Jiralhanae

This article is about a species. For the music track, see Brutes (music).

"They are beasts, in essence and action."

- The Minister of Discovery remarking on the savage nature of the Jiralhanae

The Jiralhanae (Latin, Servus ferox, translated to "wild slave" ), known by humans as Brutes, are a carnivorous sentient species of pseudo-ursine mammals. Originating from the planet Doisac, the Jiralhanae were the final addition to the Covenant hegemony. They have a profound hatred of the Sangheili, unmatched by any other feud within the Covenant, fueled by the Jiralhanae's naturally aggressive demeanor and the Sangheili's natural sense of superiority.

Exceedingly strong (surpassing the strength of both Sangheili and Spartan-IIs), the Jiralhanae place a greater emphasis on brutality than wisdom and are on the whole a savage species. Preferring this potential for blind obedience, the High Prophet of Truth began plans to replace the Sangheili with Jiralhanae, slowly placing the latter in higher positions and giving them greater allowances than Sangheili troops would receive. Finally, on Truth's orders, the Jiralhanae began a galaxy-wide purge of Sangheili High Councilors and commanders, sparking a cataclysmic civil war known as the Great Schism that led to the dissolution of the Covenant. This civil war would continue well after the end of the Human-Covenant War.

The Ark and reseeding
The Jiralhanae were one of the many species of predators that originated on Doisac, evolving from temperamental, tree-dwelling mammals due to Doisac's challenging and diversifying environment. The Jiralhanae were one of many sentient species indexed by the Librarian for preservation aboard Installation 00. After the Halo Array was fired, the Jiralhanae were returned to Doisac to begin rebuilding their culture.

The Covenant
Despite their savagery, Jiralhanae proved intelligent enough to achieve spaceflight and space-faring status. However, their warlike nature inevitably led them into conflict, and eventually the various Jiralhanae master-packs—belonging into either of the Jiralhanae's two main social divisions (the Rh'tol and Vheiloth skeins) fell into a massive war known as the First Immolation. This mechanized war of attrition lasted a decade and eventually led to the use of nuclear weapons that devastated Doisac. The First Immolation and the nuclear holocaust that followed nearly led to species self-extinction and caused the collapse of Jiralhanae society; by the time the Covenant discovered them in 2492 CE, the species had just rediscovered radio and rocketry. Although some Jiralhanae were quick to join the Covenant, such as those led by Chieftain Maccabeus, others put up resistance against the invading alien hegemony. In their primitive state they were quickly defeated and absorbed into the Covenant. The Jiralhanae's search for theological meaning led to the species' swift incorporation into the Covenant as they adopted the empire's religion and began worshiping the Forerunners.

The Jiralhanae serve in the Covenant military, deployed as heavy infantry and shock troops. Most of the Jiralhanae roles within the Covenant were only mere extensions of their own clan-based organizational structure, albeit more formalized under the Covenant's rule. The Covenant settled Jiralhanae on worlds rich in resources to guard them from anyone seeking to claim them for themselves. Meanwhile, the Jiralhanae lacked the capability to mine the resources themselves and were not provided the technologies necessary for the process, ensuring that the Prophets had secure control over the resources. Upon the Jiralhanae's inclusion into the Covenant a group of Sangheili commanders went before the Covenant High Council and claimed that the Jiralhanae's pack mentality would inevitably bring conflict between the two species. Citing the Jiralhanae's natural instincts to fight to the top of any hierarchy, the Sangheili commanders proposed that any peaceful "urges" that the Jiralhanae exhibited should be "aggressively encouraged". The High Council believed that the argument was fair, and began to impose restrictions on the technology the Jiralhanae could access. Although this ruling was meant to curb the enmity between the Sangheili and Jiralhanae, a feud between the two species continued.

