relationship than the rest of the squad.
- Badass in Charge: The leader of Noble Team, and a fearsome soldier in his own right.
- Commanding Coolness: A literal Naval Commander.
- Dying Moment of Awesome: Crashes a Pelican into a Scarab to save what's left of Noble Team.
- Father to His Men: Despite his stoicism, it's obvious he very much cares for his people. This includes non-Spartan personnel, as evidenced by his response to Jun questioning his orders to investigate an Army distress call:Jun: No disrespect, but don't we have more important things to do than round up strays?Carter: We don't leave people behind. You see those troopers, you let me know.
- Heroic Sacrifice: Dies to ensure what's left of Noble can complete their mission. To be fair, he was already gravely wounded, with his ship already starting to fall apart.
- The Leader: He's described as a "born leader", and is very much responsible for holding together the oft-difficult personalities that make up Noble Team.
- My Greatest Failure: Mentioned as having "minor trust issues" after he blamed himself for the death of one of his men, the previous Noble Six to be exact.
- Nerves of Steel: Even as Reach falls and the members of Noble die one by one, Carter never once loses his professional demeanor; he's too busy leading the team to have a Heroic BSoD.
- Only Sane Man: Definitely the least eccentric of Noble's IIIs, and really the only member of the team other than Jorge capable of interacting smoothly with non-Spartan personnel.
- Shoot the Dog: He gives Jun implicit orders to shoot Dr. Halsey if she is in danger of falling into Covenant hands.
- The Stoic: Defaults to "calm and professional", and is not really one for smiling. Even his quips have a serious tone to them. Hell, not even his impending death can shake his calm.
- Supporting Leader: Though Six is Halo: Reach's protagonist, Carter's the one who leads the team.
- Taking You with Me: Gravely wounded by plasma fire and piloting a smoldering Pelican, Carter uses his last moments alive to save Six and Emile by ramming himself into a Scarab targeting them, plunging the tank and wreckage off the cliff.
- Unresolved Sexual Tension: With Kat, which is confirmed by the developers commentary, who note they used to have some kind of relationship.
- You Are Number 6: Referred to primarily as "Noble One".
Warrant Officer Jun-A266
NOBLE Team's sniper. Jun was pulled from Alpha Company before Operation: PROMETHEUS because it was felt that his skills as a sniper were far too valuable to be wasted in such a manner. He has suffered from PTSD in the past, but sought therapy and has not suffered a relapse.
- Bald of Awesome: Has completely shaved his head, and is one hell of a soldier.
- Batman Can Breathe in Space: Survives being spaced while unarmored long enough to make it back to base, though he still has to be hospitalized afterwards.
- Cold Sniper: His last psychological evaluation describes him as having an "unhealthy emotional detachment in regards to the consequences of his actions", though Colonel Holland disagrees with this assessment. On the other hand, he's certainly not one to have regrets over his line of work."During my last psych eval, they asked me what I felt while reducing civilian unrest. I told them, 'slight recoil'."
- Desk Jockey: Is no longer an active frontline combatant after the war, though Buck notes in Halo: New Blood that he's still more than capable of killing large numbers of people in a matter of seconds.
- Distressed Dude: After the Cortana incident, station AI Leonidas removes most of the air from his quarters to knock him out so he can assume control of the base. Buck manages to destroy Leonidas before too long, however.
- Friendly Sniper: Despite his ruthlessness, he's rather chatty, and is fairly friendly to the rest of Noble Team.
- Hidden Depths: He displays a more easygoing side when he and Six are paired on overwatch together. It helps that after Jorge and Carter, who are supportive from the start, Jun probably warms up to Six the quickest.
- I'll Pretend I Didn't Hear That: After Buck breaks out Mickey from prison Jun notes how he could have whoever committed such a crime court-martialled...and, of course, lets him go all the same.
- Mission Control: He often provides cover from a Falcon while giving the rest of the squad information.
- Catalog has mentioned that he currently holds a "[command and control]" role within the SPARTAN-IV Program; specifically, he's the acting Chief of Staff.
