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SpartanIII.2

Lt. Kurt Ambrose, a leader of the SPARTAN-III program

Summary

The SPARTAN-III program was a secret project initiated by the Beta-5 Division of the Office of Naval Intelligence's Section-III in order to produce cheap and expendable super soldiers to fight for the survival of humanity and the United Nations Space Command's colonies.

The SPARTAN-III program was both the successor and supplement to the SPARTAN-II program. Created and engineered by Colonel James Ackerson of the Office of Naval Intelligence, the SPARTAN-III soldiers were to be the next generation of supersoldiers. Composed primarily of vengeful orphans from fallen colonies, they would be cheaper to arm, train, and produce; being chosen from a wider pool of candidates, they would also be more numerous than their SPARTAN-II predecessors. They would rely on superior battle tactics, and teamwork rather than advanced technology and equipment to achieve their combat effectiveness.

The SPARTAN-II program had been a dazzling success for the UNSC. Tales of Spartan super soldiers fighting off thousands of Covenant attacks had become the stuff of legend. Unfortunately, there were too few SPARTAN-IIs to turn the tide of the war. Even worse, the director for the program, Dr. Catherine Halsey, had postponed the training of new SPARTAN-IIs for years due to the extremely specific genetic requirements for the children to be selected.

The SPARTAN-II program also had several problems and deficiencies which overshadowed its success to ONI. Firstly, the high mortality rate of the children during augmentation was counter-productive to the purpose, drive, and ambition of the program. Next, funding the Spartan program, including their training and MJOLNIR armor, cost as much as a Battle Group, at least according to Rear Admiral Ned Rich. Third, there were far too few of them for them to turn the tide of the war. Finally, the SPARTAN-II program had gone public to improve morale in 2547. Even though it was a huge morale boost to the UNSC, it was a problem for most of the Office of Naval Intelligence. ONI operated in secrecy, and anything that shone light on their operations was seen as detrimental to their efforts. The SPARTAN-IIIs were designed to be cheaper and expendable. They would be trained in companies of 300 to 330 at a time, with a training regime tougher than that of the previous Spartan Program. They were sent on suicide missions that the UNSC could not accomplish with a conventional invasion force, elite Orbital Drop Shock Troopers, or even SPARTAN-IIs. Though the casualty rates of the SPARTAN-IIIs stood at 100 percent on some missions, to ONI, all the operations were strategic successes. They were trading lives for time against the larger and technologically superior Covenant Empire. ONI hoped that in time, enough Spartans would survive to train more and more future Spartans, swelling the ranks of available super soldiers from only thirty SPARTAN-IIs in 2531 to a hundred thousand SPARTAN-IIIs within ten to twenty years.

Powers and Stats

Tier: At least 9-C to 9-A with physical blows, possibly High 8-C with direct impact; at least 9-C to 9-A with most weapons; at least 8-C to 8-B with various heavy weapons; 7-C to 7-B with Tactical Nuclear Weapons

Name: Varies

Origin: Halo

Gender: Male and Female

Age: Varies

Classification: SPARTAN-III Commando (extensively-trained biochemically, genetically and cybernetically-augmented super-soldier)

Powers and Abilitie: Biochemical, surgical, genetic, and cybernetic physical and mental augmentations and training granting superhuman strength, speed, durability, agility, stamina, precision motor control, coordination, intelligence, memory, creativity, adaptability, focus, fortitude, pain tolerance, reaction time and reflexes, enhanced senses (such as increased visual clarity and night vision), more efficient metabolism and healing factor (naturally Low, probably Mid-Low with BioFoam/MediGel), immune, detoxification and endocrine systems. Semi-Powered Infiltration Armor has built-in photoreactive panels that mimic the surrounding environment for reactive camouflage. | MJOLNIR Powered Assault Armor further enhances superhuman physical characteristics and protects from attacks with its energy shield.

