WARNING: UNMARKED SPOILERS BELOW. CONTINUE?
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SUBJECT: SPARTAN-II PROGRAM
- Main Index
- UNSC (Miscellaneous Personnel)
- The Covenant
- UEG Civilians
- Other Factions
Started by Dr. Halsey, the goal of this project was to create a group of highly trained, biologically enhanced, and insanely skilled super-soldiers from humanity's most perfect individuals, with which the UNSC could swiftly quell the Insurrection and prevent an interstellar civil war. The program succeeded far beyond its backers' wildest hopes, creating the most effective human warriors who ever lived. However, the original purpose for their creation was soon superseded by a far more pressing one; immediately after the Spartan-IIs graduated from their training, the Covenant attacked, and it quickly became clear that the Spartans were humanity's only hope of preventing its own extinction. Unfortunately, despite their countless victories against seemingly impossible odds, the war against the Covenant still took a heavy toll on the Spartan-IIs, with only a handful left alive by the time of Halo: Combat Evolved.
- All of the Other Reindeer: The Spartans are considered freaks by some of the more bigoted humans. For the most part, though, the average human is more than grateful to see a Spartan on the battlefield.
- Awful Truth: The true origins and nature of the SPARTAN-II program have become this for the UNSC (their existence was never supposed to be made public, then the Covenant showed up), to the point it nearly causes the Civil War the program was designed to avert in the first place when a glimmer of the truth gets out to the public.
- Badass Adorable: When they were children.
- Badass Boast: For Red Team in Halo Wars: "War Is Hell. And I'm the Devil."
- Badass Crew: While they're too small to be an army (only 75 were ever recruited, and only about half of those became active in the field), they're a tight-knit unit made up entirely of the 26th century's greatest soldiers.
- Badass Family: While they aren't actually related, they consider each other family.
- Bio-Augmentation: Those who weren't killed received unbreakable bones, enhanced strength, senses, and reflexes. Unless you were one of the unfortunate ones. Even then, the process was horrific.
- Celibate Hero: One of the possible side effects of the augmentations was for the Spartans to have a moderately reduced sex drive. However, we know at least of two who've at least tried to have kids; Maria-062 and Randall-037, with the latter actually succeeding. Most IIs, however, seem to tend towards Asexuality.
- Note there were at least a few romantic relationships between the trainees pre-augmentation, but those feelings seem to have mostly dissipated afterwards. At least except for Victor-101, whose suppressed feelings led to him subconsciously creating Fake Memories.
- Child Prodigy: Goes for all of the original 150 candidates; Halsey only wanted the very best and brightest to be her Spartans, after all.
- Child Soldiers: They were abducted at ages 6 or 7, and were given their augmentations at age 14.
- Cloning Blues: Each candidate was replaced with a flash clone in order to cover up their kidnapping. Unfortunately, full human cloning is still somewhat beyond the technological means of the UNSC; pretty much every flash clone fell prey to Clone Degeneration and died by their teens.
- Since a pattern of children all the same age dying from symptoms that resemble clone degradation would be a give away that something was up, many of those clones had "accidents" arranged before the degradation had time to set in.
- Combat Pragmatist: Which comes in handy against the Elites.
- Consummate Professional: Their infamously professional and mission-first mentality was bred into them from the very start of training.
- Cyborg: Standard-issue SPARTAN-II enhancements: carbide-ceramic ossification (metal and ceramics on bones), catalytic thyroid implant (containing human growth hormones), muscular enhancement injections, occipital capillary reversal (souped-up eyes), and superconducting fibrification of neural dendrites (Spartans literally think faster). And, finally, the Powered Armor that "connects" directly to the central nervous system via Neural Implanting.
- Deflector Shields: Ironically, despite how iconic this feature of MJOLNIR armor has become, it was only mass-issued to the IIs in the last year of the Human-Covenant War.
- Determinator: All of them really, but special mention should go to John, James, and Will. James kept on fighting after half his arm is vaporized. John notes this about both of them, and explicitly chooses James for a mission because of it. And John, well... it's John.
- The Dreaded: The Covenant fearfully refer to the Spartan-IIs as "Demons".
- Empowered Badass Normal: Halsey specifically picked people who would have been extraordinary even if they never had become Spartans; this is borne out by what we see during boot camp, with the prepubescent trainees already capable of killing their adult trainers in one-on-one engagements.
- First-Name Basis: Among themselves, since none of them can remember their last names. A few non-Spartans who are close to them (such as Dr. Halsey) also call them by their names. To everyone else, they only referred to by serial number.
- Genius Bruiser: The Spartans were trained to be both the ultimate soldiers and highly intelligent ones.
- Improbable Aiming Skills: Unsurprisingly, the IIs are noted and shown several times to have unnaturally good aim.
- Innate Night Vision: Described as being able to virtually see in the dark due to their augmentations. That said, the player never gets to benefit from this in-game.
- Interservice Rivalry: With the Orbital Drop Shock Troopers. It's more of an ODST thing.
- This also ties into the larger Marines (ODSTs) vs. Navy (Spartans) rivalry.
- Lady Looks Like a Dude: It's mentioned in the novels the female Spartans occasionally have problems with this, as even outside their MJOLNIR, they have shaved heads and many of them like Kelly and Linda hover around seven feet tall and are packing a couple hundred pounds worth of rock hard muscle and biomechanical metal augmentation. It's been very downplayed in the expanded universe, though.
- The Leader: According to Halsey's Journal, both she and CPO Mendez identified four emerging leaders of the Spartan-IIs: John, Fred, Jerome, and Kurt. Eventually, John is picked as the overall leader, with Fred serving as his Number Two. Jerome winds up leading Red Team, and Kurt is selected to lead the Spartan-IIIs. Eventually, Fred himself gets promoted to an officer, making him higher-ranked than John.
- Lightning Bruiser: Spartan-II capabilities include:
- Running at sustained speeds over 55 km/h (34.2 mph), to the point of being able to outrun automated targeting systems.
- Being strong enough to not only break fully-grown men's bones, but go Good Old Fisticuffs against Elites and Brutes, who can easily rip an armored man apart with their bare hands.
- Being tough enough to withstand both gunfire and (with a bit of luck) even explosive ordinance like grenades and rockets.
- Master of All: Trained to be experts at every facet of combat; your average Spartan-II can outshoot a non-Spartan sniper, outfly a non-Spartan ace, and outduel a Sangheili sword master.
- Meaningful Name: One of the duties of the ancient Spartans was killing troublesome helots, tenant-serfs who farmed the land claimed by the Spartan governent. The UNSC's Spartans were created specifically to keep planets claimed by the UNSC's government in line by killing troublesome colonial military and government leaders.
- Perhaps ironically, Halsey's journal says that the only reason she gave the program the name "SPARTAN-II" was to distinguish it from the failure of Project Orion, and because of the way that military historians seem to lionize the ancient Spartans at the Battle of Thermopylae meant that the program was more likely to get military approval to move forward.
- Neural Implanting: The specialized SPARTAN Neural Interface.
- One-Man Army: Every single one of them. One of the best examples of this is in The Package, where a team consisting of only five Spartans single-handedly raids a Covenant fleet to rescue Dr. Halsey. While two of them perish in the battle, Blue Team not only successfully completes the mission, but wipes out nearly every Covenant soldier standing in their way with such ease that the fleet's Supreme Commander starts jettisoning parts of his own flagship in a failed attempt to slow them down.
- Only One Name: The Spartans only kept their first name, while their service numbers are the number which they were listed on Halsey's candidate list. Since they were "conscripted" at age 6, none of them remember their last names.
- Powered Armor: MJOLNIR armor is used exclusively by Spartans. Anyone else who uses it would end up crippled.
- The Spartan Way: As you'd expect. By Halo 4 though, there's some examination on how kidnapping 6 year olds and experimenting on them to be soldiers makes them essentially walking war crimes.
- The Stoic: Among non-Spartans. Around each other in non-combat situations, they tend to ease up considerably.
