The Heavy Trooper is the highest tier unit The Marran field and the only one you cannot simply buy. It is locked behind Bulwark Amplification, the Marran talent offered at faction level 6, which unlocks the unit and spawns three of them outright. Like every mercenary unit it fights inside a main faction army rather than as part of a Marran force, because mercenary groups are contracted partway through a match rather than played on their own.
What it does is narrow and severe. The Railgun deals 40 damage at 15 range and doubles that against Heavy armour, which makes a squad of Heavy Troopers the Marran answer to enemy tanks, siege units and super units. It hits air as well as ground, so the same squad answers heavy fliers.
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 | 100 hexite and 200 flux for a squad of 2, which is 50 hexite and 100 flux each |
Health | 150 |
Shields | 150 |
Armor | 1 |
Armor type | Light |
Status resist | Not published in the entity data for this unit |
Move speed | 450 |
Vision | 16 |
Supply | 4 |
Build time | None. Mercenary units are hired, not built. |
Tier | 4 |
Domain | Ground unit |
Infuse cost | 8.75 |
Reanimate cost | 8.75 |
Replicate cost | 8.75 |
Bought from | Marran Bulwark |
Unlocked by | Bulwark Amplification, the Marran faction level 6 talent |
Weapons
Weapon | Damage | DPS | Range | Cooldown | Targets | Bonuses |
|---|---|---|---|---|---|---|
Railgun | 40 | 24 | 15 | 1.7s | Air and ground | +100% against Heavy armour |
Abilities
The entity data lists no activated ability, no siege mode and no passive for the Heavy Trooper. It is a pure attacker whose whole design sits in one weapon line.
Upgrades
The Heavy Trooper is itself the reward on the Marran talent line rather than a unit that receives upgrades. The full line, offered at faction levels 2, 4 and 6:
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, which would take a Railgun from 15 to 18. |
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 Heavy Troopers 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 Heavy Trooper is eligible for all three, and in this build the three prices are identical at 8.75 power each. See Resources and Economy for how the top bar pool fills.
Role
The Heavy Trooper is a counter unit rather than a line unit. Eighty damage a shot against Heavy armour is the single hardest anti armour hit available to a mercenary group, and it arrives at faction level 6, which is late enough that the enemy has usually committed to their heavy units already.
Reach is the other half of it. Fifteen range matches the Marran Badger and exceeds the Marran Halo Tank, so a Marran line can be built where every unit fires from roughly the same distance and nothing has to step forward. The Railgun hitting air is what closes the roster gap left by the Halo Tank, which cannot shoot up at all.
The weakness is the unit itself. A Heavy Trooper is infantry with Light armour and 150 health, and its 1.7 second cooldown means it does very little to anything that reaches it. Twenty four DPS against a non Heavy target is mediocre for 4 supply, so buying Heavy Troopers into an army with no heavy targets to shoot wastes the purchase.
Faction Context
All five Marran units are produced from the Bulwark, a structure that moves at 250 while producing. The Heavy Trooper is the only one gated behind a talent, which means a Marran contract taken early is a different roster from a Marran contract carried to faction level 6. See Heroes and Commanders for how faction levels and talents are earned, and Resources and Economy for the hexite and flux that pay for the squads.
On August 19, 2026 the Heavy Trooper was one of twenty two units moved onto the newer animation system already used by Commandos and Stingers, alongside the Marran Sharpshooter. The studio reported large performance gains when many of them are on screen at once.
Tier and Armour Interactions
The Heavy Trooper carries Light armour with a flat armour value of 1, one of the few Marran units to publish an armour number at all. Flat armour subtracts damage per hit with a floor of one damage, so a single point is close to irrelevant against heavy hits and does blunt a stream of small ones slightly.
Its own bonus keys off Heavy armour rather than a domain, so it applies to a Heavy flier and a Heavy tank equally. That is the whole reason the unit hits both domains. Units covers the six armour types in the current build.
Counters
Strong Against
Target | Why |
|---|---|
Heavy armoured tanks and siege units | The 100 percent bonus turns 40 damage into 80 a shot at 15 range. |
Heavy armoured fliers | The same bonus, because the Railgun keys off armour type and targets both domains. |
Enemy Marran and Valkaru heavies | Both mercenary rosters lean on Heavy armour, so a mirror contract is one of the better targets for the unit. |
Weak To
Threat | Why |
|---|---|
Light and Medium armoured swarms | No bonus applies and a 1.7 second cooldown means very low sustained output against them. |
Anything that closes | 150 health, Light armour and 1 flat armour on an infantry unit at 4 supply. |
Being bought too early | The unit does not exist until faction level 6, and buying toward it costs the talent slot that would otherwise have been spent elsewhere. |
Balance History
August 19, 2026: moved onto the newer animation system as part of a performance pass, with no stat effect.
August 28, 2026: the wording of Bulwark Amplification changed. The talent previously cut the Pulse Barrage cooldown to 15 seconds and now removes the ability power cost instead. The Heavy Trooper unlock and the three unit spawn were unaffected.
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 status resist value.
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.
One unexplained change is worth recording. The entity data in this build lists the Railgun as targeting air and ground, where a capture taken in late August listed it as ground only. No dated studio note covers that change, so the current build value is used here and the discrepancy is flagged rather than resolved.
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.