Spartan L-15 "Jullean"
From 910 Arena Wiki
Jullean is a Spartan in the year 2747, and the leader of 1st Squad in the top secret Space-Time Portal Defense (STPD) branch of the United Nations Space Command (UNSC), which consists of Malcolm (Spartan-I22) and Jill (Spartan-J29). Jullean came to the Tandy Arena after the UNSC made contact with Arena heads from a trip through the Space-Time Portal. Jullean has now become the UNSC's official Arena representative, and travels to his combat arenas using the Space-Time Portal that the STPD keeps an eye on.
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Appearance
Gender: Male
Age: In numbers: 30 | Physical: About 23
Description: Stands at 6' 5", and covered from head to toe in armour. This armour is the latest version of the MJOLNIR power armour invented in 2525, and still in field use by the Spartans. Jullean's armour is made up of updated variations of the old Mark V and VI configurations.
His helmet is a Mark VI with external command network and hardened uplink modules.
His left shoulder sports the Mark V's configuration, while the right shoulder carries and old MJONLIR [R] - Recon - piece. His knee guards are those of the FJ/Para configuration - lightweight armour that still provides extra protection.
His chestplate is of the Mark V's Breacher configuration that contains room for multiple shotgun shells, extra armouring and a combat knife in front of the left shoulder.
His left wrist holds a Tacpad, allowing for various tactical information to be displayed and altered while in the field, while his left thigh holds a tactical soft case, allowing for items to be carried with ease, either picked up in the field or brought from base.
Finally, he can, at will, light his helmet aflame (safely) using a special system that the Reach scientists built in.
Jullean's emblem - which is displayed on his right shoulder guard - was designed between himself and his squadmates, who have similar emblems. The triad represents 1st Squad - Jullean at the top, Malcolm on the right, and Jill on the left. Each Spartan has a different triad graphic with their own triangle at the top. They all share the shield background, which represents what 1st Squad does - protect and support those from across all universes using the Space-Time Portal.
Abilities
Spartan-V Training & Augmentation
By the year 2747, Spartan augmentation has become safer and more effective. There is an age limit on recruits, allowing the UNSC to pound military values into still "mushy" minds - Jullean and his squad was recruited into the Spartan-V program while all four of them were 20 years of age.
Process: Spartan training forces you to trust no one but your own squad. Some recruits don't make it through because they refused to trust their squadmates. The real fighting strength comes from the physical augmentation performed on the Spartan himself. Advanced grafting of materials onto skeletal structures make the bones virtually unbreakable; protein complex is injected to increase tissue density and decrease lactase recovery time; a pellet containing a human growth hormone is implanted in the thyroid to boost growth of skeletal and muscle tissues; Submergence and boosted blood vessel flow beneath the rods and cones of the subject's retina to increase visual perception; lteration of bioeletrical nerve transduction to shielded electronic transduction to greatly increase subject reflexes - up to 300%. Also shows anecdotal evidence of marked increase in intelligence, memory, and creativity.
Results: An intense sense of loyalty to your squadmates comes from the training, including an unprecedented level of teamwork that resembles "telepathy", but the augmentation has a number of specific results:
- Capable of running up to 55 KPH
- Able to lift up to 3 times their body weight (about twice as much as a normal human)
- Virtual night vision
- Reaction times of estimated twenty milliseconds. Significantly faster in combat situations or with A.I. assistance.
It comes at a price however - recovery is long and painful. No Spartan forgets what happens to them during this time. It's something all Spartans have in common, and keeps them together, no matter how far apart their assignments may take them.
MJOLNIR Mark X Power Armour
Energy Shields: These recently upgrades shields were designed with magical attacks in mind. Deemed a necessary upgrade during the Space-Time War, these shields can withstand anything but the heaviest magical attack. They also block abilities such as X-Ray vision and Telekinetics. The shields themselves take 4.25 seconds to begin charging once dead, and only 1.75 seconds fully charge after that. While charging, even at a minimal level they will block at least one hit, bullet, etc. If a device is planted on the armour itself while the shields are down, once they recharge they act as a scrambler, causing any kind of contact - electronical or magical in origin - with that device to be sketchy at best. Example: A tracking device is placed on Jullean's armour while the shields are down. While the signal comes through clearly at first, the shields then recharge. Now, the signal only appears occasionally, and isn't very precise.
Motion Tracker: This invaluable tool tracks friendly (yellow) and enemy positions (red), as long as their moving. It's also been tweaked with the ability to spy magical objects (green). Magical objects include attacks, such as magical - or magically infused - projectiles.
Armour Benefits: The armour slightly increases a Spartan's super-human attributes, and adds "tough" to the list. The armour is hard to damage, but while the armour itself may stay intact, it doesn't mean the person inside will. The armour is also lined with impact-resistant gel making falling from large heights, or being thrown into walls less painful. This doesn't effect slicing, piercing or magical attacks - only blunt ones.