- In the prologue of Halo 4, a UNSC interrogator suggests their muted emotions and inability to socialize with non-Spartans bordered on sociopathy. He goes so far as to question whether or not the Chief's success was due to the fact that he was more or less a broken shell of a human being.
- Super Prototype: To the Spartan-IVs, despite the official line that the IVs are the superior brand.
- Super Reflexes: To the point where in combat situations they will actually perceive everything around them as moving in slow motion, a phenomenon dubbed "SPARTAN time".
- Super Soldier: The defining example in the Haloverse.
- Super Strength: Capable of lifting at least three times their body weight... without their Powered Armornote ; with the armor, they can lift at least six times their weight.
- Training from Hell: It's even indicated that in the end, Mendez is putting them up against men who are actually trying to kill them. A distinction is made however between those men, and Mendez's instructors.
- True Companions: The Spartans grew up together during their training, and always know that they can rely on each other.
- Tyke-Bomb: Trained from childhood to destroy the Insurrection.
Petty Officer First Class Linda-058 (born Linda Pravdin)
The best sniper among the Spartan-IIs, Linda was badly wounded during the Fall of Reach and placed in cyrosleep aboard the Pillar of Autumn. She is later revived by Dr.Halsey, and continues to fight as part of Blue Team through the end of the Human-Covenant War.
- Action Girl: Not only one of the best Spartan-IIs, but one of the last ones alive by the end of the Human-Covenant War.
- Back from the Dead: Well, she was clinically dead after the Fall of Reach.
- Big Brother Instinct: While more aloof than her teammates, Linda is the one to protectively step in front of John when Cortana attempts to approach him.
- Canon Immigrant: An Easter Egg in Combat Evolved Anniversary includes a computer display at the cryo room noting her clinically dead status. She also shows up in one of the Halo 2: Anniversary terminals.
- In Halo 5: Guardians, she's a controllable ally for Chief, and playable in co-op.
- Cold Sniper: Is rather unsociable even for a Spartan.
- Covered with Scars: After Dr. Halsey's multiple surgeries to save her.
- Determinator: Her joke about R-and-R aside, she's not the type of girl to take a break when there's work to be done. Most notably, she insists on going on the mission to take out the Unyielding Hierophant right after being brought back from the dead, even though Dr. Halsey herself would have insisted that Linda get at least a month of bed rest first.Linda: I'm squared away, Chief. I still have this (easily shoulders sniper rifle) and I still have this (pats her helmet). Even if the Covenant did their best to shoot it off last time. I can take care of myself. And I can take care of the team's back. I've never let you down, sir. I don't plan on doing so now.
- Heroic Sacrifice: Subverted. In Halo: First Strike, she was willing to stay behind on an exploding space station to properly cover the other Spartans' retreat. She only revealed herself after John risked his life to save her, and ordered to her reveal her position.
- I Call It "Vera": Her personalized SRS99-S5 AM sniper rifle, "Nornfang", which is usable in Halo 5. It's far more powerful than a standard sniper rifle, and the player's motion tracker will remain in view even when using the scope.
- Improbable Aiming Skills: Taken Up to Eleven, even for a Spartan; she once sniped two targets so fast that John had no idea who she shot first, and took out a bunch of Banshees by sniping out their pilots while hanging upside down and firing one-handed. Fred and John have both noted that she makes sniping an art.
- I Work Alone: Linda is a very capable member when in a fireteam like Blue Team, but she's equally effective when working on her own due to her ridiculously good aim and solitary nature. She's explicitly called a "lone wolf" by Chief, and her ability to operate as both an individual and a team member makes him consider her the "strongest" Spartan.
- Only Mostly Dead: Mortally wounded during the Fall of Reach, but was eventually resuscitated.
- The Quiet One: Even moreso than John-117.
- Significant Green-Eyed Redhead: Her blood-red hair and emerald green eyes give her a distinctive appearance and she's one of the very best Spartans around.
- The Smart Guy: Her GEN2 MJOLNIR armor is specialized for information gathering, allowing her to constantly get intel from the UNSC battlenet while simultaneously hacking nearby computers for more information to relay back to John, Fred, and Kelly.
- The Sneaky Guy: More than capable of sneaking herself into the right place for the perfect shot.
- The Spymaster: According to Halsey's journal, Linda was running an intelligence network among her classmates to spy on her teachers before conscription. Please remember that she would have around six years old at the time.
Petty Officer First Class Kelly-087 (born Kelly Shaddock)
Kelly, along with Sam, is the closest of the Spartans to John, with the three of them forming the best fireteam in the group during training. She is the fastest Spartan, able to outrun nearly anything and with even faster reflexes than the others.
- Action Girl
- Affectionate Nickname: Known as "Rabbit" by the other IIs, due to her speed.
- Badass Adorable: At the age of six, she's already able to disarm a master sergeant of his clippers with only a few days' worth of training, requiring three attendants to pin her down.
- BFG: During First Strike, she briefly wields a detached Warthog chaingun to mow down Covenant.
- Canon Immigrant: In Halo 5: Guardians, she's a controllable ally for the Chief, and playable in co-op.
- Character Tics: Unlike most Spartans, her body language has a tendency to make her emotions clear to anyone who's at least somewhat observant.
- The Chick: As one of the more emotive and outspoken Spartan-IIs, she's the closest thing Blue Team has to this.
- Deadpan Snarker: Tends to be the jokester of Blue Team; given her occupation, said jokes tend to be dark or cynical in nature.
- The Determinator: Has insisted on fighting even when horribly injured, even by Spartan standards. During the Fall of Reach, she had a bleeding liver and one collapsed lung, which even Dr. Halsey thought should have brought her down.
- Fire-Forged Friends: When they first meet, John goes lone wolf on Kelly and Sam in a situation requiring teamwork and they end up losing, leaving them both extremely angry with him. Fortunately for John, he improvises a much better plan that gets them working together and winning the scenario, and then they become friends.
- Note that John actually won the first round, being the first by himself to finish the challenge against whole teams. However, his pride meant that Sam, who had the might but not the speed, and Kelly, who had the speed but not the strength, were left behind and out-classed by the other competitors, who were using teamwork. In the second round, they work together, and though they don't place first, they do manage to succeed and avoid being last (and the penalties of such).
- I Call It "Vera": Her personalized M45 shotgun, "Oathsworn", which is usable in Halo 5. It shoots harder, faster, and more accurately than a standard shotgun, and increases the player's movement speed when equipped. Interestingly, the lore states that "Oathsworn" is simply the name Kelly gives to all of her modified shotguns.
- Lightning Bruiser: The fastest of the Spartans. With MJOLNIR GEN2, she can reach sustained speeds of up to 65 KPH (roughly 40 miles per hour).
- A good demonstration of her speed is when she shows in Halo: Ghosts of Onyx that dodging bullets is for sissies, by dodging an Onyx Sentinel's laser blast.
- Like Brother and Sister: With John. They've been extremely close friends since their first days as Spartans. She was also like this with Sam before he died.
- ¡Three Amigos!: With John and Sam.
- Traumatic Haircut: Her first mandatory haircut results in the above-mentioned incident with the master sergeant.
Lieutenant, Junior Grade Frederic-104 (born Frederic Ellsworth)
John's usual second-in-command and the leader of the Spartan-IIs when he isn't available, Fred is a formidable force in his own right, having extremely deadly skills with knives. During the events of Halo 2 and 3, Fred led Blue Team in defending Earth, and was eventually sent to Onyx to locate Dr. Halsey, Kelly-087, and a treasure trove of Forerunner technology.
- Canon Immigrant: Finally shows up in the games through the Halo 2 Anniversary terminals, over a decade after he had already been established as a major character in the Expanded Universe.
- In Halo 5: Guardians, he's a controllable ally for Chief, and playable in co-op.
- Deadpan Snarker: Last Light shows that Fred can be pretty snarky when he feels like it, and usually maintains a completely flat tone when he is.