- Number Two: To Musa in the Spartan branch, serving as his Chief of Staff.
- Shell-Shocked Veteran: Previously had to undergo therapy for post-traumatic stress disorder, but hasn't relapsed since.
- Sherlock Scan: Is apparently very good at discerning motivations from seemingly casual contact.
- The Sneaky Guy: As a former Headhunter specializing in infiltration missions, he's Noble Team's go-to Spartan for jobs requiring stealth.
- Sole Survivor: Halo: Initiation reveals that he's the only member of NOBLE to survive the Fall of Reach. He may also be the only survivor of Alpha Company, though the fates of two other SPARTANS from the company, Rosenda-A344 and Kevin-A282, are unspecified.
- Veteran Instructor: Becomes a trainer and head recruiter for the SPARTAN-IV Program.
- What Happened to the Mouse?: He is ordered to escort Doctor Halsey to CASTLE Base near the end of Halo: Reach. After that, nothing was heard about his fate for many real-life years, with not even the reprint of Halo: First Strike giving any indication as to his whereabouts. He is shown to have survived in Halo: Initiation, but detail of how have yet to be revealed.
- You Are Number 6: Referred to primarily as "Noble Three".
Thom was the original Noble Six, but died during the Battle of Fumirole, two months before the Fall of Reach. His death heavily affected the squad, with both Carter and Kat blaming themselves for his death.
- Heroic Sacrifice: The "Deliver Hope" trailer shows that he died by taking a portable nuke deep within a Covenant Battlecruiser (likely fighting through hordes of enemies, since the ship was still landing troops) and letting it detonate while he was still aboard. Possibly subverted, in that he may have died simply because he couldn't get off the ship in time.
- Leeroy Jenkins: Colonel Holland believes that Thom died because he charged into a horde of enemies rather than wait for backup, though "Deliver Hope" shows that he really didn't have a choice, as he had very little time to complete the mission after Kat was seriously injured.
- You Are Number 6: The original "Noble Six".
Petty Officer Second Class Lucy-B091
Lucy is one of only two survivors of the Beta Company members sent to Pegasi Delta during Operation: TORPEDO. The trauma of losing almost all of her comrades rendered her completely unable to speak.
- Action Girl: One of the oldest surviving female Spartan-IIIs, and perfectly capable of kicking ass.
- Broken Bird: Glasslands takes a look at just how awful her post-traumatic stress has become.
- Dumb Struck: Post-Traumatic Vocal Disarticulation, an aftermath of seeing 298 out of her 300-soldier force die during the mission on Pegasi Delta. She finally speaks again during Halo: Glasslands.
- Fantastic Racism: Understandably, she initially has a very visceral dislike of the Sangheili and strongly objects when asked to work with them. By Legacy of Onyx, she's gotten over it.
- Finishing Each Other's Sentences: After regaining her ability to speak, she does this with Tom.
- Hand Signals: Primarily communicates with various non-verbal signals and gestures, including a secret sign language that only Tom understands.
- Number Two: Becomes one of Kurt's right-hand (wo)men after Pegasi Delta.
- Platonic Life-Partners: Utterly inseparable from Tom.
- The Quiet One: Even after regaining her voice, she prefers to speak as little as possible.
- The Speechless: After Operation: TORPEDO, she utters not a single peep until the events of Glasslands.
- Survivor's Guilt: The deaths of her fellow Spartans is one of the main reasons for her PTSD.
- Undying Loyalty: To Kurt. The only thing that apparently trumps it is her loyalty to Tom; when Lucy is planning to join Kurt's Last Stand, Kurt is able to get her to leave his side by knocking out Tom and ordering her to get his unconscious body to safety.
- Veteran Instructor: After Operation: TORPEDO, she becomes a drill instructor for Gamma Company, and later has a brief stint training the Spartan-IVs. In a somewhat ironic twist on the theme, she and Tom later decide to teach self-defense to a small group of human and alien schoolchildren at Onyx's Paxopolis after said children are involved in an incident with bullies.
