The Halo Tank is the heaviest thing The Marran field and the only Marran unit bought one at a time rather than as a squad. It is a Tier 3 vehicle hired into a main faction army partway through a match, since mercenary groups add to a faction rather than being played on their own, and at 7 supply it is a genuine commitment rather than a supplement.
Two properties set it apart. It attacks while moving, which almost nothing else at its weight class does, and every fourth attack charges a beam that fires in a straight line for 80 damage. A Halo Tank that keeps walking is still doing its full 38 DPS, and it reaches the beam on the same schedule whether it is advancing or retreating.
Figures below describe the September 2026 Early Access build carrying the identifier ZS.c36778, and they move with a patch cadence that has been close to weekly since launch. Roughly half the versus roster had a stat touched in the fortnight before that build was captured, so read every number here as dated rather than permanent.
Stat Block
Stat | Value |
|---|---|
Cost | 150 hexite and 225 flux |
Health | 350 |
Shields | 350 |
Armor | Not published in the entity data for this unit |
Armor type | Heavy |
Status resist | 40 |
Move speed | 400 |
Vision | 16 |
Supply | 7 |
Build time | None. Mercenary units are hired, not built. |
Tier | 3 |
Domain | Ground unit |
Infuse cost | 21.563 |
Reanimate cost | 21.563 |
Replicate cost | 21.563 |
Bought from | Marran Bulwark |
Weapons
Weapon | Damage | DPS | Range | Cooldown | Targets | Notes |
|---|---|---|---|---|---|---|
Obliterator | 50 | 38 | 14 | 1.3s | Ground only | The ordinary attack, fired on the move |
Halo Linear AOE | 80 | Not published | Not published | Released on every fourth attack | Ground only | Deals its damage in a line. Costs 4 power to fire |
The beam has no published range or cooldown of its own in the entity data, because it is not fired independently: it is the release of a charge built by four ordinary attacks. What is published is its damage, its line shape, its ground only targeting and a power cost of 4.
Abilities
The entity data lists no activated ability for the Halo Tank. Attacking while moving and the four attack beam charge are both properties of the weapon rather than separate ability entries.
Upgrades
No upgrade targets the Halo Tank directly. The Marran talent line, taken at faction levels 2, 4 and 6, is what changes it.
Level | Talent | Effect | ||
|---|---|---|---|---|
2 | Life Path | Experience gain increased by 30 percent. | ||
4 | Pulse Capacitors | Passive power gain increased by 200 percent and range increased by 20 percent, taking the Obliterator from 14 to 16.8. | ||
6 | Bulwark Amplification | Bulwark move speed increased by 50 percent, Pulse Barrage loses its power cost, the Bulwark generates shields on nearby damaged units, and three | unlock and spawn. |
Conversion Costs
Three factions can act on a unit that already exists instead of building a new one, and each pays out of the same top bar power pool. Infuse is the Grell mechanic, permanently raising a friendly unit's health, damage and regeneration for the rest of its life at a bonus of 45 percent since the balance pass of August 11, 2026. Reanimate is the Legion of Truth version, which speeds the unit up by 30 percent while it lives and stands it back up when it dies. Replicate is the Xol version, which copies an eligible allied unit outright.
The Halo Tank is eligible for all three, and in this build the three prices are identical at 21.563 power each. See Resources and Economy for how the top bar pool fills.
Role
The Halo Tank is the Marran answer to a massed ground line. Fifty damage a shot at 14 range is already the hardest single hit in the roster, and the beam adds 80 more to everything standing in a line behind the target. Against an army that has bunched up to push, a single Halo Tank output is closer to a siege weapon than a tank.
Firing on the move is what makes that survivable. A Halo Tank pulling back from a losing engagement is still contributing, and one advancing behind a screen of Marran Badger does not have to stop to trade. Status resist 40 is the joint highest in the roster, so stuns and slows land at reduced effect on the one Marran unit that most needs to keep moving.
The limit is that it cannot shoot up at all. Neither the Obliterator nor the beam targets air, so a Halo Tank in an army with no anti air is 7 supply of dead weight against fliers. The Marran answer is to pair it with the Marran Sharpshooter or the Marran Pulse Skimmer, both of which hit both domains.
Faction Context
All five Marran units come out of the Bulwark, a production structure that moves at 250 while it works. The Halo Tank is the top of that line, and at 350 health layered under 350 shields it carries the largest effective pool in the roster. The group's motto describes them as masters of energy technology, and the Halo Tank is the literal reading of it: shields, a charged beam, and a weapon that spends power to fire.
Tier and Armour Interactions
Heavy armour type on 700 combined health and shields makes the Halo Tank the hardest Marran unit to remove, but the entity data publishes no flat armour value for it, so fast weak attacks are not blunted at all. Flat armour subtracts damage per hit with a floor of one, which means the absence of it matters most against exactly the massed cheap infantry the beam is meant to clear.
The Obliterator carries no armour type bonus of any kind, which is unusual in this roster. It does the same 50 against Light, Medium and Heavy alike. Units covers the six armour types and the flat armour maths.
Counters
Strong Against
Target | Why |
|---|---|
Clustered ground armies | The beam deals 80 in a line, so a bunched push takes it across multiple units at once. |
Anything at 14 range or closer | 50 damage a shot at 38 DPS, delivered without ever standing still. |
Slows and stuns | Status resist 40 blunts the crowd control that would otherwise strip the advantage of firing on the move. |
Weak To
Threat | Why |
|---|---|
Air units | Neither weapon targets air. A Halo Tank cannot answer a flier at all. |
Massed cheap attackers | No published flat armour value, so every small hit lands at full damage against a 7 supply unit. |
Heavy armour bonuses | The Halo Tank carries Heavy armour, and weapons built to punish Heavy, including the Marran own Heavy Trooper at +100 percent, hit it at full effect. |
Balance History
August 28, 2026: cost changed from 125 hexite and 250 flux to 150 hexite and 225 flux, and the three conversion prices moved from 21.88 to 21.563 to match.
Notes
The roster record for this unit is COMPLETE on every field the source publishes. One value is absent from the entity data and is left blank rather than guessed: the flat armour value. The beam also has no published range or cooldown, for the reason given above.
Mercenary units carry no build time, and that is a property of the game rather than a gap in the record: they are hired rather than constructed, so the entity data publishes a price and a squad size but no production timer.
The The Marran page still lists the pre August 28 price of 125 hexite and 250 flux. The 150 and 225 on this page are the current build values, and the studio note of that date is the authority for the change.
No dated studio note between the Early Access launch of July 20, 2026 and the hotfix of September 1, 2026 changes any Halo Tank combat stat. The August 28 entry above is a cost change only.
Per unit numbers are drawn from a community maintained entity catalogue that the studio links from each of its own faction pages. It is the only place a full stat block is published, so read the figures as careful community documentation of one build rather than as an official specification. Dated balance notes come straight from the studio patch posts and are stated as such.