Human-Covenant War
Jiralhanae troops fought in many battles throughout the Human-Covenant War, including the first conflict on Harvest and the invasion of Reach. While effective combatants, they remained subordinate to the Sangheili, who continued to regard the Jiralhanae with universal disdain. Receiving differing opinions and suggestions on how to deal with the threat of humanity by both San'Shyuum and Sangheili, the High Prophet of Truth began pursuing numerous schemes as he sought to replace the Sangheili with the Jiralhanae; Truth considered the latter to be easier to control and more dogmatic. Tartarus, a Jiralhanae who participated in the first contact on Harvest, caught the eye of the Hierarch, who was impressed that the Jiralhanae managed to take control of the entire Rh'tol skein at a young age. In the final years of the Human-Covenant War Truth had prepared Tartarus for an ascension to military authority.

By the final months of the war the High Prophet of Truth had gathered the personal allegiance of many of the San'Shyuum members on the High Council. Recognizing the Jiralhanae's ferocity and unquestioning obedience, the San'Shyuum had decided to promote the Jiralhanae to the top of the Covenant military hierarchy—a position occupied by the Sangheili since the Covenant's inception. The Sangheili were scapegoated for failing to prevent the recent assassination of the High Prophet of Regret (secretly arranged by Truth), and their previous failure to safeguard Installation 04; these events were used to justify the decision. The Jiralhanae became the Hierarchs' chosen protectors, replacing the Sangheili Honor Guardsmen and taking command of the fleet. This event led to some Sangheili Councilors to threaten resignation from the High Council. On November 3, 2552, Tartarus and the High Prophet of Truth enacted their plans after several decades of preparation. After Tartarus seemingly killed Arbiter Thel 'Vadamee, the Chieftain's second-in-command, Melchus, led a massacre on the Sangheili High Councilors and several of the former Honor Guardsmen on Installation 05. These acts began the Great Schism, a civil war that led to the Sangheili assembling themselves and founding the Swords of Sanghelios, effectively allying themselves with humanity, which resulted in the eventual fracturing of the Covenant empire. Tartarus attempted to initiate the Great Journey by activating Installation 05 but he was slain by the Arbiter.

Post-war
After the Covenant's disastrous defeat at the Ark, Jiralhanae society splintered among many tribes. Most Jiralhanae returned to Doisac, where they continued to fight among themselves as the species' organization fell apart. Many refused to cease their campaigning against the Sangheili and the two species remained locked in an irregular conflict for years to come. When the remaining San'Shyuum retreated into hiding, the Jiralhanae returned to their primitive, savage nature, allowing the Sangheili to gain the upper hand in battle. A Sangheili shipmaster visiting Kholo noted that at least some Jiralhanae factions had separated from those loyal to the former Covenant and were waging an internecine war against each other. Additionally, due to the Jiralhanae's lack of advanced technology, they were unable to attain resources or even food for themselves, instead resorting to raids on Sangheili settlements. This, in turn, only served to provoke further violence between the two species.

There were several Jiralhanae, such as Manus and the crew of Piety, who remained loyal to their Sangheili commanders after the split of the Covenant. Many others served the Sangheili as security guards and servants on Sanghelios. However, this did not come without conflict. In March 2553, Jiralhanae servants in the state of Ontom launched insurgent attacks, which resulted in the death of dozens of Sangheili. Their revolt was quickly quelled by the city militia. At least some Jiralhanae allied with various remnants of the Covenant; some fought on behalf of Merg Vol's forces during the Battle of Draetheus V in 2554, and others fought in the Battle of Installation 03 as part of Jul 'Mdama's Covenant faction in 2557. On March 5, 2558, the Jiralhanae Chieftain Lydus represented a polity of Jiralhanae willing to begin peace talks with the Swords of Sanghelios and the UNSC on Ealen IV. However, initial peace talks were foiled by a mercenary group hired by the human New Colonial Alliance. Hidden in corners throughout the Orion Arm, several Jiralhanae clans continue to gather in strength, continuing the work of the dissolved Covenant.

