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


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: 9-B without MJOLNIR, 9-A with MJOLNIR physical blows; 9-C to 9-B with most weapons; 9-A to 8-C 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: Wall level without weapons or MJOLNIR, Small Building level with MJOLNIR physical blows; Street level to Wall level with most weapons; Small Building level to Building level with various heavy weapons and demolition explosives; Town level to City level with Tactical Nuclear Weapons.

Speed: Superhuman travel speed (comparable but generally inferior to SPARTAN-IIs) Supersonic+ combat speed and 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: 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; Class 10 if equipped with MJOLNIR armor.

Striking Strength: Wall Class without armor; 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: Wall level without armor; 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; at least Small Building level+ with MJOLNIR energy shields, possibly up to Building level (comparable to other SPARTANs).

Stamina: Superhuman (comparable 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: Energy shields must recharge after taking an extended beating, leaving him open to damage for a few seconds. If he gets hit with enough force his armor might lock. Shields cannot regenerate while in the middle of rapid fire attacks. MJOLNIR regenerating shields grant little protection against blunt force trauma to the chestal area and is dependant on MJOLNIR plating durability rating against physical blows; melee attacks on that level might cause them to get crushed by their own armor. MJOLNIR shields and armor are very susceptible to electricity and plasma weaponry. Bubble Shields only protect from outside projectiles and explosions; all infantry troops and vehicles can easily run right through them.

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:


Notable Victories:

Notable Losses:

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