- Do Not Call Me "Paul": He prefers being called Fred over Frederic.
- Field Promotion: At the end of Ghosts Of Onyx.
- Good Scars, Evil Scars: He has several scars on his face, as shown in The Package and Halo 4: Forward Unto Dawn.
- Informed Ability: John lists him as being the second best sniper and the best spotter of all the Spartans, but we rarely see either him do either of these, likely because we mostly see him work with Linda, whose own amazing ability with a sniper rifle (and tendency to work better without a spotter) meant he was more useful utilizing his other skills.
- Jack-of-All-Stats: Possibly even more well-rounded than John.
- Knife Nut: He's very good with combat knives. He has a tendency to twirl them through his fingers before missions, which other UNSC personnel find unsettling.
- The Leader: According to Halsey's Journal, both she and CPO Mendez identified him as one of the four emerging leaders of the Spartan-IIs. If John's not around, the other Spartans default to him for leadership.
- In the post-war era, he's the only active-duty Spartan-II to be an officer, and considered the most capable fireteam leader among all the Spartans.
- Number Two: However, even after becoming a lieutenant, he prefers to defer to John's command, despite being higher-ranked.
- The Nondescript: In Halo: The Fall of Reach, John notes that Fred is most likely one of the few Spartans who could blend in to a civilian crowd since he isn't as tall or as muscular as most of the Spartans and has average features.
- Overshadowed by Awesome: Fred frequently came in second or third during tests. It's heavily implied that this was intentional on his part.
- Performance Anxiety: It's hinted that he deliberately downplayed his skills during training so that he would not be assigned to a leadership position due to his worries that the pressure would lead him to screw it up. He eventually outgrows this.
- Ship Tease / Belligerent Sexual Tension: Fred's banter with detective Veta Lopis in Halo: Last Light gets very suggestive at times, and both are noted to consider one another attractive.
See the Halo Spartan II Program Master Chief page for more details.
Senior Chief Petty Officer Douglas-042 (born Douglas Rutland)
Douglas was a member of the original Red Team alongside Jerome and Alice. He was initially one of the trainees whose bodies had been crippled by the augmentations, but was eventually rehabilitated, becoming a full Spartan-II. In 2531, he participated in the Battle of Arcadia, where Red Team joined the crew of the Spirit of Fire in attempting to stop a Covenant plot to take Forerunner technology.
- The Big Guy: At 2.238 meters (7'4"), he's the largest member of Red Team, and considered a giant even by Spartan standards.
- Defeat Means Friendship: The in-game timeline states that he ends up in a fight with Sgt. John Forge over the Spartan's recommendation to destroy the Covenant ship carrying Dr. Anders when she was captured. They broke several chairs and tables, but afterwards always ate together in the mess hall. However, the cutscenes imply that Jerome was the Spartan who fought then befriended Forge.
- Deflector Shields: Red Team was field-testing an early prototype version.
- Distinctive Appearances: Douglas's right pauldron has a phoenix emblem shield painted on it, with a smaller version on his left pauldron. Additionally, his biceps each have a Legendary symbol◊ print.
- The Faceless: In the first Halo Wars, but averted for the sequel.
- The Idealist: Is considered an optimist by Spartan standards, with his hopefulness often lifting the spirits of his more cynical comrades.
- Shout-Out: His name and tag are an obvious one to The Hitchhiker's Guide to the Galaxy.
- The Southpaw
- Uncertain Doom: He and the others aboard Spirit of Fire were MIA for 28 in-universe (and eight real-life) years after the ship was left stranded without a slipspace engine.
- Weapon of Choice: His preferred weapon is the rocket launcher. In gameplay, it can fire four shots in rapid succession, unlike the normal two shot launcher.
Commander Jerome-092 (born Jerome Cable)
Jerome was the leader of the original Red Team, commanding Douglas and Alice. He was initially one of the trainees whose bodies had been crippled by the augmentations, but was eventually rehabilitated, becoming a full Spartan-II. In 2531, he led his team in joining the crew of the Spirit of Fire, who were attempting to stop a Covenant plot to take control of Forerunner ships in a Dyson Sphere.
- Ace Custom: In Halo Wars 2 multiplayer, he pilots a customarized command variant Mantis nicknamed Theseus. Jerome also has a more customized version of his armor as well as a modified Hydra MLRS Rocket Launcher.
- Cold Sniper: Jerome is credited as a sniper during the missions, even though he wields a Spartan Laser. He uses it with the range and accuracy of a sniper rifle though.
- Colonel Badass: While he is technically a Commander after his Field Promotion, Jerome's Leadership qualities, authority over much of the Spirit of Fire's ground forces, general professionalism and combat capabilities makes him fit this trope better. Incidentally, Commander is the Navel equivalent of a Lieutenant Colonel.
- Defeat Means Friendship: Though the in-game timeline states that the Spartan in question was Douglas, the actual cutscenes imply that Jerome was the one who ended up in a fight with Sgt. John Forge over the Spartan's recommendation to destroy the Covenant ship carrying Dr. Anders when she was captured, breaking several chairs and tables in the process, before afterwards always eating together in the mess hall.
- Deflector Shields: Equipped with an early prototype version.
- Distinctive Appearances: Jerome has a red stripe on the top of his helmet and another one over his right chest, and his right shoulder has an ancient Greek helmet printed on it. Also, his biceps have the Legendary symbol◊ painted on them.
- Enfant Terrible: The dire poverty of his pre-Spartan childhood had turned him into a violent criminal by the time he was six.
- The Faceless: Has yet to be seen without a helmet.
- Field Promotion: Is a Senior Chief Petty Officer at the start of Halo Wars, but after the end of Halo Wars 2's main campaign, Captain Cutter gives him the acting rank of Commander.
- The Leader: According to Halsey's Journal, both she and CPO Mendez identified Jerome as one of the four emerging leaders of the Spartan-IIs. He ends up leading the first iteration of Red Team, and is one of the main commanders of the Spirit of Fire's troops as of Halo Wars 2.
- Reformed Criminal: The SPARTAN-II Program changed him from a self-centered survivalist to a selfless leader.
- Refusal of the Call: Tried to escape from boot camp several times before finally embracing his destiny as a Spartan.
- Shotguns Are Just Better: Seems to be his (second) weapon of choice; he uses one while defending the Apex in the first Halo Wars, and wields one one-handed while storming the Enduring Conviction in Halo Wars 2.
- Uncertain Doom: He and the others aboard Spirit of Fire were MIA for 28 in-universe (and eight real-life) years after the ship was left stranded in space without a slipspace engine.
- Weapon of Choice: His preferred weapon is the Spartan Laser.
Senior Chief Petty Officer Alice-130 (born Alice Treske)
Alice was a member of the original Red Team, alongside Jerome and Douglas. She was initially one of the trainees whose bodies had been crippled by the augmentations, but was eventually rehabilitated, becoming a full Spartan-II. In 2531, she served alongside her team during the Battle of Arcadia and the effort to stop the Covenant from capturing Forerunner ships from a Dyson Sphere.
- Action Girl: Like all Spartans she is a highly skilled and deadly combatant.
- Blood Knight: Though a disciplined soldier like all Spartans, she absolutely lives for combat and challenge.
- Deflector Shields: Has an early prototype version.
- Distinctive Appearances: Alice has a Jolly Roger symbol on her right shoulder pauldron while her biceps have the Legendary symbol◊ painted on them.
- The Faceless: Has yet to be seen without her helmet on.
- Jumped at the Call: Unlike many of her comrades, Alice was already eager to become a Spartan from the very first day of boot camp.
- The Squadette: Once Red Team splits from Omega.
- Uncertain Doom: She and the others aboard the Spirit of Fire were MIA for 28 in-universe (and eight real-life) years after the ship was left stranded in space without a slipspace engine.
- Weapon of Choice: Favors a heavy machine gun, which she lugs around during gameplay.
Petty Officer Leon-011
One of the three named members of Omega Team.
