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The Marran
August 27, 2026 at 06:15 AM
Created page for the Marran mercenary group with lore, traits, Hel, the full unit roster, the Bulwark, talents and dated balance changes
The 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, which is why the six of them appear alongside the four main powers on the Factions page rather than in place of them. The Marran fight under the motto "Masters of energy technology".
The official description casts the Marran as a defensive power that leans on energy technology, using heavy shielding and precise weapons to hold territory. Their reputation rests on three things: advanced heavy tanks, hovercraft and snipers, and the roster delivers all three literally. The Halo Tank is the heavy tank, the Pulse Skimmer is the hovering skimmer, and the Sharpshooter is the sniper. Where other mercenary groups are built to close distance, the Marran are built to make closing distance expensive.
That 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.
The official faction page names two combat traits for the group.
Trait | What It Does |
|---|---|
Long range | Sharpshooters and Halo Tanks end fights before they get close. |
Energy shields | Layered shielding keeps the line standing under fire. |
The 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.
Field | Value |
|---|---|
Cost | 220 hexite |
Health | 130, plus a 130 shield pool |
Status resist | 40 |
Move speed | 500 |
Vision | 20, the longest sight range in the Marran roster |
Supply | 10 |
On death | Rebuilds automatically after 60 seconds |
Her ability set, as listed in the community knowledge base, runs to one weapon and three spells.
Ability | Effect |
|---|---|
Pulse Rifle | Her basic attack. 28 damage at 16 range on a 1.8 second cooldown, and it hits both ground and air. |
Shockwave Grenade | Fires a grenade that pushes every unit away from the point of impact. Enemies caught in it take damage and are slowed. 18 second cooldown. |
Stealth | Cloaks Hel and grants 40 percent extra move speed for 8 seconds, on a 22 second cooldown. |
Snipe | Deals double weapon damage and cuts the target’s move speed and damage mitigation by 40 percent for 3 seconds. 25 second cooldown. |
Marran 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.
Unit | Tier | Cost | Supply | Health | Armour | Role |
|---|---|---|---|---|---|---|
Pulse Skimmer | 1 | 225 hexite (squad of 2) | 3 | 100 (+200 shields) | Medium | Fast hovertank whose shields recharge quickly. Hits ground and air. |
Sharpshooter | 1 | 100 hexite, 200 flux (squad of 3) | 3 | 100 (+100 shields) | Light | Deploys into a fixed firing position for far greater range inside a limited arc. |
Badger | 2 | 200 hexite, 150 flux (squad of 3) | 3 | 150 (+150 shields) | Heavy | Stacks a debuff on whatever it hits. The sixth stack deals area damage and slows. |
Halo Tank | 3 | 125 hexite, 250 flux | 7 | 350 (+350 shields) | Heavy | Attacks while moving and charges a linear beam every fourth shot. |
Heavy Trooper | 4 | 100 hexite, 200 flux (squad of 2) | 4 | 150 (+150 shields) | Light | Railgun infantry that doubles its damage against heavy armour. |
The 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. The Heavy Trooper is not available from the start. It unlocks only through the level 6 talent, which also spawns three of them outright.
Everything 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.
Field | Value |
|---|---|
Cost | 125 hexite |
Health | 1,200, starting at 480 when first placed |
Armour | Building armour, 1 |
Move speed | 250 |
Vision | 15 |
Produces | Pulse Skimmer, Sharpshooter, Badger, Halo Tank and Heavy Trooper |
Unlocks | The Pulse Barrage faction power |
Contracting 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.
Choosing the Marran also puts three group talents into your faction level rewards, offered at levels 2, 4 and 6.
Level | Talent | Effect |
|---|---|---|
2 | Life Path | Experience gain increased by 35 percent. |
4 | Pulse Capacitors | Passive power gain increased by 200 percent, and range increased by 20 percent. |
6 | Bulwark Amplification | Bulwark 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. |
The Marran have been tuned twice in the weeks after the July 20, 2026 launch, and the pattern in both passes is the same: small reductions to Hel, and a rework of the Pulse Skimmer’s bonus damage.
Date | Change |
|---|---|
July 30, 2026 | The 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, 2026 | Hel’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. |
The 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 Marran were one of six units affected. Units covers the armour types in more detail.
Two 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.
The 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 groups tracked that way. For the hexite and flux that pay for all of it, see Resources and Economy.