Attack Potency: At least Street level+ to Small Building level with physical blows, possibly Large Building level with direct impact; Street level to Small Building level with most weapons; Building level to City Block level with various heavy weapons and demolition explosives; Town level to City level with Tactical Nuclear Weapons

Speed: Superhuman+ travel speed (generally inferior to SPARTAN-IIs), Subsonic combat speed (SPARTAN-III were described to move with "speed and reflexes that no Covenant could follow"; generally inferior to SPARTAN-IIs), at least Supersonic+ reactions (can react to bullets and plasma projectiles; generally inferior to SPARTAN-IIs); will likely become faster as their bodies grow accustomed to their augmentations, and if they live long enough to mature into adults, their physical abilities would improve significantly

Lifting Strength: Likely Class 1 without armor (a 12-year-old SPARTAN-III in SPI armor was briefly able to counter a lock by a SPARTAN-II in MJOLNIR armor and was strong enough to twist her wrist and escape from her grip; generally inferior to SPARTAN-IIs), higher for exceptional individuals like SPARTAN-B312; at least Class 10 if equipped with MJOLNIR armor (generally inferior to SPARTAN-IIs); will likely become stronger as their bodies grow accustomed to their augmentations, and if they live long enough to mature into adults, their physical abilities would improve significantly

Striking Strength: Likely at least Wall Class without armor (generally inferior to SPARTAN-IIs); at least Small Building Class+ if equipped with MJOLNIR armor (generally inferior to SPARTAN-IIs); will likely become stronger as their bodies grow accustomed to their augmentations, and if they live long enough to mature into adults, their physical abilities would improve significantly

Durability: At least Street level+ to Wall level without armor (generally inferior to SPARTAN-IIs); at least Wall level+ with SPI armor (SPI armor is cheaper and less durable than MJOLNIR armor; a SPARTAN-II in MJOLNIR armor was able to put a considerable dent in an SPI armor chest plate with her fist); at least Small Building level+ with MJOLNIR physical armor (comparable to other SPARTANs); at least Large Building level with MJOLNIR energy shields, possibly up to City Block level+ (comparable to other SPARTANs)

Stamina: Superhuman+ (generally inferior to SPARTAN-IIs)

Range: Extended melee range; hundreds of meters with most ranged weapons, at least two kilometers with sniper rifles; up to a dozen kilometers with tactical nuclear weapons

Standard Equipment: MA5K assault carbine (Beta & Gamma Companies); can be assumed capable of operating most weapons with deadly skill.

Intelligence: At least Above Average+ (Generally inferior to SPARTAN-IIs), higher for exceptional individuals like SPARTAN-B312

Weaknesses: In general, SPARTAN-III are physically inferior to SPARTAN-II, and possess significantly less experience and discipline; SPARTAN-III are usually equipped with Semi-Powered Infiltration Armor rather than MJOLNIR Powered Assault Armor (with the exception of special cases like Noble Team), which does not enhance the user's physical characteristics or possess energy shields (with the exception of the Headhunters, who possess experimental SPI armor with energy shielding); the SPI armor's photoreactive panels are sensitive to overloading from sudden exposure to bright light (such as flashbangs) or hits from plasma weapons, and take time to reset afterwards, leaving the SPARTAN-III visibly exposed until they recover (with the exception of Headhunters, who have experimental SPI armor with light-bending active camouflage; SPI armor cannot be used for long periods of time without the cooling system failing; SPI armor has an air supply that will last only seven minutes; Gamma Company SPARTAN-III require regular doses of 009127-PX cyclodexione-4 bipolar integration and 009927-DG miso-olanzapine antipsychotic drugs to counteract the 009762-OO neural-altering mutagen or else they will begin to loose their tactical judgment over time and become more susceptible to instinct-driven aggressive behavior in combat.

Notable Attacks/Techniques/Notes: OP must specify if they wish for a SPARTAN-III to be equipped with more advanced/experimental models of Semi-Powered Infiltration Armor or MJOLNIR Powered Assault Armor used in the games, otherwise it will be assumed that they are equipped with their standard Semi-Powered Infiltration Armor/Mark II.

Notable Individuals:

Others

Notable Victories:

Notable Losses:

Inconclusive Matches: