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Sol Invictus
September 11, 2026 at 10:14 PM
Initial version (2026-09-11)
Sol Invictus is the Protectorate ultimate unit, a Tier 4 Massive walker with 3000 health and a timed life that is called in from the faction top bar rather than produced at a building. It hits for 160 per strike at very short range, resists almost all status effects, and detonates when it dies. Figures below describe build ZS.c36778 of 11 September 2026 and move with the weekly patch cadence.
Stat | Value |
|---|---|
Cost | Not published in the entity data |
Health | 3000 |
Shields | None |
Armor | Not published in the entity data |
Armor type | Heavy |
Status resist | 99 |
Move speed | 300 |
Vision | 18 |
Supply | 0 |
Build time | Not published in the entity data |
Tier | 4, the Ultimate tier |
Domain | Ground unit |
Infuse / Reanimate / Replicate | Not eligible |
Built by | Called in from the faction top bar, which the Airstrip enables |
Sol Invictus is the least completely documented unit on the Protectorate roster. The entity data publishes no cost, no build time, no flat armour number and no description text for it, and this page names those four gaps rather than filling them with estimates. What the data does publish is the full stat line, the weapon, the on death explosion and the tags, all of which are recorded above and below. Supply 0 is a real value: as a top bar call in it does not draw on the army cap.
Weapon | Damage | DPS | Range | Cooldown | Targets | Bonuses |
|---|---|---|---|---|---|---|
Earthdawn Spike | 160 | 80 | 1.8 | 2 seconds | Ground | Splash at full damage across 0.5 range |
Ability | Effect | Cooldown | Cost |
|---|---|---|---|
Nuke | Triggers on death. Sol Invictus explodes after a short delay, with the entity data listing 1385 damage across the largest blast radius on the roster | On death | No listed cost |
Sol Invictus is a timed commitment rather than an addition to an army. It arrives from the top bar with 3000 health and a life span, so the question is never whether it survives but how much it destroys before the timer runs out.
The weapon is built for that. One hundred and sixty damage every 2 seconds with full damage splash across 0.5 range is 80 damage per second into anything it can reach, and the 1.8 range means it has to walk into whatever it is killing. At 300 move speed that walk is slow and entirely visible, which is the main counterplay.
Status resist 99 makes it close to immune to stuns, slows and mind control, so the usual answers to a large slow unit do not apply. An opponent has to kill 3000 points of Heavy armour or give ground.
The death explosion changes how both sides treat the end of its life. Finishing Sol Invictus inside your own army is a mistake, and for the Protectorate player a walker that is about to expire is still a weapon if it is standing in the right place.
Sol Invictus is tied to the Airstrip, the Protectorate's ultimate tier structure, and is called in through the faction top bar rather than queued at a production building. That is why it has no build time and no supply cost in the way the rest of the roster does.
It is one of the four units shown on the official faction sample roster, alongside the Titan, the Commando and the Strider. In practice it is the closing move of a game the Protectorate is already winning on position, since a slow ultimate with a timer is worth far less when it has to walk across contested ground. See Heroes and Commanders for the other top bar abilities it competes with.
Heavy armour with the Massive tag and no published flat armour value. Massive is a tag, not an armour type, and it marks the largest units in the game: on the Protectorate side that is Sol Invictus and the Strider.
Every anti Heavy bonus in the game applies at full value, and the Earthdawn Spike carries no armour bonus of its own. Three thousand health is the entire defensive package, which is a great deal against small weapons and much less against a composition built to punish Heavy armour.
Strong against:
Unit | Why |
|---|---|
Static positions | 160 damage per strike with splash removes structures and defences quickly once it arrives |
Massed infantry | full damage splash across 0.5 range against anything that stands next to it |
Slow ground armies | status resist 99 means the usual stuns and slows do not stop the approach |
Weak to:
Unit | Why |
|---|---|
+100 percent against Heavy armour from 13 range against a 1.8 range walker | |
+100 percent against Heavy | |
+100 percent against Heavy with splash | |
+100 percent against Heavy | |
artillery at 14 range, or 26.25 sieged, against a 300 move speed target | |
Any flyer | the Earthdawn Spike targets ground only, so air units are untouchable |
No dated first party balance change to Sol Invictus appears in the Early Access patch notes through 1 September 2026, and its entity data is unchanged across the 15 days to 11 September 2026.
The engine name is Troop_WeaponX_C, which is a development placeholder rather than an alternate unit name. The unit carries the timed life tag, so its life span is a property of the call in rather than something an opponent has to remove.
For the rest of the roster and how to read a stat block, see Units. For hexite, flux, supply and the power pool behind unit conversions, see Resources and Economy.
These numbers are the ZS.c36778 build of 11 September 2026. Early Access balance passes land roughly weekly, so check the dated record before relying on an exact figure.