Petty Officer Robert-025
One of the three named members of Omega Team.
Petty Officer August-099
One of the three named members of Omega Team.
Petty Officer Jai-006
Jai is the leader of Gray Team, an independently minded fireteam of Spartans who are sent on long-term assignments behind enemy lines.
- Ambiguously Brown: He is described as having dark skin but being much lighter than Mike, and his name plus the name of his homeworld indicate that he is of Indian descent.
- Black Sheep: Jai and the rest of Gray Team are the most independent and individualistic of the SPARTAN teams, trained to operate for long periods with little control or assistance, since they did not fit in with the rest of the unit.
- Canon Immigrant: Shows up in the Halo 2 Anniversary terminals, about five years after his first appearance in the Expanded Universe.
- Conveniently an Orphan: The UNSC didnt even bother to put a flash clone in his place after kidnapping him, as the orphanage where he lived didnt even notice he was gone. This reveal is part of what convinces Jai not to try to escape from training again.
- Enfante Terrible: At age six, Jai and Adriana's escape attempts were so violent that the security guards had to start tranquilizing them from Pelicans for fear of losing limbs.
- The Leader: Of Gray Team, a position that causes him a lot of frustration since he can't always get the others to listen to him.
- Military Maverick: Perfectly happy to do things like steal equipment from ONI in order to do his job.
- Shell-Shocked Veteran: After Operation SUNSPEAR, he and the rest of Gray Team were deeply affected by the mass destruction they had caused.
- Street Urchin: Spent most of his pre-Spartan life on the streets.
- True Companions: When Jai is given a chance to leave the SPARTAN-II program if he'll accept a memory wipe, he refuses primarily because he doesn't want to forget about Adriana. He shares a similar relationship, if to a lesser extent, with Mike. Destroying Glyke puts a strain on their friendship, however.
- What Happened to the Mouse?: Along with the rest of Gray Team, he is mentioned to have been out of contact for almost a year by the time of Halo: The Fall of Reach, and is still missing five years after the Human-Covenant War has ended, and fans in real life had to wait almost sixteen years before Halo: Envoy finally revealed what happened to them. They were part of Operation: SUNSPEAR, a covert op from ONI where they were tasked with bringing a NOVA bomb to the Sangheili world of Glyke during the final days of the Human-Covenant War to wipe out billions of lives. It was meant as payback for Reach...but they completed their mission without realizing the humans and Sangheili had signed a peace treaty days before due to their communication equipment being fried, and they were in cryostasis for several years while adrift in space afterwards before being recovered by Rojka 'Kasaan, who was a native of Glyke offworld at the time.
Petty Officer Adriana-111
A part of Gray Team, Adriana serves as the teams muscle and medic.
- Action Girl: Adriana may edge out Kelly and Linda with regards to sheer audacity; she didn't try to escape from SPARTAN training as a child because she wanted to go home, she did it for the thrill.
- Black Sheep: She and the rest of Gray Team are the most independent and individualistic of the Spartan teams, trained to operate for long periods with little control or assistance, since they did not fit in with the rest of the unit.
- Big Damn Heroes: Pulls off her fair share of surprise rescues during The Cole Protocol, mostly when saving Ignatio Delgado.
- Combat Medic: She wouldn't be a Spartan-II if she wasn't taking part in the fighting herself.
- Enfante Terrible: At age six, Adriana and Jai's escape attempts were so violent that the security guards had to start tranquilizing them from Pelicans for fear of losing limbs.
- The Heart: Thrill-seeking tendencies aside, she's the one in Gray Team who most believes that their goal is to protect all of humanity, even the ones who aren't quite loyal to the UNSC. She was also the one most affected by their decision to destroy the Sangheili world of Glyke with a NOVA bomb.
- Icy Blue Eyes: Delgado notes that she has "very blue eyes for such an efficient killer".
- Military Maverick: Sees no problem with stealing equipment from ONI if she feels Gray Team needs to.
- Shell-Shocked Veteran: After Operation SUNSPEAR, he and the rest of Gray Team were deeply affected by the mass destruction they had caused.
- True Companions: With Jai and to a lesser extent Mike. Destroying Glyke puts a strain on their friendship, however.
- What Happened to the Mouse?: Along with the rest of Gray Team, she is mentioned to have been out of contact for almost a year by the time of Halo: The Fall of Reach, and fans in real life had to wait almost sixteen years before Halo: Envoy finally revealed what happened to them. They were part of Operation: SUNSPEAR, a covert op from ONI where they were tasked with bringing a NOVA bomb to the Sangheili world of Glyke during the final days of the Human-Covenant War to wipe out billions of lives. It was meant as payback for Reach...but they completed their mission without realizing the humans and Sangheili had signed a peace treaty days before due to their communication equipment being fried, and they were in cryostasis adrift in space for several year before being recovered by Rojka 'Kasaan, who was a native of Glyke offworld at the time.
Petty Officer Mike-120
A member of Gray Team, Mike serves as the teams pilot and technician.
- Ace Pilot: He learned how to pilot a Pelican at six just by watching someone else fly one.
- Bald of Awesome: He is a Spartan, after all.
- Black Sheep: Mike and the rest of Gray Team are the most independent and individualistic of the SPARTAN teams, trained to operate for long periods with little control or assistance, since they did not fit in with the rest of the unit.
- Demolitions Expert: He handles and creates Gray Team's bombs.
- The Engineer: Mike handles all of the technological details for the team.
- Military Maverick: Along with Jai and Adrianna; even as adults, they're perfectly happy to do things like steal equipment from ONI.
- Shell-Shocked Veteran: After Operation SUNSPEAR, he and the rest of Gray Team were deeply affected by the mass destruction they had caused.
- What Happened to the Mouse?: Along with the rest of Gray Team, he is mentioned to have been out of contact for almost a year by the time of Halo: The Fall of Reach, and is still missing five years after the Human-Covenant War has ended, and fans in real life had to wait almost sixteen years before Halo: Envoy finally revealed what happened to them. They were part of Operation: SUNSPEAR, a covert op from ONI where they were tasked with bringing a NOVA bomb to the Sangheili world of Glyke during the final days of the Human-Covenant War to wipe out billions of lives. It was meant as payback for Reach...but they completed their mission without realizing the humans and Sangheili had signed a peace treaty days before due to their communication equipment being fried, and they were in cryostasis adrift in space for several years before being recovered by Rojka 'Kasaan, who was a native of Glyke offworld at the time.
Petty Officer James-005
James is a Spartan-II who served on Blue Team in 2552.
- Artificial Limbs: He gets a replacement after his lower left arm got vaporized by a Hunter weapon.
- An Arm and a Leg: Loses half of his lower left arm to a Hunter assault cannon blast during the Battle of Sigma Octanus IV.
- Determinator: Even after losing his arm, he was able to fight through his pain and assist the other Spartans in defeating the Hunters. When John was picking two Spartans to come with him on a mission to a space station to destroy navigation data during the Fall of Reach, he specifically picks James since he "never gave up".
- Handicapped Badass: He may have lost his arm, but his skill as a Spartan was not diminished.
- Nerves of Steel: Notable for this even among the IIs; during training, James was captured during an exercise and beaten severely for information, with his guards claiming he had fallen down the stairs of a one-story building. Said "fall" took an entire week for him to recover from, but he never gave up any information on what his teammates were doing.
- Never Found the Body: His thruster pack is shot during a space-op, which causes it to explode and send him careening off into space. The Pillar of Autumn attempted to scan for James before leaving the system, but was unable to locate him. John speculates that he likely suffocated after running out of air, but its possible he may have been rescued by another UNSC ship.
Petty Officer Li-008
Li is one of the best martial artists among the Spartan-IIs and their zero-gravity expert.
- Character Death: He is killed while attempting to conduct external repairs to the Ascendant Justice during a battle inside a slipspace bubble in Halo: First Strike.
- Red Shirt: Despite being one of the few IIs to escape Reach's surface after it falls, he has very few lines and little established about his personality before being killed off.