Anatomy and physiology
Jiralhanae are a carnivorous, sentient species of mammals who share physical characteristics with Earth's gorillas, rhinoceros, and bears; due to their bear-like features, they are designated pseudo-ursines. They have thick gray skin that is highly resistant that makes them highly resistant to harm. Their bodies are covered with matted black, tan, or brown fur. The majority of Jiralhanae shave their fur, with higher-ranking individuals sporting beards or mohawks. Pale fur and skin and considered extremely rare.

Their large, stocky appearance is most likely due to the gravity on their planet, which is about twice that of Earth. Jiralhanae are immensely strong, hence the "Brute" moniker, and are capable of delivering crushing blows in hand-to-hand combat. Their teeth are very sharp, and are frequently used as natural weapons. They are prone to fits of berserk rage in battle; Brutes often rush at and pummel any targets within reach with terrifying aggression. Jiralhanae have three digits on each hand including opposable thumbs. As such they can make use of a variety of weapons both of Covenant and human design. Their feet have only two digits, each with thick, hardened claws. Jiralhanae blood is purplish-red.

Jiralhanae are consummate carnivores and have evolved as predators, as evidenced by their fearsome fanged jaws and propensity for violence. They are known to eat the flesh of their enemies, such as humans. They consider thorn beast a delicacy. A Jiralhanae once stated he would have gladly devoured the future Arbiter, had he been allowed. Jiralhanae have highly sensitive olfactory glands that allow them to quickly track down and hunt prey, even in unfamiliar territories.

Jiralhanae often descend into a highly aggressive berserker rage when all their pack mates have been killed. Their incredible physical strength coupled with a dogged determination to kill their target makes a berserk Jiralhanae a force to be reckoned with, being powerful enough to even kill a Mgalekgolo. Before Jiralhanae reach full maturity, they naturally release pheromones. Others can smell these pheromones and some can tell how the Jiralhanae is feeling by the scent. When they do reach maturity, they learn to control the releases of their pheromones and most ideally stop them altogether.

Culture
The Jiralhanae are rated a native Tier 4 species by the Forerunner Technological Achievement Tier scale, although a Tier 2 rank was adopted from the Covenant. They are extremely zealous beings, known for their willingness to cling to ancient, bloody traditions and their unwavering belief in the words of the Prophets and in the promise of the Great Journey. Their homeworld of Doisac is war-torn, and Jiralhanae are known for their particular joy in vicious activities, complimented by regimented discipline. As part of the Covenant, Jiralhanae were required as a prerequisite to convert to the Prophets' religion of worshipping the Forerunners. Previously, their culture revolved around the worship of totems and idols and their religion was based on the lunar cycles of Doisac's three moons, but they made swift converts due to their search for theological meaning. The Jiralhanae were one of the most fanatical adherents to the Prophets' faith, although they seemed to hold little concept of sanctity, evidenced by Tartarus' improper handling of the "Oracle" 343 Guilty Spark. Following the dissolution of the Covenant most Jiralhanae abandoned their belief in the Great Journey.

The Jiralhanae fighting style is forceful, utilitarian, and pragmatic. They prefer using weapons from their homeworld rather than the Covenant's standard plasma-based firearms. Jiralhanae weapons are notable for being extremely dangerous, somewhat primitive and brutal, and always featuring a blade attachment such as the Type-25 Spiker, Type-52 Mauler, Type-25 Brute Shot, and the Type-2 gravity hammer. These weapons show their barbaric nature, for example, the fact that all of the weapons are named after ways of injury or causing bodily harm to another being. The many spikes and serrated edges that adorn their race's weapons, vehicles and armor further support this. However, they do have their own type of plasma rifle. The Sangheili abhorred the Jiralhanae weapons due to their primitive nature, but allowed them to be serviced in low numbers. Unlike the Sangheili, the Jiralhanae have no qualms about using human weaponry. Some were seen using human shotguns during the Human-Covenant War.

The Jiralhanae are disdainful of every other species except the San'Shyuum. In general, Jiralhanae have a pronounced dislike of the Sangheili because the former believe they are better protectors of the Prophets than the Sangheili. The High Prophet of Truth took advantage of this to ignite the Great Schism during the Battle of Installation 05. However, some Jiralhanae have surrendered and are willing to labor under the Sangheili after the end of the war.

Jiralhanae interpret direct eye contact as a challenge. They have been known to brutally beat to death humans who have boldly dared to stare at them.

Society
Jiralhanae society is dominated by a fierce pack culture and a focus on lineage. Familial bonds tie each member to the other, forcing them into states of berserker rage and desperate mourning for their fallen pack mates should one die in battle. Jiralhanae society is a dictatorship controlled by the strongest male; dominance is established by the social, martial, and sexual success of the patriarch. Patricide is an common side effect of the patriarchy due to the ambition seeded within many Jiralhanae to rise to the top of a hierarchy. Female Jiralhanae generally serve as mothers and caretakers. No females have been observed in military roles. A Jiralhanae's blood relation to another Jiralhanae did not offer subordinates immunity from discipline.

Each pack is led by a prominent chieftain who wields a ceremonial gravity hammer, passed from one leader to another upon his death, to denote his status. A Jiralhanae becomes a pack chieftain by challenging the current chieftain to a mortal duel; the victor claims the title after executing the other. The chieftain rules his pack like his own empire. An individual's rank is measured by success on and off the battlefield, unlike the more martial Sangheili. Interactions among the Jiralhanae are dominated by personal status, which they display through decoration and ornate armor.

Jiralhanae exhibit a variety of grooming styles to denote their status and pack affiliation. Jiralhanae typically are either clean shaven or sport mohawks, goatees or beards. However, some Jiralhanae packs do away with shaving altogether. Some Jiralhanae packs also adorn themselves with tattoos over their entire bodies.

Due to their combative and aggressive nature, the Jiralhanae lack a single cohesive government. Instead, Jiralhanae society can be viewed as an extension of their pack structure, but with a number of different levels:


 * Skeins are the largest social division of Jiralhanae, "meta-clans" formed out of multiple packs sharing a similar philosophy and interests. A given skein is dominated by the most powerful clan within. During the First Immolation, most Jiralhanae fell into one of two dominant skeins: the Rh'tol and the Vheiloth. The two skeins display stark cultural and political differences: the Rh'tol are considered more primitive and aggressive, while the Vheiloth are generally more sophisticated and open to new ideas.
 * Alpha Tribes and master-packs are seemingly dominant clans or groupings consisting of multiple packs. Prior to contact with the Covenant, rival master-packs reduced Jiralhanae society to a pre-industrial level through warfare.
 * Packs range in size and importance, with less important packs made up largely of Unggoy or Kig-Yar forces and led by a low-ranked Jiralhanae, and more important packs led by War Chieftains and comprised of more experienced veteran Jiralhanae bodyguards.

Role within the Covenant
"With my blessing, the Jiralhanae now lead our fleets! They ask for your allegiance, and you shall give it!"

- The Prophet of Truth at the onset of the Great Schism

Whereas the Sangheili used to command the Covenant's military and serve as the personal protectors of the San'Shyuum, the Jiralhanae primarily served as the Covenant's shock troops and secret police. This changed with the outbreak of the Great Schism, when the Jiralhanae supplanted the Sangheili in all areas of the Covenant military. The Jiralhanae treated all the species under their command as expendable cannon fodder. If a subordinate failed to complete their task in any aspect, the leading Jiralhanae would enact a swift punishment, generally execution. Eager to prove themselves superior over the Sangheili, the Jiralhanae often acted with no respect for the lives of civilians or other races.

Sangheili and Jiralhanae fleets were largely segregated, but this was not always the case. Believing that the Jiralhanae posed a threat to both the Sangheili and the Covenant, a union of Sangheili commanders convinced the Covenant High Council to impose restrictions on the technology used by the Jiralhanae. The number of Jiralhanae shipmasters was limited and the weaponry on Jiralhanae ships was mostly disabled. Jiralhanae units are typically deployed in packs led by one or more Chieftains or Captains. They fill a similar role in combat to the Sangheili, as they are both typically command groups of lesser Covenant infantry. However, Jiralhanae are generally not equipped with energy shields, except for Captains and Chieftains, and all Jiralhanae post-Great Schism, and wield a slightly different arsenal of weaponry.

Language
The native Jiralhanae language is animalistic, incorporating a wide range of sounds from growls and barks, to full-out howls and roars, though Jiralhanae also express emotions through scents and musks. Young Jiralhanae have difficulty controlling the release of these scents, but learn how to moderate them as they grow older. A communal howl is often made by the pack chieftain as a sign of celebration, and failure to participate in the howl is a serious affront to the Chieftain's authority.

Naming conventions
Most known Jiralhanae have Latin-sounding names, such as Tartarus and Bracktanus. The "-us" at the end of their name is an honor denoting maturity or experience in battle, similar to the "-ee" suffix on Sangheili names. The "-um" suffix is denoted to the Jiralhanae affiliated with the Rh'tol skein.

Homeworld and colonies
Doisac is the name of the Jiralhanae homeworld. It possesses three natural satellites: Warial, Solrapt, and Teash, and is the third planet of the Oth Sonin system. The gravity on the planet is approximately 2.1 G while the atmosphere is 1.3 atm. Surface temperature is between -15°C to 52°C (5°F to 125.6°F). The estimated population of the planet is approximately 12.5 billion. Its habitat is described as being dominated by magma and magnetism.

The Covenant settled Jiralhanae on a number of worlds rich in resources, to guard them from anyone seeking to claim them for themselves. They were not provided the technologies necessary for the process by the Prophets and were unable to develop them on their own, thus ensuring the San'Shyuum had full control over the Covenant's resources. The Jiralhanae continued to inhabit these colonies after the Human-Covenant War. Their inability to acquire food and resources for themselves, combined with their savage nature, led them to pillaging the colonies of other species, mainly those of Sangheili and Kig-Yar.

Command structure
The Jiralhanae species is arranged in a pack society, based on a hierarchy determined by viciousness, physical abilities, and number of kills in combat. A "pack master" leads Jiralhanae packs. A chieftain will frequently be addressed as such while issuing orders during combat. When the Jiralhanae were first incorporated into the Covenant military, a number of pre-existing roles that already existed in Jiralhanae society were adopted by the Covenant. These include the ranks of Chieftain, Captain, Stalker, Major, and Minor. The ranks became more formalized under the Covenant's rule and they were splintered into numerous varieties based on their skein of origin, and its functional and organizational placement. Other time, many Jiralhanae ranks evolved or developed. After the Human-Covenant War and the Covenant's demise, most of the ranks and organization established by the Covenant as the Jiralhanae returned to Doisac.

Cultural and political titles

 * Chieftain of the Jiralhanae
 * The Chieftain of the Jiralhanae was the leader of the entire Jiralhanae race. After killing his uncle at Harvest and taking control of the Rh'tol skein, the High Prophet of Truth ascended Tartarus to this title.


 * War Chieftain
 * Jiralhanae War Chieftains are in charge of the larger Jiralhanae packs. Superior to the standard Chieftain title, often used heavy weapons in battle to establish their strength and physical prowesses. War Chieftains were often given command of small outposts or served as Type-47 Scarab commanders during their service in the Covenant.


 * Chieftain
 * The title of Chieftain had existed long before the Jiralhanae were incorporated into the Covenant military. Often commanding small packs or clans, Chieftains led Jiralhanae and several lower caste species alike into battle. Chieftains picked what pack members he went into battle with, based on strength. However, some Chieftains choose their pack members based on their beliefs and virtues. Chieftains occasionally led religious sermons and rituals.