- Waif-Fu: Despite being one of the smallest of the Spartan-IIIs, to the point where she's shorter than an average non-augmented human, it's mentioned in Legacy of Onyx that she outmatches Tom in close-quarters combat despite the latter being much more physically imposing.
A member of Beta Company who became distinguished for his actions during the Battle of Meridian.
Post-war, Owen would take part in the Outpost Discovery initiative, which seeks to inform UEG citizens of the legacy of the Human-Covenant War.
- Family of Choice: He considers the rest of the Spartan-III's to be his new family after the loss of his biological one, and he passes this story on to Saskia, who is estranged from her biological family while fighting for survival alongside a group of other teenagers.
- Gentle Giant: A Spartan-III who is also a Friend to All Children.
A member of Beta Company who was reassigned to serve in a Headhunter pair alongside Jonah-B283.
- Bash Brothers: He and Jonah have the second highest match rating among all Headhunter pairs, and the two are each other's best (if not only) friend.
- Blood Knight: Though he's not particularly vocal about it, Roland very much enjoys combat. In fact, he much prefers it to the sneakier parts of his job.
- Combat Pragmatist: Has absolutely no compunctions about fighting "dirty".
- Demolitions Expert: Between him and Jonah, Roland is the one who handles the explosives on most missions.
- The Faceless: His face is never shown even in the motion comic adaptation.
- Impaled with Extreme Prejudice: Meets his end when he gets stabbed through the back with an energy sword.
- Invisibility Cloak: Is equipped with experimental active camouflage.
- Red Oni, Blue Oni: The level-headed Blue to Jonah's cocky Red.
- The Reliable One: ONI considers him to be this due to his more level-headed nature compared to Jonah, which is why he's the one who gets to field-test all the fancy new equipment. Even as he's dying, his last act is to inform Jonah that all the charges have been set.
- Stealth Expert: Like any good Headhunter, Roland specializes in sneaking into enemy territory.
- Vitriolic Best Buds: He and Jonah will argue over the smallest difference in opinion just for the hell of it, and enjoy engaging in Snark-to-Snark Combat with each other, as seen in the following exchange:Roland: You were a bully as a kid, werent you?Jonah: Me? No. I was the twelve-year-old.Roland: Ha. Youd think thatd teach you to have some sympathy forJonah: Sympathy? Shit. If getting my ass bruised every other week taught me anything it was the simple truth that its better to be the bully than the bullied.Roland: You are one enlightened individual, my friend.Jonah: Hey, I tend to think I turned out okay.
A Spartan-III who was pulled out of Beta Company and reassigned to a Headhunter pair alongside Roland-B210.
- Bash Brothers: He and Roland have a match rating of 97.36%, second-highest among all Headhunter pairs, and the two get along like literal brothers.
- Blood Knight: Openly relishes any opportuity to slaughter Covenant.
- Bunny-Ears Lawyer: Despite his cocky attitude and excessive bloodlust, Jonah is still a Spartan.
- Combat Pragmatist: Like any good Headhunter, Jonah does not believe in fighting fair. When an Elite tries to call him and Roland out on it, Jonah just replies with this gem:"Says the alien shit-heel who invented active-camo."
- Defiant to the End: Not even Roland's death and his own impending doom can put a damper on Jonah's cocky attitude.
- Demolitions Expert: Though Roland usually handles the explosives, Jonah is also trained for demolition duty.
- The Faceless: His helmet never comes off even in the motion comic adaptation.
- Not Afraid to Die: As long as he gets to screw over the Covenant in the process, Jonah will merrily laugh in the face of death.
- Psycho for Hire: He loves making the Covenant suffer so much that he's never able to resist playing with his "food", to the point of decapitating an already dead Elite and brandishing its head just so he can taunt its allies.
- Red Oni, Blue Oni: The cocky and sadistic Red to Roland's level-headed Blue.
- Stealth Expert: He may love getting his hands bloody, but he enjoys the sneaky parts of the job just as much.
- Sociopathic Hero: To the point where when Roland teasingly calls him "a government-sanctioned sociopath", Jonah just cheerfully agrees with him.