Built-In Powers: As of the MJOLNIR Mk X Power Armour, three powers have been built into the armour to be used at any time. Only one of these powers can be active at a time, and there is a slight cool-down period between the deactivation of one and the activation of another. These powers are Sprint, Invisibility and Overshield. Also included in the new armour is a Shield Pulse. Upon activation, the MJONLIR Mk X's shields quickly disable and re-inable, causing an energy pulse that removes all objects attached to the armour.
Cam
Cam is Jullean's Smart-AI. She looks like Navi from LoZ: Ocarina of Time, but talks and acts like Cate Archer from NOLF. Occasionally she'll spout comments like *Look out!* in a voice similar to Navi's, which does nothing but tick her off - although it has occasionally helped Jullean. Importing personalities from places other than a scanned human brain is still mostly experimental, so such "glitches" are to be expected. Apart from being a battlefield companion, Cam also runs Jullean's "magic anti-virus program". This allows her to remove magical contaminants that are affecting the MJOLNIR armour, such as possession and even magically-induced magnetic fields.
Cam has the ability to "possess" a physical body in the form of a human-made Forerunner Monitor. While possessing the body, she can transport weapons from a special section of the STPD's armoury set aside for Jullean's Arena battles. If familiar with Halo 3, it works sort of like Forge mode, but with weapons only. The downside is that the body is fairly delicate. It's only real protection is a one-time shield - it will block any hit, no matter how powerful, but only once. After that, the shield will overload and die. It will take some time to recharge - a bit longer than Jullean's own shield - but then will be able to get back in the fray. Cam can also only possess the Monitor body while she's within 30 meters of Jullean, otherwise she's yanked back into the Spartan's implant, and the body falls lifeless to the ground. Jullean carries 2 extra Monitor bodies that are the size of grenades while carrying, but expand to full size when in use.
Weapons
Nearly any weapon in the Halo universe is likely to appear, but those described are the ones Jullean will take into battle with him, unless otherwise mentioned. If he brings different weapons to a fight, they will be described right away, and an entry will be placed here.
BR57 "Battle Rifle": This weapon is the successor to the widely successful BR55 rifle, used for many decades after the Human-Covenant War. The burst weapon is highly accurate to long ranges, and is useful at medium- to close-range as well, due to it's fully-automatic setting.
M95 "Shotgun": The M95 is an extreme close-range weapon. If you're within the M95's range, then you're about to get hurt - a lot. A single shell fired from this weapon will rip through flesh and thin metal like it was never even there. You DON'T want to get close to it.
ES5-EX "Energy Katana": This special katana is actually a real steel katana. However, it's also covered with transmitters, that create an energy field similar to the Elite's Energy Swords. It works just as well. The katana has sliced through any material that it's been tested on, and as such would take a magical- or energy-based defense to slow or stop it. The steel blade is left attached to the hilt in case of an energy-removing attack. The katana will still function as a sword, just without the benefits of an energy-based weapon.
M9 Frag Grenade: Even though it's 200 years since the Human-Covenant war, this high-explosive fragmentation grenade hasn't changed much. In fact, it's kept the same name. Jullean carries 4 of these into every fight. Pull the pin, toss, boom. They can be detonated prematurely by a nearby explosion. They're about the size of a baseball.
Type-1B "Plasma" Grenade: Since the Human-Covenant War, the Elites have been researching their highly effective plasma grenades - known as "stickies" by the UNSC soldiers. The Elites have found a way to cause their grenades to stick to surfaces as well as vehicles and organisms, while remaining safe for the thrower (in other words, it won't stick to your own hand when you attempt to throw it). The Type-1B grenades will NOT prematurely explode once activated, either by explosion or magical/technical intent. Instead, they will be launched away from any nearby explosion, and any magical or technical abilities will be ineffective. They are also made up of the Elite's special material, which even ONI still has no idea about. Plasma grenades are generally the same size as a frag - baseball sized.
Vehicles
These vehicles will mostly be featured in LBM's, but I figured it better to put descriptions here than in the LBM, which would make it really, really long. Occasionally they may find their way into battles as well though.
Pterodactyl Dropship: The successor to the Pelican dropship from 2552, the Pterodactyl dropship was created with both combat and transport in mind. It has a much slimmer design, being almost half as tall, but twice as wide as the Pelican. The extra width is gained by a much larger wingspan - so large that the wings had to be designed to fold in half in order to dock with stations and spaceships. The larger wingspan allows for a more maneuverable vessel while in atmospheric conditions, and is also outfitted with three missile launchers on each wing. Attached to the "chin" of the Pterodactyl is a chain-gun, similar to that of the Pelican. The loading bay of the Pterodactyl sits within the dropship itself, lowering when the passengers are ready to disembark. The loading bay itself is equipped with Sangheili technology, which allows high-altitude drop-offs of both cargo and personnel. An anti-grav beam will lower or raise anything caught within it. The Spartans and Sangheili tend to simply drop off, and have the anti-grav beam "catch" them just before they hit the ground, allowing for even faster air-to-ground deployment. ODST's have been known to use this technique as well. The vessel was not created with space travel in mind, but has been built to allow space-to-ground deployment, being able to withstand reentry and be decently maneuverable while in non-atmospheric conditions.