Petty Officer Naomi-010 (born Naomi Sentzke)
Naomi is one of the few surviving Spartan-IIs following the Human-Covenant War. She is assigned to ONI group Kilo-Five, which is stirring up conflict amongst Sangheili factions to keep them weak and divided.
- Action Girl
- The Big Girl: As the only Spartan in Kilo-Five, she is always the one who tackles the most dangerous threats the team faces; Mal even compares her to a Valkyrie when he first meets her.
- Break the Cutie: First she gets told that Halsey is dead and then it turns out she isn't, then she finds out what happened to her family after her kidnapping (with her mother committing suicide and her father becoming an Insurrectionist leader).
- Broken Pedestal: When she finds out the true extent of what Dr. Halsey did to her and the other Spartan-IIs.
- Curb-Stomp Battle: Delivers one to pretty much everyone she fights, from 'Telcam's Brutes to Jul 'Mdama himself.
- Curious as a Monkey: Was always searching for things to do or make as a child; however, due to her being a Child Prodigy like the rest of the Spartan-II candidates, she was already capable of making miniature furniture out of random scraps with workmanlike precision.
- Defrosting Ice Queen: She starts off fairly standoffish with the rest of Kilo-Five, but slowly becomes more open as she begins to trust them more and jokes around a bit.
- My Country, Right or Wrong: As expected of a Spartan; even after she develops misgivings about the SPARTAN-II program, she ultimately chooses to stay with the UNSC when her father pleads with her to leave.
- Naomi, I Am Your Father: When she finds out that the Insurrectionist leader Kilo-Five has to thwart is her long-lost father.
- Odd Friendship: Develops something of one with ODST Vasily "Vaz" Beloi.
- Repressed Memories: Regarding the more unpleasant parts of her initiation into the SPARTAN-II program.
- The Stoic
- Thicker Than Water: Is kept in reserve during Kilo-Five's mission to Venezia precisely for fear of this trope applying to her Insurrectionist father.
See "Serin Osman" on the Halo UNSC Office Of Naval Intelligence page for more details.
Chief Petty Officer Daisy-023
As a trainee, Daisy was part of a small group who tried to escape the SPARTAN-II program after their augmentations.
- Action Girl
- Cloning Blues: Her flash clone might have lived much longer than expected, but she's still wheelchair-bound and dies of medical complications soon after meeting the original Daisy. And to top it all off, the original Daisy almost decides to shoot her when they first meet; thankfully, the two end up parting on good terms.
- Despair Event Horizon: When she discovers her flash clone, Daisy realizes that there's nothing left at home for herself. Nonetheless, she almost goes through with shooting her clone, but manages to stop herself from doing so at the last moment. Afterwards, Daisy throws herself wholeheartedly into serving as a Spartan-II.
- Dies Wide Open: After she's killed in action on Harvest, her eyes remain open until the Chief finds her body and closes them for her.
- Due to the Dead: John finds her corpse, when out on patrol. He makes sure to close her eyes, and place her teddy bear keychain in her lifeless hands.
- Good Is Not Nice: She's very much a hero, but she's also very quick to anger and not at all shy about venting her spleen.
- Hot-Blooded: By Spartan standards (and even arguably normal ones), Daisy is something of a stubborn hothead. John even describes her as the type of person who's not content to blow off steam by just talking.
- Phlebotinum Rebel: The reason she ran away was to go back to her homeworld; she actually managed to make it all the way to her old house before Halsey caught up with her.
- Platonic Life-Partners: Implied to have been this with Ralph-103 during training.
- Stealth Expert: An infiltration specialist.
- The Stoic: A notable aversion among the Spartans, as she very much wears her heart on her sleeve, even around superior officers.
- Tragic Keepsake: Her teddy bear keychain, which is the only possession she has from her pre-Spartan life. It's also a bittersweet memento of her clone, who owned it for a while before giving it back to Daisy.
- You Can't Go Home Again: Par for the course of being a Spartan-II.
Petty Officer Joshua-029
A competent scout and electronics expert, Joshua has a close working relationship with the Spartan-IIs of Blue Team.
- Ace Pilot: When the Pelican taking them to Reach loses both its pilot and most of its controls, Joshua manages to slow its descent just enough to allow most of the IIs onboard to survive jumping off the ship (though not without receiving some painful injuries upon landing).
- The Leader: Led Red Team during the Battle of Sigma Octanus IV.
- Mauve Shirt: Gets a bit more screen-time in the early parts of Halo: First Strike, but it ends up being something of A Death in the Limelight, as his Banshee gets shot down while attacking a Covenant landing zone on Reach.
Petty Officer Vinh-030
Vinh was among the many Spartans assigned to defend Reach during the Covenant invasion.
- Action Girl
- Determinator: Suffered a torn deltoid muscle, three broken fingers, and a herniated disk after jumping from a crashing Pelican without a parachute, but was still able to survive the Fall of Reach long enough to make it to CASTLE Base.
- Red Shirt: Gets almost no lines or characterization before being killed off, despite receiving a prototype upgrade to her armor from Dr. Halsey.
- You Shall Not Pass!: Is implied to have been died alongside Isaac after detonating satchel charges to cover the rest of their groups retreat, which also takes out a bunch of Covenant.
Petty Officer Second Class Samuel-034
Sam was John's best friend and second-in-command of the Spartans. Along with Kelly, the three of them formed the core of the Spartan group, until his death in the first Spartan operation against the Covenant.
- The Big Guy: The largest and strongest out of all the Spartan-IIs; even at 14 years old, he was already 7'10" (2.388 meters) tall in full armor.
- Defeat Means Friendship: Inverted; When they first meet, John goes lone wolf on Sam and Kelly in a situation requiring teamwork and they end up losing. Sam comes within a hairs breadth of beating him up the next day. Fortunately for John, he improvises a much better plan that gets them working together and winning the scenario, and then they become friends.
- Forgotten Fallen Friend: Subverted, as he's rarely mentioned after his death even by John and Kelly, but that seems to be more due to the Spartans' stoic and professional natures, as he clearly leaves a hole in their lives that never really gets filled. In the animated adaptation of The Fall of Reach, Blue Team visit Reach over two decades later (after it has been glassed) to honor him, and Linda notes they were lucky the brass allowed them the time to come at all. It's also noted in Halo: Ghosts of Onyx that John resisted filling Sam's vacant spot on Blue Team before finally filling it with Kurt.
- The Lancer: To John, until his death.
- Last Stand: He dies while single-handedly defending a bomb Blue Team had placed on a Covenant warship, which also buys more time for John and Kelly to escape to safety.
- Sacrificial Lion: The first Spartan-II to die in combat.
- Sociopathic Soldier: Mildly; while he'd do anything for his fellow Spartans, his Waypoint profile states that he cared little for the lives of those outside the program.
- Taking the Bullet: He takes a plasma shot for John. Though the wound isn't serious, the breached armor does mean that he won't survive traveling back through outer space.
- ¡Three Amigos!: With John and Kelly.
Colonel Randall Aiken (formerly Randall-037)
A former Spartan-II, Randall went missing after he fell from Vodin's orbit in 2532, but managed to survive the drop and was rescued by local survivors, with whom he became so close that he ended up marrying one of them. By the time Vodin regained contact with the UNSC, Randall no longer wished to return to service, but was forced to foil ONI's plans to "decommission" him before the UNSC finally allowed him to quit being a Spartan. Afterwards, he and his daughter (whom his wife had died giving birth to) moved to Sedra, where he rose to the rank of Colonel in the Colonial Guard.
- Berserk Button: Harming his family seems to be this; he applies the full Jack Bauer Interrogation Technique to the smuggler who delivered the bioweapon that killed his daughter.
- Brought Down to Normal: ONI only allowed him to leave service in exchange for him allowing his augmentations to be reversed.
- Brought Down to Badass: His training, experience, and natural talent still allowed him to rise to a high rank within the Colonial Guard.