- Taking You with Me: Blows himself up to take out the Silent Shadow Elites sent to ambush him.
- Vitriolic Best Buds: He and Roland love to snark at each other when not fighting Covenant, but it's all done in good fun.
Petty Officer Second Class Tom-B292
One of only two survivors from Beta Company proper after Operation: TORPEDO.
- Fantastic Racism: Downplayed. Like many Spartan-IIIs he joined up to kill the Covenant and he still carries some of that hate after the war is over, but that doesn't mean he won't work with and fight alongside the ones allied with humanity. In fact, in Lessons Learned he doesn't hesitate to step in to help a female Sangheili named Kasha about to be attacked by a soldier who's much more vocal about his hatred for the aliens.
- Finishing Each Other's Sentences: With Lucy in Halo: Last Light.
- The Leader: He commanded Team Foxtrot, with Lucy, Min, and Adam under his command, until the latter two were killed at Pegasi Delta; afterward, Tom and Lucy went under Kurt's direct command.
- Number Two: One of Kurt-051's top aides after Operation: TORPEDO.
- Platonic Life-Partners: Utterly inseparable from Lucy.
- Undying Loyalty: Towards Kurt, to the point that he refuses to leave Kurt's side at Onyx and has to be knocked out before he can be forced to leave.
- Veteran Instructor: After Operation: TORPEDO, he becomes a drill instructor for Gamma Company, and later has a brief stint training the Spartan-IVs. And in Legacy of Onyx he and Lucy hold self-defense classes for a group of human and alien schoolchildren at Onyx's Paxopolis after said children get harassed by bullies.
Noble Six (Lieutenant XXX-B312)
Noble Six is the player character in Halo: Reach. His past is almost a complete mystery; all we know is that he was pulled from Beta Company straight after training to be used as a One-Man Army to destroy entire Insurrectionist groups and Covenant forces. Six joins Noble Team shortly before the Fall of Reach as a replacement for Thom-293.
By default, Six is portrayed as male, which the developers have stated is his canonical gender; however, due to Character Customization, Six's gender in Reach is up to the player. Within this section Six is referred to as male to align with canon depictions.
- Ace Pilot: Sometime before his assignment to Noble Team, Six was involved in the testing of an experimental shielded space fighter called the Sabre, and Reach's manual states that it was his talent as a pilot that got him noticed by Colonel Holland. This seems to be there to justify him jumping into one of these craft during the course of the campaign to take the fight to the Covenant in orbit, and Kat lampshades Six's talent for flying before proposing her plan to the team.
- And Your Reward Is Clothes: For all the armor armaments and accessories you can unlock to outfit your Six, they don't do anything to gameplay other than let the player customize their interpretation of Noble Six.
- Classified Information: B312 is a walking [REDACTED] stamp. Even his name, as arbitrary as SPARTAN names are, is redacted.
- Contrasting Sequel Main Character: Unlike the famed leader of men that is the Master Chief, Six is a lone wolf whose deeds mostly remain in the shadows. Also, Six is only about 19-21 years old, while the Chief is in his 40s.
- Cutting Off the Branches: While Reach allows the player to choose Six's gender, Bungie and 343 have both officially stated that Six is canonically male, which is further confirmed in Halo: New Blood.
- Defiant to the End: Even after Six loses his weapon and becomes so grievously wounded that he can no longer stand up, he continues to fight so fiercely that it takes multiple tries for the Elites to actually land the final blow on him.
- The Dreaded: As noted by expanded universe materials. Six's ability to make entire militia groups disappear reportedly left insurgencies and separatist movements terrified of him.
- Dying Alone: Fitting his lone wolf personality, Six is the last living member of Noble Team on Reach and promptly dies alone in one hell of a Last Stand against an onslaught of Covenant soldiers and armor.
- Establishing Character Moment: Near the end of the first level of Reach, Noble Team gets ambushed by Elite Zealots with Energy Swords. Six gets tackled by one, avoids a stab to the stomach, and then punches the enemy in the jaw. Of course, it only serves to piss it off and Six gets saved by Carter, but it does demonstrate Noble Six's Defiant to the End personality.