Sabertooth Combat Jeep: The Sabertooth is not a Light Reconnaissance Vehicle, despite it's visual similarities to the Warthog. This four-wheeled vehicle has been outfitted with heavier armour, and a Gauss Cannon as it's default third-man position. The passenger side contains controls for a mounted machine gun on the vehicle's front, in between "tusks", which are much larger than the Warthog's, which allows the Sabertooth to ram enemy vehicles or personnel with great effect. The vehicle is slightly wider and longer than the Warthog LRV, which makes it an easier and slower target, but the extra armament is considered worth it.
Tarantula Tank: This widely used UNSC tank is a new design, featuring eight treads, instead of the old Scorpion's four, although still including safe areas for nearby soldiers to occupy. This makes the Tarantula much more agile than previous Main Battle Tank designs. It also has the ability to turn the treads perpendicular to the tank, allowing the Tarantula to move sideways instead of needing to turn first. Unlike the Scorpion MBT, the main gun of the Tarantula is located near the front of the tank, and lower than the rear. It, however, has also become more agile, as the main gun can raise up, and aim in a wider angle - both horizontally and vertically - and new technology has given the main gun a faster moving speed. While lowered, the tank can fire it's main gun much faster though, allowing it to charge through enemy personnel. This firing mode is not suggested against a single or heavily armoured enemy vehicle. The rear section of the tank is raised above the default height of the tank's main gun, and contains a heavy chaingun for use against enemy foot units, while the main gun concentrates on enemy armour. Being raised higher than the rest of the tank, the chain gun has a complete 360 degree firing arc, although it cannot aim very low. This makes the tank vulnerable to close-range attacks.
Equipment/Suit Powers
Jullean decides which equipment to bring with him during his battles just before he leaves. Equipment is a single-use item that can be either offensive or defensive. It also includes suit powers - which will replace a piece of equipment. These suit powers can recharge for future uses. Possible equipment options include:
Bubble Shield: The bubble shield is incredibly useful. It will halt all magical and physical attacks, but will still allow slower moving objects - such as a walking or running human - to pass through it. The shield itself is absolutely indestructible from the outside. It doesn't last long - only 20 seconds - but nothing that hits it will get through. The only way to stop it once it's been activated is to destroy the transmitter, located in the centre of the shield. It expands in a sphere, so it covers attacks from below as well as anywhere else.
Power Drain: This sphere - when activated - will suck the power out of anything nearby temporarily. It will drain vehicle power, causing it to shut down; or halt the effectiveness of energy-based weapons. The sphere's power draining effect only lasts for about 10 seconds, but has lasting effects for about 30 seconds once removed from the Power Drain's influence. The Power Drain is about the size of a large grapefruit.
Trip Mine: The trip mine is a detonation device much more powerful than a grenade. It is disk-shaped in appearance, and can be attached to surfaces by a sticky underside. The mine will either detonate from enemy movement nearby, or remote detonation. Trip Mines are about the size of a frisbee, maybe a little bigger. Their detonation force is about twice that of a frag grenade.
Jet Pack: A back-mounted "backpack" allows Jullean to fly upwards for a short period of time. Somewhere between a piece of a equipment and a suit power, the jetpack is a destructible device like equipment, but recharges for future uses like a power. After deactivation, it requires a few moments to fully charge. Howver it can be used before full charge is reached, just for a shorter period of time.
Invisibility: This suit power makes Jullean almost completely invisible for ten seconds. An observant person may be able to see the slight bends of light around the Spartan, although it will be very hard to visually track. It also masks his footsteps, although not completely. Any technological means of tracking (the MJOLNIR's own motion tracker for example) will still register the Spartan's existence. It only starts recharging once the power has been drained, and takes two minutes to recharge, at which point it can be used again. This power is now built-in to the MJOLNIR Mk X armour.
Overshield: This suit power allows Jullean to add another, stronger layer to his shields (about 50% stronger). It takes a few seconds to charge to full, and during this time he is completely invincible. This extra layer does not recharge after being drained. As of MJOLNIR Mk X, this power is built-in.