- Chekhov's Gunman: Was first mentioned in 2006's Halo: Ghosts of Onyx as being one of the few Spartan-IIs whose MIA status was genuine, but despite making a brief appearance in 2009's "Pariah", what actually happened to him was unknown until 2014's Halo: Nightfall.
- Colonel Badass: For the Sedran Colonial Guard.
- Going Native: After being left for dead, he comes to abandon his old UNSC identity. In fact, one of his objections to UNSC rule is that he feels they ignore their colonies' local cultures.
- Headbutting Heroes: His mistrust of ONI leads him to butt heads with Jameson Locke a few times in Nightfall, but they grow to respect each other, to the point where Randall even admits Locke might be an exception to the whole "they dont let ONI into Valhalla" thing.
- Heroic Sacrifice: At the end of the Alpha Shard mission, he willingly stays behind to manually detonate a HAVOK nuke and destroy the source of an anti-human bioweapon.
- Someone Has to Die: When Macer, Locke, and him draw beads to determine who has to stay behind with the HAVOK, he rigs it so that he himself is the "loser", and even threatens to draw a gun on the other two if they dont leave him to die.
- Hidden Depths: Besides his bravery, we see little of the Spartan he used to be, except for when he's the one who figures out how to refuel the Condor with part of a HAVOK nuke.
- Loners Are Freaks: Played with; he was never very social with his fellow Spartans, which seems to have contributed to him eventually retiring from UNSC service, but he ended up becoming a lot more normal personality-wise than his fellow IIs.
- The Men First: Treats this ideal very seriously, and even takes time to remind Locke of it at one point.
- Narrator: For Halo: Nightfall.
- Nerves of Steel: As befitting of a former Spartan-II, he stays calm and level-headed through the entirety of the Alpha Shard mission. That said, his emotions are clearly frayed in the immediate aftermath of the bioweapon attack on Sedra City, due to his daughter being one of the victims.
- Outliving One's Offspring: His daughter was one of the casualties of the bioweapon attack on Sedra City.
- Reasonable Authority Figure: Despite his strong dislike of anything ONI-related, he allows Locke's team to be fully involved in both the Guards bioterrorism investigations and the Alpha Shard mission, even if it's sometimes obvious that he'd rather not.
- Religious Bruiser: Some of his narrations imply that he may have faith in some kind of higher power.
- Screw This, I'm Outta Here!: It should be noted that the Human-Covenant War was still raging on when he made his decision to leave UNSC service.
- Starting a New Life: Does this twice, first on Vodin, then on Sedra.
- Tragic Keepsake: His daughters necklace during the Alpha Shard mission. He later breaks it to use its beads as straws to determine who has to stay behind to detonate the HAVOK.
- Warrior Poet: Comes across as this in his narrations in "Nightfall".
Petty Officer Isaac-039
Isaac is among the many Spartans assigned to defend Reach during the Covenant invasion.
- Determinator: Received internal contusions and dislocated both his arms after jumping from a crashing Pelican without a parachute, but still survived the Fall of Reach long enough to make it to CASTLE Base.
- Red Shirt: Gets almost no lines or characterization before being killed off, despite receiving a prototype upgrade to his armor from Dr. Halsey.
- You Shall Not Pass!: Is implied to have died alongside Vinh after detonating satchel charges to cover the rest of their groups retreat, which also takes out a bunch of Covenant.
Petty Officer William-043
Will is one of the few Spartans who survived the Fall of Reach, joining Blue Team during the Battle of Earth and the mission to Onyx.
- The Big Guy: Capable of killing a Hunter with just his bare hands.
- Determinator: John credits him as a one, citing that Will "never failed to complete a mission."
- Died Standing Up: He takes an unshielded blast from a Hunter at point-blank range, and still takes a few steps before dying.
- Do Not Call Me "Paul": He dislikes being called William, preferring simply "Will".
- Made of Iron: The fact that he was even able to take a few steps before keeling over and dying after taking an unshielded blast to the midsection from a Hunter's cannon is testament to his toughness.
- Mauve Shirt: The only Spartan-II introduced in First Strike to survive that novel's events. In Halo: Ghosts of Onyx, he isn't as lucky, and is killed by Hunters at the climax.
- Sacrificial Lion: The first Spartan-II to die defending Onyx, and one of the last to die in the war.
- The Stoic: A reserved soldier who never jokes.
- Used to Be a Sweet Kid: When Will was still a child trainee, he used to tell jokes and riddles to help keep people's spirits up, but the augmentation process and the decades-long Covenant War turned him into a hardened and serious warrior; even John himself believes that something special was lost in the process.
Petty Officer Anton-044
Anton is one of the best scouts among the Spartan-IIs.
- Character Tic: When reuniting with Anton on Reach, John figured out that it was him due to the way he subtly glances right and left.
- Mauve Shirt: Is characterized a little more than most of the other IIs introduced in Halo: First Strike, but it's not enough to save him; he's killed while conducting repairs to the Ascendant Justice when it's caught in a slipspace bubble while trying to escape Reach.
- Scarily Competent Tracker: One of the best among the IIs.
- The Sneaky Guy: An expert at making himself unseen.
Lieutenant Commander Kurt Ambrose (formerly Kurt-051; born Kurt M. Trevelyan)
Kurt was one of four Spartan-IIs identified for their leadership skills, and was chosen to lead Green Team. However, those skills also ended up getting him recruited by Col. James Ackerson to train the next generation of Spartans as the head of the SPARTAN-III Program on the hidden planet of Onyx. Kurt grew frustrated as Alpha and Beta Companies were almost completely destroyed in suicide missions, and did everything in his power to save as many Spartan-IIIs as he could, such as forming special teams like Noble and injecting Gamma Company with illegal and experimental genetic modifications to increase their combat ability.
- A Father to His Men: As part of his Good Cop/Bad Cop dynamic with Mendez towards the IIIs. Nonetheless, Kurt really does consider his Spartans to be family, to the point where he refuses to don MJOLNIR armor when he has a chance to, because doing so would symbolically isolate him from the IIIs.
- Badass in Charge: Of Green Team, and later the SPARTAN-III Program.
- Commanding Coolness: Lieutenant Commander, anyways.
- Dirty Business: His reaction to the "success" of Operation: PROMETHEUS is to feel that he should have been court-martialed.
- Dying Moment of Awesome: Takes an entire Covenant army with him by detonating two nukes point-blank.
- Faking the Dead: ONI Section Three did so for him so that they could secretly recruit him to help train the SPARTAN-III program.
- Famous Last Words: "Die? Didn't you know? ...Spartans never die."
- Genius Bruiser: Some of the things he does while running the S-III program are a reminder that S-IIs aren't just physically deadly and adaptable, but mentally as well. He even learns how to play ONI politics quite effectively.
- The Hero Dies: He's the hero of Ghosts of Onyx, but dies just before the end.
- Heroic Sacrifice: Activates two HAVOK nukes while at Ground Zero to ensure the destruction of a Covenant army and save his fellow Spartans.
- The Leader: According to Halsey's Journal, both she and CPO Mendez identified him as one of the four emerging leaders of the Spartan-IIs. When Onyx is invaded, he's the one who takes command of the defense on the ground.
- The Men First: Very much prioritizes the well-being of the IIIs (as much as anyone can for a group of Laser-Guided Tykebombs, anyways).
- Military Maverick: He's ultimately loyal to the UNSC, but is willing to do outright illegal things for the sake of his Spartan-IIIs.
"So Ackerson wants his heads—and we'll give them to him—just not all of them...Orders are still being followed and these Spartans are in the field, but they are being armed as SPARTANS—and they are making a difference. We are bending the rules here—not breaking them."