- The Faceless: Even when Six takes off his helmet, his face remains off-camera.
- Featureless Protagonist: Unlike all the other members of Noble Team, their name, gender, and just about everything else on their official profile is redacted, because they're a completely customizable character.
- Foil: Despite his similarities to the Master Chief, Noble Six is ultimately a lone wolf who wasn't Born Lucky.
- Guest-Star Party Member: Becomes an unofficial/temporary member of an ODST "Bullfrogs" unit, helping them defend and evac civilians from New Alexandria.ODST team leader: "We have an extra jetpack. Try it on, Spartan. Welcome to the Bullfrogs!"
- Guns Akimbo: Briefly wields his assault rifle in one hand and his pistol in the other during his final stand.
- Hartman Hips: If you choose Six's gender as female, she's given a very feminine and curvy figure. This is likely done so there's a physical purpose for the customizable gender mechanic, and maybe also something else going by the camera angles Noble Team tends to find themselves in during cutscenes.
- The Hero Dies: In the epilogue of Reach.
- I Work Alone: Downplayed. Six is implied to have been usually deployed on solo ops, to the point where Carter feels the need to remind him about teamwork before their first mission together. That said, Six quickly integrates into Noble Team and proves himself to be more than capable of working well with others during the Fall of Reach.
- Kick Them While They Are Down: Ultimately how he goes out, with a group of high ranking Elites finally knocking him over to trying to beat and stab him to death, and even then he manages to kick and punch the hulking warriors off of him for a while and even parry a Zealot's energy sword out of his hand before he's pinned down long enough to be stabbed.
- Knife Nut: Being the first protagonist capable of pulling off flashy assassinations on Covenant, it's possible to play Six as a back and skull stabbing menace, as inconvenient as it'd be.
- Last Stand: How he dies. And (canonically) it was one heck of a fight; eventually involving an entire Covenant army, numerous tanks, airships, and some of the Covenant's best troops up to and including an entire Warhost of Generals, all directed at one soldier. After probably several hours of combat, a group of Elites finally manage to corner Six on a hilltop, but the Spartan still takes down about a half-dozen of them before finally being overwhelmed in close combat.
- Made of Iron: As per SPARTAN standard, even for one of the more disposable III units Six is tough enough in their armor to survive a fall from Reach's orbit to ground level, albeit with a brief limp and severe exhaustion. Turns into Dented Iron in the final mission, as your damage taken accumulates into an Interface Screw until just about every function of your HUD is broken to inevitably lead to your demise.
- No Name Given: Due to taking part in multiple highly classified operations, his "given name" is redacted to just SPARTAN.
- One-Man Army: Six is the only Spartan aside from the Master Chief to have the combat rating 'Hyper-Lethal', and has erased entire insurrectionist groups from existence single-handedly. During the final cutscene in Reach, he is taking on multiple high-ranking Elites in close quarters combat.
- Purely Aesthetic Gender: No matter what gender you chose, Six is the exact same badass, just with a different voice and body shape.
- Replacement Goldfish: He is this to Thom-A293. Not only taking his callsign of "Noble Six", but wearing similar armour (in both parts and paint), as well as having a similar personality. B312 is known as a "Lone Wolf", while Thom-A293 was known as a "Cowboy", meaning they both shared very gungho and independent personalities.
- The Quiet One: While Six isn't a Heroic Mime, he is damn close to it, rarely ever saying anything unless he's being spoken to directly, and even then he speaks in terse sentences.
- Sixth Ranger: The newest addition to Noble Team, and the player character. Bonus points for him being the sixth member of the team, as well.
- Terse Talker: The longest complete sentence Six says is five words long.
- Unperson: Due to the highly classified nature of several operations he took part in, his very existence was redacted to the point that when a statue featuring the members of Noble Team was made, SPARTAN-B312 was left out.
