With this, they were used to quell uprisings and make it so other colonies did not follow their example. Squashing uprisings was their first goal as elite soldiers.
The second was to lessen civilian casualties and avoid civil war. The third and last original goal involved reducing the cost of pacification through the soldiers and their abilities. The Spartan II Program was especially controversial in that it was comprised of all children. Not only was the program only it full of children, but these children were all taken from their homes.
In an effort to hide their kidnappings, they replaced the children with flash clones who would die about a year after. To this end, they were given cheaper armor and were usually sent on suicide missions. Regardless, it was known that they helped turn the tide of the Human-Covenant War through various battles. This armor could only be worn by those with augmentations given to them, not any regular soldier. As far as the augmentations go, it was a painful yet effective process that gave people the ability to wear the Mjolnir armor among other things.
With this, some could achieve speeds of up to 60 mph. In fact, Master Chief even tore his achilles heal due to the strain he put on his body. These augmentations were undergone by the children in the Spartan II Program and left some lasting scars. The procedures included: occipital capillary reversal, carbide ceramic ossification, catalytic thyroid implants, muscular enhancement injections, and superconducting fibrification of neural dendrites.
These procedures, while being very effective, were also quite deadly and injurious to those forced to undertake them. Out of the 75 children to go through it, 30 would be killed and 12 others would be crippled.
Those who were crippled would leave the Spartan II program, moving on to take positions at the Office of Naval Intelligence. Spartans cannot be harmed by Pod infectors while their shields are intact, and as hero units they are immune to being infected. When hijacking enemy vehicles, they often make a loud punching sound on the vehicle being hijacked, and the vehicle remains immobile until Spartan takes control of it.
When a Spartan hijacks a vehicle, they immobilize the target with an EMP. The Spartans can also traverse higher or lower ground impassable to normal ground units with their "Spartan Slam" ability; this ability can also be used to kill or damage enemy units and if it is used to hijack the vehicle, it will stun enemy units nearby. When hijacking, the enemy vehicle will be immobilized until the hijacking process has been completed.
However, it can be canceled should your hero was killed in the middle of hijacking. In the campaign, Red Team can be revived when they are downed. The standard version of Jerome is assigned to Captain Cutter, Douglas is assigned to Professor Anders, Alice is assigned to Isabel, and a special version of Jerome known as "Commander Jerome" is available to Jerome himself.
The multiplayer units cannot be revived; rather than being granted automatically, they must be purchased at the UNSC Armory. In the campaign, the Spartans are fully upgraded to level 3 upgrades.
Jerome in Something Has Happened. Article Discussion Edit History. This article is about the Spartan-II unit. Concept art of Red Team for Halo Wars.
Cutter, Sgt. Forge and Jerome discuss how to proceed after Prof. Anders's abduction. Red Team in Know Your Enemy. Four members, including Malcolm, were killed on impact after jumping from Bravo , which would leave 18 survivors. According to earlier editions of Halo: First Strike , Alpha and Gamma teams each consisted of three members, Delta had six, and Beta had 11, resulting in 23 survivors; the number of Team Beta members was later reiterated in Halo: Reach. However, the definitive edition of the novel states that Team Beta had six members, leaving 18 survivors, which is consistent with 22 total Spartans, four of whom died upon impact.
ORION 1. Aszod defenders. Italics denote that a unit has been destroyed or disbanded, or that its whereabouts are unknown. Meta category: Articles needing references. Contribute Halopedia's pages can be edited. Is this page incomplete? Is there anything wrong? Change it! Edit this page Discuss this page Page history. Recent contributors to this article The following users recently contributed to this page:. Red Team Active :. Branch :.
Size :. Three operators as of Commanders :. Jerome John Joshua Frederic Alpha Fred Kelly Joshua Gamma Li Anton Grace You can help Halopedia by adding citations. Browse more images in this article's gallery page. His skills with a rocket launcher are unrivaled too, with the spartan able to take out a moving Banshee from incredible range.
Will's fortitude and sheer will allowed him to survive the Fall of Reach, although he would eventually perish during a Covenant skirmish on Onyx, sacrificing himself so that his team could escape. Even then though, he went out in style, taking a point-blank blast from a hunter's assault cannon while fighting another one hand-to-hand. Calling Buck an experienced soldier would be an understatement. His ability to lead others while staying calm under pressure is what has allowed Buck to survive as long as he has.
He might not be able to compete with some of the Spartan-IIs when it comes to strength, but it's hard to dismiss Buck's skills and accomplishments that have allowed him to become a Spartan in the first place. Not many Spartan-IVs have as much combat experience as Buck and this definitely shows in his performances on the battlefield.
Jerome is arguably one of the strongest Spartan-IIs in the entire program, being one out of four candidates for leading the Spartan-II group. That alone makes Jerome a notable character, but he was also pivotal to the Battle of Arcadia and Battle of Shield , all while using outdated armor.
If Jerome wasn't in cryosleep for such a long period, he would likely be renowned as one of the strongest Spartan-IIs in the program. As things stand though, he comes up a little short when compared to the very best.
In a way, Jerome embodies the same skills as Master Chief to a lesser degree. Kelly is one of the few surviving Spartan-IIs during the events of Halo 5 : Guardians and with good reason. Though luck was arguably on her side, she's also an incredibly skilled combatant capable of defending both herself and her teammates.
Serving in countless combat operations that date back to Reach, Kelly is easily one of the most skilled and powerful Spartans to have graced Blue Team. Kurt is one of the few Spartans that has been able to outsmart Master Chief. Arguably the best tactician out of all the Spartan-IIs, Kurt had an inhuman ability to sense traps and ambushes that would otherwise go unnoticed. His ability to strategize and sense danger earned him the rank of Officer and, eventually, Lieutenant Commander.
Frederic might not be the best strategist or marksman out of the Spartan-IIs, yet he can be considered a better Spartan than even Master Chief. This is because Fred has the same jack-of-all-trades style of proficiency that most Spartans lack.
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