- Even the creation of special "cat 2" SPARTAN-III teams like Noble required a lot of rule-bending, as it involved Kurt semi-insubordinately reassigning select Spartan-IIIs away from their original companies into more elite units. He managed to get away with it by phrasing things in Metaphorically True terms:
- My Greatest Failure: The destruction of Alpha Company during Operation: PROMETHEUS. He's convinced that he failed them by not emphasizing teamwork (unit cohesion was completely lost when they were overwhelmed) and emphasizes teamwork to Beta and Gamma Company. Ackerson and Paragonsky never explained to Kurt that the Spartan-IIIs were supposed to be cannon fodder.
- Nice Guy: One of the reasons he was chosen to train the Spartan-IIIs is because of his extremely sociable personality.
- Press-Ganged: Technically speaking, he was kidnapped into becoming the Spartan-IIIs' main trainer. Nonetheless, he willingly accepted his new job once Ackerson told him the details.
- Remember the New Guy?: He's not mentioned at all in Halo: The Fall of Reach or Halo: First Strike, yet he's introduced in Halo: Ghosts of Onyx as being a previous member of Blue Team who Fred, Linda, John and Kelly all know.
- Screw the Rules, I'm Doing What's Right!/I Did What I Had to Do: Injecting illegal drugs in Gamma Company in the hope that it would improve their survivability.
- Spider-Sense: To an extent, as he has an uncanny ability to "feel" traps; Ghosts of Onyx details a mission where he gets "a bad feeling" that promptly allows him to save John & co. from an ambush. During training, this "feeling" allowed him to defeat even John several times, since he could use it to reliably sniff out ambushes.
- The Spymaster: Has connections with multiple intelligence sources keeping track of his IIIs.
- Taking You with Me: To Voro Nar 'Mantakree and his entire task force.
- Worthy Opponent: Voro Nar 'Mantakree comes to respect him as a fellow warrior, and is willing to grant him an honorable death when he finds Kurt barely clinging to life. Kurt does not share the feeling and simply nukes Voro and his entire taskforce.
- You Shall Not Pass!: Kurt holds off Covenant forces long enough for the Slipspace portal on Onyx to close, thus saving the other Spartans and Dr. Halsey.
Chief Warrant Officer Jorge-052
The only Spartan-II on NOBLE Team, Jorge is the team's heavy weapons specialist. Open with his opinions, he is an incredibly kind-hearted individual, which often causes friction between him and Emile.
- Badass Baritone: Deepest voice on NOBLE.
- Badass Beard: The one member of the team to have any noticeable amount of facial fair.
- The Big Guy: He's the only Spartan-II on NOBLE Team, the rest of whom are Spartan-IIIs.
- Deserves special note since at 7'4 (outside of his armor), Jorge is big even for a II.
- Boisterous Bruiser: By far the friendliest member of NOBLE, he's as close to this as one can get while still remaining professional.
- Cool Old Guy: The oldest member of NOBLE, and the most badass besides Six.
- Cunning Linguist: Is fluent in Hungarian.
- Doomed Hometown: His homeworld is Reach.
- Dying Moment of Awesome: Takes an entire Covenant Supercarrier with him.
- Famous Last Words: "Tell 'em to make it count."
- Gentle Giant: Gentle to humans, anyway. To the Covenant, he's still a Demon, and outright brutal like anyone else.
- The Heart: Jorge is the most empathic NOBLE, and probably the most together emotionally as well (which really says more about the Spartan-IIIs than it does about Jorge).
- Heroic Sacrifice: Manually detonates an improvised "slipspace bomb", taking out a Covenant Supercarrier. Then the main Covenant armada arrives at Reach...
- Senseless Sacrifice: He still took out an entire supercarrier, but it didn't save Reach as he intended.
- Hidden Depths: He may be the warmest member of the team, but he apparently has a poker face so good that Colonel Holland put a note in his profile warning people to never play cards with him. He's also apparently more politically-minded than any other active-duty Spartan we've seen, with his profile also noting that he's vocal about his support for colonial self-rule (but just as vocal about his opposition to full-out separatism). Additionally, Waypoint states that despite being The Big Guy, Jorge actually prefers to execute missions the quiet way.
- I Call It "Vera": His personal M247H Heavy Machine Gun "Etilka", which is usable in Halo 5: Guardians, boosting movement speed and damage resistance.
- It's NOT Pronounced Hor-HAY: During Jorge's cameo as a young conscript in the Fall Of Reach animated series, a Drill Sergeant Nasty calls him "Hor-HAY", which is the Spanish reading of his name. When he corrects the sergeant on the pronunciation, he gets hit with a shock baton for talking back, and the sergeant calls him "Hor-HAY" again.
- Lightning Bruiser: Noticeably more so than the other Spartans in the Halo: Reach ViDoc "Once More into the Breach", where Jorge can be seen lugging his heavy machine gun◊ around at the ready effortlessly, easily keeping pace with his smaller squadmates.
- More Dakka: Wields a heavy machine gun as his primary weapon.
- Team Dad: The oldest and most experienced member of Noble Team. Interestingly, he treats Halsey as a Team Mom.
- You Are Noble Five
Petty Officer Maria-062
Despite being officially retired from active duty, Maria was the Spartan who tested the MJOLNIR Mark VI armor before it was issued to the other IIs.
- Action Girl
- Friendly Rivalry: Unusually, her relationship with the ODSTs stationed at Songnams Special Warfare Center seems to be this, to the point where they're making friendly bets with each other.
- Improbable Aiming Skills: Is capable of sniping targets on the ground from over 4,000 feet in the air while freefalling.
- Nerves of Steel: While diving from orbit with nothing but a parachute, the personnel keeping track of her vitals note that her blood pressure and pulse rate remain completely unchanged.
- Retired Badass: Transferred to the reserves with the stated intent of starting a family, though various fan theories have suggested other reasons for her apparent retirement, given that she still enjoys being on the field.
- Samus Is a Girl: Is not revealed to be female until the end of Armor Testing.
- Willfully Weak: In a sense; while testing the Mark VI, she fights much differently than she normally would, even occasionally holding back a bit, in order to test out all the suit's capabilities.
Soren grew up in an isolated house in the forest on Dwarka, where he lived with his parents before they died and he went to an orphanage. Unlike most Spartan-IIs, Soren was given a choice by Dr. Catherine Halsey in joining and continuing in the program, but ended up deformed and crippled by the augmentation procedures. He was subsequently put on desk duty, which embittered him toward the UNSC.
- Body Horror: Soren comes out of the SPARTAN-II augmentations comes out of them partially crippled due to his thyroid and muscles having an adverse reaction. His arms become unnaturally muscular but deformed and heavy, with several of his fingers being twisted, while one leg was slightly twisted, but the other was six inches shorter and gnarled.
- Career-Ending Injury: Soren's gimp legs and twisted bones means he can never fight in battle.
- Handicapped Badass: Soren still has the greatest upper body strength of any Spartan, and he manages to hold his own against Randall, a fully healthy Spartan.
- I Can Still Fight!: Soren begs Halsey and Mendez to let him join his teammates, but they know he can't in his crippled state. This embitters him and makes it easy for Partch to turn him to the Insurrectionists cause.
- The Sneaky Guy: Even before SPARTAN training, he was adept at moving around in the forest without being noticed.
- Troubling Unchildlike Behavior: At six years old Soren attempted to murder his stepfather in revenge for not taking his mother to a doctor. When caught he ran off and hid in the woods, and later when his stepfather got sick Soren stood above him and watched him die.
- Uncertain Doom: Soren disappears into the woods at the end of Pariah. Nothing is ever discovered about his fate, but if he survived long enough, he likely died when Reach was glassed.
Petty Officer Solomon-069
In 2544, Solomon was one of five Spartan-IIs sent to retrieve an important ONI asset from the Third Fleet of Glorious Consequence.
- Black Guy Dies First: Plays this trope painfully straight, in a franchise that's been mostly good at avoiding it, when the Covenant ship he's searching self-destructs.
- Dreadlock Warrior: Though that might just be the typical Halo Legends artistic license.
- Leeroy Jenkins: A minor example, the sketchbook for The Package notes that hes rather headstrong and aggressive, which gets him killed when he falls for a decoy signal instead of waiting for verification of its legitimacy.