- Weapon of Choice: He is most often seen carrying an Assault Rifle, with a Pistol as a backup. Although he also carries a Designated Marksmans Rifle only slightly less frequently.
- You Are Number 6: Referred to solely as "Noble Six" or "Spartan" in Halo: Reach.
Lieutenant Commander Catherine-B320 ("Kat")
Noble Team's second-in-command and tactical/technical expert. A member of Beta Company, she was pulled from the unit before Operation: Torpedo due to her skills being too valuable to waste. She and Carter are the only two survivors of the original Noble Team, and are the closest members of the squad, having served together for so long.
- Action Girl
- Artificial Limbs: Her right arm is mechanical, the first example of one in a Halo game.
- Boom, Headshot!: How she dies.
- Commanding Coolness: Technically a Lieutenant Commander, but close enough.
- Deadpan Snarker: Has a dry, sardonic sense of humor.
- Defrosting Ice Queen: While the rest of Noble Team is content to quietly and professionally deal with the fact that Six joined the team to replace the recently killed Thom, Kat seems to be more standoff-ish and bitter over the idea, first intentionally blocking Six's way through a door frame with her arm to catch his attention, later aggressively snatching a data chip Six discovered before he can even react. It isn't until she fought by his side for a while to warm up to the new member.
- Dropped a Bridge on Her: Compared to the deaths of her squadmates, her death, killed via sniper, comes off as rather sudden and mundane.
- Drives Like Crazy: Her driving is actually about as good as any other allied NPC, which is to say not very. Given that she's your main ally through most of the level 'Tip of the Spear', one might be tempted to hand her the wheels for a turn at the gun of a Warthog, only to notice she's extremely erratic and liable to drive into danger or off a cliff.
- Fatal Flaw: According to her supervisor's reports, Kat suffers from a relative lack of situational awareness, which cost her arm in a previous mission. It ends up costing her life on Reach.
- Genius Bruiser: Besides being a fearsome Super Soldier, she's also very smart, being equally adept at tactical planning, information analysis, and technology. She even invented a device that overrides the MJOLNIR armor's safety regulators (no small feat given Halsey's close involvement in MJOLNIR's development), resulting in the Sprint armor ability.
- Guest Fighter: She and Emile are playable in the multiplayer component of Gears 5.
- Hartman Hips: Even in full armor, she's rather curvey around the waist and hips compared to the male members of Noble.
- Killed Mid-Sentence: "When does he get off calling a demolition op Priority One-"
- The Lancer: Kat is a bit of a Military Maverick who can be rather rude and prickly, in contrast to her leader Carter being a consummate "by-the-book" professional who's fairly easy to get along with, Nonetheless, the two are very close, with Carter valuing Kat's input immensely.
- Military Brat: Both her father and grandmother served in the UNSC military, with the latter being a retired Army general.
- Military Maverick: Even discounting her habit of snooping through Classified Information, Kat is not one for doing things by the book.
- My Greatest Failure: Like Carter, she blames herself for the death of the previous Noble Six.
- Number Two: The literal "Noble Two" to Carter's "Noble One".
- Playful Hacker: An expert cryptanalyst and hacker who enjoys snooping into everything, even files her own superiors don't want her to see, but is ultimately dedicated to serving the UNSC.
- Raised by Grandparents: Implied to have been raised by her grandmother for a little while after both her parents died.
- The Smart Girl: Good with computer systems and a brilliant tactician.
- The Squadette: The only female member of Noble Team (unless you make Noble Six one).
- Unresolved Sexual Tension: Her relationship with Carter seems to be a bit more intimate than just being dear comrades, which is confirmed by the developers commentary.
- Voice with an Internet Connection: Occasionally, she'll stay out of combat in order to serve as Mission Control for the rest of Noble.
- You Are Number 6: Referred to primarily as "Noble Two".
Team Saber's reconnaissance expert, noted to be extremely fast and agile. She has bear claws shaved into her hair.
- Action Girl
- Hair-Trigger Temper: She has been demoted twice for fighting, both times when another Spartan made fun of her hair.
