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The Marran - Version 6 vs Version 7
Oct 10, 2026, 01:21 AM
Correct verified arithmetic and missing-field inferences; date historical rules and preserve their build context.
Oct 10, 2026, 09:04 AM
Corrected the image description to match the faction illustration (Image cleanup 2026-10-09)
11The Marran are one of the six mercenary groups in ZeroSpace. Mercenary groups are not something you pick at the start of a match. You contract them partway through a game and fold their units into whichever main faction you are already commanding, so they add to a main faction rather than replacing one. The Marran fight under the motto "Masters of energy technology".223344Who They Are5566The official description casts the Marran as a defensive power that leans on energy technology, using heavy shielding and precise weapons to hold territory. It credits them with advanced heavy tanks, hovercraft and snipers, and the roster delivers each of those literally: the Halo Tank, the Pulse Skimmer and the Sharpshooter. Where other mercenary groups are built to close distance, the Marran are built to make closing distance expensive.7788That defensive posture shows up in the numbers as well as the flavour. Every Marran unit in the current build carries a shield pool on top of its health, and most of them carry a shield pool equal to or larger than that health. A Marran line does not simply have more hit points, it has hit points that come back between engagements.991010How They Fight11111212The official faction page names two combat traits for the group.13131414TraitWhat It DoesLong rangeSharpshooters and Halo Tanks end fights before they get close.Energy shieldsLayered shielding keeps the line standing under fire.1515Commander16161717The Marran field a single commander, Hel, whose title is Ambassador. Hel is a long-range hero built for picking targets rather than holding a line, and like every hero in the game she rebuilds automatically after dying rather than being lost for good. See Heroes and Commanders for how hero selection and respawning work across the game.18181919FieldValueCost220 hexiteHealth130, plus a 130 shield poolStatus resist40Move speed500Vision20, the longest sight range in the Marran rosterSupply10On deathRebuilds automatically after 60 seconds2020Her ability set, as listed in the community knowledge base, runs to one weapon and three spells.21212222AbilityEffectPulse RifleHer basic attack. 28 damage at 16 range on a 1.8 second cooldown, and it hits both ground and air.Shockwave GrenadeFires a grenade that pushes every unit away from the point of impact. Enemies caught in it take damage and are slowed. 18 second cooldown.StealthCloaks Hel and grants 40 percent extra move speed for 8 seconds, on a 22 second cooldown.SnipeDeals double weapon damage and cuts the target's move speed and damage mitigation by 40 percent for 3 seconds. 25 second cooldown.2323Forces24242525Marran units are bought from the Bulwark, and most of them arrive as a squad rather than as a single model, so the price shown buys the whole group. The figures below come from the community knowledge base's entity data, which matches the published balance notes through the update of August 11, 2026. Because the game is in Early Access and patches land close to weekly, treat every number as the state of that build rather than a permanent value.26262727UnitTierCostSupplyHealthArmourRolePulse Skimmer1225 hexite (squad of 2)3100 (+200 shields)MediumFast hovertank whose shields recharge quickly. Hits ground and air.Sharpshooter1100 hexite, 200 flux (squad of 3)3100 (+100 shields)LightDeploys into a fixed firing position for far greater range inside a limited arc.Badger2200 hexite, 150 flux (squad of 3)3150 (+150 shields)HeavyStacks a debuff on whatever it hits. The sixth stack deals area damage and slows.Halo Tank3125 hexite, 250 flux7350 (+350 shields)HeavyAttacks while moving and charges a linear beam every fourth shot.Heavy Trooper4100 hexite, 200 flux (squad of 2)4150 (+150 shields)LightRailgun infantry that doubles its damage against heavy armour.2828The Badger is the clearest expression of the group's design: a single Badger stacks its debuff slowly, but several attacking the same target reach the sixth stack much faster, so the unit rewards buying and committing the whole squad at once. In the August 11, 2026 roster, the Heavy Trooper is not available from the start. It unlocks only through the level 6 talent, which also spawns three of them outright.29293030The Bulwark31313232Everything Marran comes out of one structure, the Bulwark. It is unusual among mercenary buildings in that it moves, travelling at 250 while producing the roster.33333434FieldValueCost125 hexiteHealth1,200, starting at 480 when first placedArmourBuilding armour, 1Move speed250Vision15ProducesPulse Skimmer, Sharpshooter, Badger, Halo Tank and Heavy TrooperUnlocksThe Pulse Barrage faction power3535Faction Power and Talents36363737Contracting the Marran adds one entry to your top bar. Pulse Barrage has the Bulwark fire a barrage at a target point, damaging and slowing everything caught underneath. It costs 15 faction power and runs on a 45 second cooldown.38383939Choosing the Marran also puts three group talents into your faction level rewards, offered at levels 2, 4 and 6.40404141LevelTalentEffect2Life PathExperience gain increased by 35 percent.4Pulse CapacitorsPassive power gain increased by 200 percent, and range increased by 20 percent.6Bulwark AmplificationBulwark speed increased by 50 percent, Pulse Barrage cooldown drops to 15 seconds, the Bulwark generates shields on nearby damaged units, and three Heavy Troopers unlock and spawn.4242Changes Since Launch43434444The Marran have been tuned twice in the weeks after the July 20, 2026 launch.45454646DateChangeJuly 30, 2026The Bulwark's cost moved to 125 hexite with no flux component, the Badger gained a 50 percent bonus against medium armour, and the Pulse Barrage projectile's maximum height rose from 10 to 12.5.August 11, 2026Hel's level 1 attack fell from 30 to 28, her Stealth duration from 10 seconds to 8, and her grenade area from 4 to 3. Life Path's experience bonus dropped from 40 percent to 35 percent. The Pulse Skimmer's bonus changed from 100 percent against Harvester armour to 50 percent against medium, and a bug that stopped the Badger's area damage applying was fixed.4747The Pulse Skimmer change was not an isolated nerf. The same update removed the Harvester armour type from the game entirely, moving harvesters and extractors onto medium armour, so every weapon in the game that previously keyed off Harvester armour was rewritten the same way. The Pulse Skimmer was one of six units affected across all factions. Units covers the armour types in more detail.48484949Two earlier pieces of Marran history are worth recording. A development post in January 2025 refreshed the in-game models for the Protectorate, the Marran and the group then called the Dread Raiders. And in March 2024, well before Early Access, each mercenary group carried a single passive bonus rather than a talent line; the Marran's was passive experience gain.50505151In the Wider Game52525353The Marran are one of six groups listed on the Factions page, alongside The Valkaru, the Free Corsairs, the Arandi Empire, the Cha'kru Kingdom and the Endari. They can be contracted in Skirmish matches and in the Galactic War, and the official standings page keeps a Marran total-damage board among its battle records, one of only seven of the game's ten factions and mercenary groups tracked that way. For the hexite and flux that pay for all of it, see Resources and Economy.54545555October 3, 2026: Versus, Skirmish and Survival / Level 4 talent56565757Pulse Capacitors changed from 100% additional passive power gain to 100% additional shield regeneration rate.58585959September 12, 2026: Versus, Skirmish and Survival60606161Life Path XP gain fell from 30% to 25%. Heavy Troopers became available from Bulwark without a talent, with range reduced from 15 to nine and reduced knockback. Bulwark Amplification no longer unlocks or spawns two Heavy Troopers.