Military
The Jiralhanae received a more standardized military structure after the species joined the Covenant, although the organization of their ranks and roles drew heavily from their native pack hierarchy. Inexperienced Jiralhanae that had just joined the military were given the rank of Minor, identified by their blue colored power armor similar to the Minor rank in other species' military structures. Minors were given little armor for protection. After gaining experience, a Jiralhanae was promoted to the rank of Major. The equipment used by Majors were basic, but significantly better than that of the Minors. Majors often commanded Jiralhanae Minors and Unggoy. Ultra was the highest rank obtainable by standard Jiralhanae infantry personnel. Ultras often led lower-ranked troops or served under Chieftains. Ultras operated a wide range of weaponry and vehicles. Three Jiralhanae specialist ranks existed within the Covenant military. Replacing the Stealth Sangheili at the dawn of the Great Schism, Jiralhanae Stalkers served in reconnaissance and infiltration roles. Equipped with active camouflage, Stalkers often operated as bodyguards, spies, and assassins for Chieftains. Jiralhanae Jumpers served as an aerial support unit that was equipped with jump packs. Their jump packs give them enhanced mobility on the battlefield. Jiralhanae Bodyguards were responsible for the protection of Chieftains and other political figures within the Covenant, often enforcing tribal and military laws.

Three officer ranks also existed within the Jiralhanae hierarchy. Jiralhanae Captains were the lowest of the three ranks and often commanded groups of infantry into battle. Jiralhanae Captain Majors led packs of Jiralhanae, Unggoy, and low-ranking Kig-Yar during engagements. It was believed among Captain Majors that fear worked best to instil inspiration within their troops. Jiralhanae Captain Ultra was the highest rank available for Jiralhanae officers. They commanded larger packs and lances, and were known for their ability and strength.

After the death of the High Prophet of Regret, the remaining Hierarchs initiated the Changing of the Guard. All Sangheili members of the Covenant Honor Guard were replaced by Jiralhanae Honor Guardsmen. The new Honor Guardsmen were given the same duties as their predecessors. The role of the Honor Guard was largely ceremonial, unless the San'Shyuum they were protecting became threatened.

Titles

 * Shipmaster
 * The title of shipmaster was simply used only to describe a Jiralhanae that commanded a ship, as most Jiralhanae shipmasters additionally held the title of Chieftain. Jiralhanae did not rise to the position of shipmaster as commonly as Sangheili or Kig-Yar did. When given the role of shipmaster, the Sangheili usually disabled much of the ship's weaponry and only crewed the vessel with Unggoy and Yanme'e. Prior to the beginning of the Great Schism, many Sangheili shipmasters were replaced with Jiralhanae.


 * Army Commander
 * Presumably the same rank or near same rank as Chieftain of the Jiralhanae. May be a specific rank created for war and conflict, such as the Human-Covenant War. An Army Commander served during the Harvest campaign and another participated in the massacre of the Sangheili High Councilors.

General

 * John DiMaggio provided the voice of the Jiralhanae Chieftains in Halo 3 and Halo 3: ODST.
 * The word "Jiral" is a Korean curse word that roughly means "stupid, aggressive", which describes the Brutes' temperament.
 * Despite having been absorbed into the Covenant in 2492, Halo: Ghosts of Onyx describes the feud between the Jiralhanae and the Sangheili as "ancient".
 * In Halo 3: ODST the power armor of the Brutes completely lights up, similarly to Elite and Spartan energy shields, instead of small sparks marking where gunfire hits their armor as seen in Halo 3.
 * In Halo 2, Jiralhanae blood is a dark shade of blue, while it is red with blue splotches in Halo 3, and is red in Halo: Reach.
 * In the level Anders' Signal in Halo Wars, Serina identifies the Jiralhanae using the actual name of the species, as well as calling them Brutes. This is the first time a Covenant species' actual name is spoken in scripted dialogue.