- Heroic Sacrifice: Dives in front of two Hunter assault cannon blasts to save Kelly.
- Lightning Bruiser: Fast even for a Spartan, plus all the enhanced strength expected of one.
- The Lost Lenore: To Ash, as he seems to have feelings for her and is heavily distraught when she dies.
- No Body Left Behind: She is completely vaporized by said assault cannon shots.
Ash is The Leader of Team Saber, and is considered to be one of the best leaders in Gamma Company.
- Death Faked for You: At the end of Halo: Last Light, ONI officially lists him and the other members of Saber KIA, reassigning them to a black-ops unit referred to as "The Ferrets".
- Genius Bruiser: Noted for both his ferocity and intelligence, which is what makes him such a good leader.
- Heroic BSoD: Has a small near-breakdown when Holly dies. He shakes it off pretty quick though, as there is still a battle to fight.
- The Leader: Of Team Saber, which he helped forged into the top team in the entire company.
- Never Found the Body: When fans asked Catalog what his official post-war status was, it initially said that he was officially listed as KIA, but later clarified that his death was never directly confirmed. It turns out that he's been Faking the Dead.
Team Saber's explosives expert, and is described as having "near-magical abilities" in defusing explosives.
- Covered with Scars: Has a heavily scarred face.
- Demolitions Expert: To the point where Ash isn't quite sure whether it's skill or just insanely incredible luck.
- Determinator: He makes sure not to drop dead from major injuries until after he finished his mission.
- Major Injury Underreaction: As a testament to his toughness (and the Gammas' Psycho Serum), he tells Kurt that he thought he "got nicked" when actually, his ribs were exposed due to several needler shards exploding in him.
- Take a Moment to Catch Your Death: Drops dead the moment after he tells Kurt that he thought he "got nicked".
Team Saber's stealth expert.
- Action Girl
- Death Faked for You: At the end of Halo: Last Light, ONI officially lists her and the other members of Saber KIA, reassigning them to a black-ops unit referred to as "The Ferrets".
- In-Series Nickname: "O", since she is said to be as quiet as someone whispering it. Last Light has her fellow Spartans also refer to her as "Livi".
- Never Found the Body: When fans asked Catalog what her official post-war status was, it initially said that she was officially listed as KIA, but later clarified that her death was never directly confirmed. It turns out that she's been Faking the Dead.
- The Sneaky Guy: For Saber.
- Stealth Expert: The best infiltrator in all of Gamma Company.
- Sugar-and-Ice Personality: Around her friends and peers, she's a Nice Girl. Around those she distrusts, she's very hostile, especially if she thinks they're threatening her friends.
Team Saber's marksman, and the best shot in Gamma Company. He is described as good with a sniper rifle, but better with a rifle at mid-range.
- Big Brother Instinct: While none of them are related by blood, Mark cares about his fellow Spartans and Veta Lopis like they're family...and if they're in danger or heaven forbid hurt, he's completely willing to kill whoever's responsible. This part actually annoys Ash, Holly, and Veta, as he can go overboard and start blaming himself too much.
- Death Faked for You: At the end of Halo: Last Light, ONI officially lists him and the other members of Saber KIA, reassigning them to a black-ops unit referred to as "The Ferrets".
- Long-Range Fighter: An expert marksmen even by Spartan standards. He's also no slouch in physical combat, being a Spartan and all.
- In-Series Nickname: "The Mark", due to his marksmanship skills.
- Nerves of Steel: As Ash puts it, "The more pressure on him, the cooler he got."
- Never Found the Body: When fans asked Catalog what his official post-war status was, it initially said that he was officially listed as KIA, but later clarified that his death was never directly confirmed. It turns out that he's been Faking the Dead.
- Sociopathic Hero: It only really comes out when he's off his "Smoothers" for too long, but even with them it's noted he's a lot more aloof and detached than his peers, and he's also a lot more ruthless in preferring to go for the "kill" option. During the events of Halo: Last Light, he was at the top of Veta Lopis's list of suspects for a list of serial killings for many of these reasons.