Sprint: While sprinting is considered a running speed, this suit power actually increases all of Jullean's movements for a short time. He's just as precise with his faster speed as he is normally, which means he can react with his Spartan precision, just at a much faster speed. The effect lasts for about 15 seconds, and takes another 30 to recharge before a 2nd use. This power is now built-in to the MJOLNIR Mk X armour.
Background
In the year 2737, scientists discovered an odd disturbance. They called it a "spacial rift" and began experiments. Two years later, the spacial rift degraded from the experiments, and ripped wide open. Now a full-blown space-time portal, the scientists were killed by magical beasts. They - and their magical masters - soon began spreading across the known universe. Humanity was still even now trying to rebuild after the Human-Covenant War nearly 200 years ago. Jullean, along with his friends Malcolm and Alistair signed up with the UNSC (United Nations Space Command) to fight the magical monsters. They were put in a squad with Jill, and Malcolm - incorrectly - assumed she would be the weakest link. They quickly learned otherwise - or had bruises to tend to. 6 months into the war, their squad of four - 7th Squad, of the 2nd AMSF (Anti-Magic Strike Force) - learned of the Spartan IV program. All four signed up, becoming Spartans - a process that was much safer after 200 years of technological advancement. Even so, Alistair did not survive the process, and was labelled KIA. For almost ten years the war continued, with Marines, Spartans and Sangheili (previously known as Elites) fighting side-by-side. In the last year and a half of the war, Jullean became slightly mentally instable - the traumatic experience of the war coupled with the loss of Alistair caused dangerous adrenaline spikes. These adrenaline spikes placed his vitals into the dead-zone, and yet he survived every time. During these spikes, his reaction time was double that of even a Spartan, causing time to slow. However only moments later, his vital signs would crash, causing him to pass out. Because of this, he was nearly discharged due to suspected drug use. No proof was ever found - because it didn't exist - and so Jullean continued to serve.
7th Squad was the only one that never lost a member in action, and one of the few that actually lasted through the entire war. Ten years after it began, the war finally ended when the UNSC managed contact with friendlies on the other side of the space-time portal. With information gained from these friendlies, scientists were able to force the space-time portal to a much smaller size, making it impossible for anything to get through. Eventually, they managed to even control it, allowing safe travel to many other universes. Almost immediately after the war, Jullean, Malcolm and Jill were drafted into the STPD - or Space-Time Portal Defence - a top secret USNC division, consisting of both Spartans and Sangheili, committed to defending primarily their universe, but with a purpose to protect as many innocents in the various universes connected to the space-time portal. Turns out large problems plague nearly every universe.
Currently, the Prophets have been scattered to the stars - the Elites weren't happy by the deception. Similarly, most Grunts returned to their homeworld, the Jackals were nearly exterminated by the Space-Time War, and the Brutes have all but disappeared. What little knowledge the UNSC has on the Brutes is that they are leading something they call the "Covenant Remnant". A number of previous Covenant races still bound together, the Remnant continues to fight against the humans and their allies. In a recent infiltration mission, 7th Squad revealed information that shows the Remnant are researching how to control the space-time portal and possibly reopen the path to the universe that contains the wizards and magical beasts that caused the Space-Time War.
Arena Involvement
910CMX Fighter Profile
910CMX Fight Index
Battles
Mord vs Jullean - Win (Exhibition)
Jullean vs Drake - Win (Exhibition)
Jullean vs Hale - Loss (Exhibition)
Jullean vs Sam - Loss (Exhibition)
Jullean vs Strategest - Loss (Exhibition)
Jullean vs Drake - In Progress (ATT2)
Life Between Matches
Upgrades
Remembrance
Forgotten Foes
Destabilization
Trading Up - Part 1
Trading Up - Part 2
Getting Involved
A Thief, Or Not A Thief? - Part 1
A Thief, Or Not A Thief? - Part 2
The Hunt Begins (co-writer)
It Hits the Fan (co-writer)
You Don't Know What You Signed Up For - Part 1
Chronological Arena Involvement
You Don't Know What You Signed Up For - Part 1 (LBM)
Mord vs Jullean (Exhibition Fight)
Upgrades (LBM)
Jullean vs Drake (Exhibition Fight)
Remembrance (LBM)
Forgotten Foes (LBM)
Jullean vs Hale (Exhibition Fight)
Destabilization (LBM)
Trading Up - Part 1 (LBM)
Trading Up - Part 2 (LBM)
Getting Involved (LBM)
Jullean vs Sam (Exhibition Fight)
A Thief, Or Not A Thief? - Part 1 (LBM)
A Thief, Or Not A Thief? - Part 2 (LBM)
The Hunt Begins (LBM - co-writer)
Jullean vs Strategest (Exhibition Fight)
It Hits the Fan (LBM - co-writer)
Jullean vs Drake - Loss (ATT2)
Jullean vs Yutsuko - Loss (ATT2)
Jullean vs Martin - Loss (ATT2)