Behind the scenes

 * In the ViDoc, Et Tu Brute, Chris Butcher describes the Brutes in Halo 2 as "damage sponges", referring to how they were not very interesting to fight against, acting mainly like less agile Elites who dropped their guns and ran straight toward the player when they got angry. The ViDoc shows Brutes wielding energy swords; however they are never seen doing so in-game. Et Tu Brute also shows a Brute Minor with a Brute Shot using the corpse of another Brute as cover from which to fire from, and another tearing the arms off a captured Marine. Additionally, a Brute Chieftain wielding a plasma cannon wields the version from Halo 2. This is because Bungie was using it as a placeholder until they developed the Halo 3 model. Moreover, it was revealed that the Brutes' original concept was inspired by the barbarians that plagued ancient Rome and eventually became assimilated into it. Marcus Brutus betrayed and killed Julius Caesar and was later hunted down by Rome. This is similar to how the Brutes betrayed the Elites and were eventually defeated. The "-us" suffix on the end of Brute names is a Latin ending denoting a second declension nominative singular noun.
 * During concept stages for Halo 3, the Brutes were planned to use deployable metal shields, rather than the energy shields used by Elites. This idea was eventually cut from the final game, although it would inspire the Brutes ducking animation.
 * Before Halo 3 was released, Brutes had lime green blood instead of the dark red blood they have in the final game.

Glitches

 * In Halo 3, if any Brute becomes infected by the Flood it will turn into a Flood-infected Brute Minor due to graphical restraints, and to time constraints. However, if the player triggers a loading point that removes the Flood from the level while a infection form has begun the infection process, the Flood Infection Form will be deleted, the infection process will be stopped yet the transformation will simultaneously complete. This will result in infected Brutes who are allied with the Flood while retaining berserking, appearance, and hijacking abilities. The only noticeable Flood features are signs of Flood infection growing on their back.
 * In Halo 3, if a Brute Chieftain with a plasma cannon goes berserk, the weapon disappears. When a Brute Chieftain is killed, the plasma cannon reappears by its body. This is because the weapon has no "putting away" animation. However, this was fixed in Halo 3: ODST: if a Chieftain goes berserk, the plasma cannon will hang across his back just like a normal two-handed weapon.
 * In Halo 3: ODST, if one looks closely, a Brute with a Brute Plasma Rifle will appear to reload the weapon after using it for awhile, by reaching toward his left calf and seems to be doing the reload animation for a Spiker. This is an oversight as the plasma rifle is run by a plasma battery.

List of appearances

 * Halo: First Strike
 * Halo 2
 * Halo: Ghosts of Onyx
 * Starry Night
 * Believe
 * Diorama
 * Enemy Weapon
 * Halo: Landfall
 * Halo: Combat
 * Halo: Last One Standing
 * Halo: Uprising
 * Halo 3
 * Bestiarum
 * Halo: Contact Harvest
 * Halo: The Cole Protocol
 * Halo Wars
 * The Life
 * ONI Candidate Assessment Program V5.02A
 * Halo 3: ODST
 * Sadie's Story
 * Halo Legends
 * Origins
 * The Babysitter
 * The Package


 * Halo: Evolutions - Essential Tales of the Halo Universe
 * Stomping on the Heels of a Fuss
 * Dirt
 * Headhunters
 * The Mona Lisa
 * The Return
 * Halo: Blood Line
 * Halo: Reach
 * Halo: Fall of Reach
 * Invasion
 * Halo: Glasslands
 * Halo: The Thursday War
 * Halo 4
 * Halo: Spartan Assault
 * Halo: Initiation
 * Halo: Escalation
 * Halo: Mortal Dictata
 * Halo: Broken Circle
 * Halo 2: Anniversary
 * Terminals
 * Halo: New Blood
 * Hunt the Truth
 * Halo: Spartan Strike
 * Halo: Hunters in the Dark
 * Halo: Last Light
 * Halo 5: Guardians
 * Halo: Shadow of Intent
 * Halo Wars 2