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Marran Halo Tank - Version 1 vs Version 2
Sep 11, 2026, 10:26 PM
Initial version (2026-09-11)
Sep 11, 2026, 10:43 PM
Removed repeated body wikilinks, keeping the first occurrence of each target
11The 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.2233Two 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.4455Figures 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.6677Stat Block8899StatValueCost150 hexite and 225 fluxHealth350Shields350ArmorNot published in the entity data for this unitArmor typeHeavyStatus resist40Move speed400Vision16Supply7Build timeNone. Mercenary units are hired, not built.Tier3DomainGround unitInfuse cost21.563Reanimate cost21.563Replicate cost21.563Bought fromMarran Bulwark1010Weapons11111212WeaponDamageDPSRangeCooldownTargetsNotesObliterator5038141.3sGround onlyThe ordinary attack, fired on the moveHalo Linear AOE80Not publishedNot publishedReleased on every fourth attackGround onlyDeals its damage in a line. Costs 4 power to fire1313The 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 4.14141515Abilities16161717The 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.18181919Upgrades20202121No upgrade targets the Halo Tank directly. The Marran talent line, taken at faction levels 2, 4 and 6, is what changes it.22222323LevelTalentEffect2Life PathExperience gain increased by 30 percent.4Pulse CapacitorsPassive power gain increased by 200 percent and range increased by 20 percent, taking the Obliterator from 14 to 16.8.6Bulwark AmplificationBulwark move speed increased by 50 percent, Pulse Barrage loses its power cost, the Bulwark generates shields on nearby damaged units, and three Marran Heavy Trooper unlock and spawn.2424Conversion Costs25252626Three 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.27272828The 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.29293030Role31313232The 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.33333434Firing 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.35353636The 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.37373838Faction Context39394040All 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.41414242Tier and Armour Interactions43434444Heavy 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.45454646The 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.47474848Counters49495050Strong Against51515252TargetWhyClustered ground armiesThe beam deals 80 in a line, so a bunched push takes it across multiple units at once.Anything at 14 range or closer50 damage a shot at 38 DPS, delivered without ever standing still.Slows and stunsStatus resist 40 blunts the crowd control that would otherwise strip the advantage of firing on the move.5353Weak To54545555ThreatWhyAir unitsNeither weapon targets air. A Halo Tank cannot answer a flier at all.Massed cheap attackersNo published flat armour value, so every small hit lands at full damage against a 7 supply unit.Heavy armour bonusesThe 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.5656Balance History57575858August 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.59596060Notes61616262The 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.