- Red Shirt: Gets almost no screentime before he dies.
- Token Minority: The only nonwhite Spartan in The Package.
Petty Officer Arthur-079 (born Arthur Remo)
In 2544, Arthur was part of a five-man squad sent to retrieve an important ONI asset from the Third Fleet of Glorious Consequence.
- Character Death: Dies while covering Kelly when his Booster Frame gets crushed between two Covenant battlecruisers.
- Lantern Jaw of Justice: Has a fairly pronounced chin.
- Like Father, Unlike Son: While Arthur himself is completely loyal to the UNSC, his father Andrew ran Herschel's largest crime syndicate.
- Red Shirt: Gets only a little screentime before getting killed.
Lieutenant Commander Fhajad-084
Fhajad was a close friend of John-117 during training, but was crippled by the augmentation process, resulting in him becoming an ONI analyst.
- Ambiguously Brown: Is described as having dark skin; combined with his name, it's implied that he has Middle Eastern or South Asian ancestry.
- Chekhov's Gunman: He makes no more direct appearances after he's crippled by the augmentations, but almost thirty years later, one of his astrophysics papers gives Keyes the information to realize that a large slipspace anomaly is actually a Covenant battle group heading towards Sigma Octanus IV, allowing him to intercept it.
- Genius Cripple: Despite the augmentation process doing permanent damage to his nerves, he still retained more than enough intelligence to write astrophysics papers.
- Only One Name: His papers indicate that he didn't adopt a surname after being discharged from the SPARTAN-II program.
- Token Minority: The only confirmed nonwhite Spartan trainee of any note in Halo: The Fall of Reach.
Petty Officer Grace-093
Grace is one of the few Spartan-IIs who survived Reach. She is the best Spartan-II at handling explosives.
- Action Girl
- Character Death: She is ambushed and killed by Brutes during the raid on the Unyielding Hierophant, with three Brute Shot rounds blowing her midsection apart.
- Demolitions Expert: According to John, she could "shape a charge to cut through a single steel bolt with only a whisper sound, or rig a hundred thousand liters of kerosene to blow into a firestorm from hell".
- Mauve Shirt: Gets a little more screentime and characterization than most of the other IIs introduced in Halo: First Strike.
- Trademark Favorite Food: Apparently has a soft spot for calamari.
See "Musa Ghanem" on the Halo UNSC Navy page for more details.
See the Halo UNSC Marines And ODST page for more details.
Petty Officer Cal-141
A Spartan-II sniper sent to Heian alongside a squad of ODSTs in order to assassinate a Prophet.
- Action Girl: Can take down a gravity hammer-wielding Brute Chieftain with nothing but her fists.
- Cold Sniper: Not the most social of personalities, but she does care about the lives of her ODST squadmates, even over her own.
- Heroic Sacrifice: Is mortally wounded while pushing O'Brien out of the way of a Brute Chieftain's gravity hammer.
- Made of Iron: Survives getting hit in the head with a gravity hammer long enough to remind O'Brien of the mission, and give Cortez a chip containing important intel.
- The Quiet One: Utters not one line of dialogue before she gets mortally wounded.
- Rapunzel Hair: How does she fit all that◊ into her helmet?
- Samus Is a Girl: The squad only finds out her gender when they're forced to remove her helmet after she's injured.
Black Team (Otto-031, Margaret-053, Victor-101, and Roma-143)
A SPARTAN-II unconventional warfare unit, consisting of Margaret-053 (Black-One), Roma-143 (Black-Two), Otto-031 (Black-Three), and Victor-101 (Black-Four).
- Action Girl: Black-One and Black-Two.
- Badass Crew
- Bolivian Army Ending: Halo: Blood Line ends with them charging over a hundred Covenant in order to capture one of their ships. Eventually, Waypoint finally confirmed that they all survived not just that battle, but the entirety of the Human-Covenant War.
- The Big Guy: Black-Three, the heavy-weapons specialist.
- Boisterous Bruiser: He's the most audacious of the team.
- Cold Sniper: Victor-101.
- Danger Deadpan: Black-Four never loses his. Black-Two finds it endearing, and a little unsettling.
- Not So Stoic: Due to some emotional manipulation by Forerunner Monitor 686 Ebullient Prism.
- Deadpan Snarker: Black-Three, though the rest of the team aren't immune to wisecracking either.
- Dropped a Bridge on Him: Taken to an absurd level. They are all killed off-screen by the Didact, which prompts no more than a vague shrug from Blue Team before their deaths are never mentioned again.
- Enemy Mine:
- With the Drone slave Hopalong against a Covenant Beacon on Verge. Too bad he and his fellow Drones are actually psychopathic prisoners.
- Later, Black-Three and Victor temporarily team up with the Covenant under Thon 'Talamee's command in order to rescue Black-One and Thon's brother Reff from Ebullient Prism. Ironically, One and Reff also team up and end up freeing themselves.
- Eye Patch Of Power: Black-One lost her left eye back in her trainee days, due to an attack by another SPARTAN team after they found out that SCPO Mendez threw her and Black-Three in the brig for being in a relationship.
- Green-Eyed Monster: Victor towards Black-Three's relationship with Black-One, which caused him to rat them out to Mendez.
- Killed Offscreen: By the Ur-Didact in Escalation.
- The Leader: Black-One.
- Let's You and Him Fight: Ebullient Prism hacks the imaging on Two, Three, and Four's HUDs in an attempt to break up Three and Four's tenuous alliance with Thon's forces; Victor, having snapped after (falsely) believing he accidentally killed Two, ends up doing his best to act out his repressed grudge against Three, whom he blames for the situation.
- Love Triangle: Between Black-One, Black-Three, and Victor back when they were trainees. As you might have guessed, Victor never quite got over it.
- No Name Given: All of them are nameless in their debut in "Blunt Instruments", and only Victor gets named in Blood Line. Waypoint eventually revealed the other names, but it took a second post to specify who was who.
- Not So Different: Black-Four realizes this about himself and Thon after finding out that they both care deeply about their siblings, blood-related or otherwise.
- Odd Friendship: Black-Three teases Black-Two about her having one with Hopalong. Two is probably the most pissed off of the team when Hopalong betrays them.
- Off with His Head!: When Blue Team discovers their corpses, one of the two males seems to have been outright decapitated.
- Repressed Memories: Victor thinks he, not Black-Three, was the one in a relationship with Black-One.
- The Smart Guy: Black-Two, the intelligence specialist.
- True Companions: They've stuck out for each other since they were trainees.
- Band of Brothers: Along with Black-One's forgiveness, being reminded of Black Team's previous missions together helps to bring Victor back to his senses.
- No One Gets Left Behind: During the mission on Verge, Black-Two runs off to rescue Three from the freed Drone prisoners despite Black-One ordering her to pull out.
- Unwitting Pawn: Hopalong tricks them into helping him free a bunch of his fellow psychopathic Drones.
- Vitriolic Best Buds: Black-Three seems to have this sort of vibe with both Two and Four.
- You Are Black One, Two, Three, and Four
The non-canon protagonist of the non-canon Halo Legends short Odd One Out.
- Bunny-Ears Lawyer: He may be a goofball, Large Ham, and Idiot Hero who has the exact opposite luck of Master Chief, but he's still a Spartan-II who can go toe to toe with the best of them and come out on top.
- Chew Toy: He fits this trope like a glove. The first time we see the poor bastard is after he somehow slipped and fell out of the back of a Pelican. Master Chief states that this sort of thing happens to him all the time while Cortana muses that it's not the first time 1337's had that exact accident.
- Determinator: And yet he has a fighting spirit Kamina would be proud of.
- The Faceless: Not that it stops him from going full ham.
- Hot-Blooded: Very.
- Idiot Hero: He's... not the brightest SPARTAN-II.
- Large Ham: Forget the Elites. 1337 has the ability to chew the scenery with a helmet. And he's a Spartan!