The Titan is the Protectorate battle mech and the faction's signature unit, a Tier 2.5 walker carrying a rotary cannon for ground targets and a separate twin missile for air. It is the worked example used on the units hub because it carries almost every field a stat block can hold. Figures below describe build ZS.c36778 of 11 September 2026 and move with the weekly patch cadence.
Stat Block
Stat | Value |
|---|---|
Cost | 125 hexite and 75 flux |
Health | 425 |
Shields | None |
Armor | 0 |
Armor type | Medium |
Status resist | None listed |
Move speed | 550 |
Vision | 16 |
Supply | 5 |
Build time | 40 seconds |
Tier | 2.5 |
Domain | Ground unit |
Infuse / Reanimate / Replicate | 10.9375 each |
Built by | Assembly Plant |
Weapons
Weapon | Damage | DPS | Range | Cooldown | Targets | Bonuses |
|---|---|---|---|---|---|---|
Dual GSP-114 30mm Rotary Cannon | 8 per shot, 2 shots per volley | 32 | 10 | 0.5 seconds | Ground | +25 percent against Light armour |
STX Fanus Twin Missile | 20 per missile, 2 missiles per volley | 40 | 14 | 1 second | Air | Splash at 50 percent across 2 range |
Abilities
Ability | Effect | Cooldown | Cost |
|---|---|---|---|
Jetpack | Requires the Jetpack upgrade. Jumps to a target location, ignoring terrain | 18 seconds | No listed cost |
Upgrades
Upgrade | Tier | Cost | Effect | Researched at |
|---|---|---|---|---|
Jetpack | 1 | 125 flux, 50 second research | Unlocks the Jetpack ability | Mechanical Research Lab |
Antimatter Boosters | 1 | 125 flux, 50 second research | +3 attack range | Mechanical Research Lab |
Role
The Titan is the unit a Protectorate army is built around once vehicles arrive. Thirty two damage per second against ground and forty against air from the same unit means a Titan group does not need a dedicated escort, and 425 health on a Medium frame keeps it standing long enough to use both weapons.
The anti air missile is the more important of the two in most matchups. At 14 range with 50 percent splash across 2 it outranges the Ironwing and hits grouped flyers, and it is the only ground based anti air the faction has beyond the Commando rifle.
Jetpack is not available until researched. Once it is, the Titan gains the same terrain crossing jump the Commando has, on an 18 second cooldown, which turns a slow mech push into something that can take a high ground or leave one. Antimatter Boosters adds 3 attack range, and since 28 August 2026 it applies to attack range generally rather than being restricted to the anti air weapon.
The rotary cannon's +25 percent against Light armour is modest by roster standards. The Titan is not the efficient answer to massed light infantry; that is the Bastion. It is the unit that handles everything reasonably well and air very well.
Faction Context
The Titan is produced at the Assembly Plant, the Protectorate's basic vehicle building, which also opens Tier 2 mercenary hiring. Both upgrades are researched in the Mechanical Research Lab.
It sits at the centre of the faction's mid game composition: Sentinel rail cannons for Heavy targets, Hellfire artillery for clumps, and Titans providing the body of the army and the air cover. Later the Juggernaut and the Cyclops take over anti armour duties, but the Titan stays because nothing else the faction builds on the ground shoots air as hard.
Tier and Armour Interactions
Medium armour with 0 flat armour. Nothing is subtracted from incoming hits, so 425 health is the whole of the Titan's durability, and every anti Medium bonus multiplies against it.
Its own bonus history is worth knowing, because it inverted. Before 11 August 2026 the rotary cannon carried +100 percent against Medium armour, which made Titans exceptional against other Titans and against vehicles generally. That pass changed it to +25 percent against Light and raised base damage from 7 to 8, moving the unit from an anti vehicle specialist to a generalist.
Counters
Strong against:
Unit | Why |
|---|---|
a 175 health flyer against a 14 range missile doing 40 damage per second | |
200 health and 1 armor, still inside the missile range | |
Light armour infantry taking 10 per shot from a weapon firing twice a second | |
any flyer in missile range, with splash catching more than one |
Weak to:
Unit | Why |
|---|---|
+100 percent against Medium armour | |
+100 percent against Medium with splash across 3 range | |
+50 percent against Medium | |
+50 percent against Medium with splash | |
+50 percent against Medium on a much faster chassis |
Balance History
28 August 2026: anti air range reduced from 15 to 14, anti air damage reduced from 24 per missile to 20, and both upgrades consolidated onto Tier 1 at 125 flux with 50 second research.
14 August 2026: the Antimatter Boosters range bonus reduced from +4 to +3.
11 August 2026: weapon damage increased from 7 to 8, and the damage bonus changed from +100 percent against Medium armour to +25 percent against Light.
Notes
The engine name is Troop_Prot_Atlas_C. A 2023 era development video called this unit the Atlas; it is the same entity under an older codename, not a separate Protectorate mech. Several other games in this catalogue also have an article at the slug titan, and this page covers only the ZeroSpace unit.
For hexite, flux, supply and the power pool behind unit conversions, see Resources and Economy. For the commanders that lead a Protectorate army, see Heroes and Commanders.
All figures come from build ZS.c36778, stamped 11 September 2026. ZeroSpace is in Early Access and its versus numbers change most weeks, so this page records a snapshot rather than a settled value.