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Units
August 27, 2026 at 06:12 AM
Added per faction unit and building counts, the armor type table, tiers, a worked Titan stat block and the infuse, reanimate and replicate mechanics
ZeroSpace is an army-scale strategy game, and its forces span more than 150 units and buildings across the playable Factions. Each faction has its own roster, from cheap expendable troops to heavy super-units, so the army you build depends heavily on who you are playing.
That figure held for months without a first party source behind it. An entity level count of the current build settles it: 149 units and 89 buildings are enumerated across the playable rosters, so the total clears 150 on either denominator. The store puts the shipped Early Access figure differently again, at over 90 unique units and heroes, which counts the versus roster rather than every entity in the game.
A system shared by all factions is veterancy. Units become more effective the longer they survive a battle, which rewards players who protect their forces and keep experienced units alive instead of trading them away. Combined with faction experience levels, this means a force that endures grows steadily stronger over the course of a fight.
Unit design varies sharply between Factions. The Protectorate favors durable, well-supported units backed by self-healing structures. The Grell lean on organic forces tied to their biomass. The Legion of Truth pairs powerful customizable tanks with swarms of cheap basic troops called thralls. On top of the base rosters, six mercenary factions add specialized units you can mix into your army.
To keep big battles readable, units have generously sized hitboxes so they do not clump too tightly together. Large armies spread out on the field and read as the imposing forces they are, which makes it easier to follow what is happening as the fight grows.
On August 19, 2026 the studio moved a further twenty two units and structures onto the animation system already used by Commandos and Stingers: the Sentinel, Harbinger, Skrell, Exalted, Dark Disciple, Storm Bringer, Weaver, Shade, Asterion, Chronowarper, Shadow Leech, Cultist, Rageborn, Chas'ki, Heavy Trooper, Sharpshooter, Frog, Dinobot, Deadeye, Clackjaw, Harvester and the Protectorate Extractor. The studio reported large performance gains when many of them are on screen at once.
Buildings are part of the same picture, handling production, defense, and economy. For the leaders that head up these armies, see Heroes and Commanders, and for the upgrades and costs behind them, see Resources and Economy.

The official faction pages show a sample of each roster rather than the complete list, noting that the full unit roster is still being added. The units named so far are:
Faction | Units | Buildings | Named in the Official Sample |
|---|---|---|---|
16 | 11 | Titan, Commando, Strider, Sol Invictus | |
14 | 12 | Reaver, Harbinger, Behemoth, Arkanid | |
13 | 14 | Terror Tank, Dreadnought, Exalted, Storm Bringer | |
11 | 9 | Eradicator, Xyther, Spectron, Gravitron |
The six mercenary groups field smaller rosters that you mix into a main faction army rather than play on their own:
Mercenary Group | Units | Buildings |
|---|---|---|
5 | 1 | |
5 | 1 | |
5 | 1 | |
5 | 1 | |
6 | 2 | |
5 | 1 |
The Endari entry carries two extras beyond the five: an alternate form of one of its units and a mobile outpost. These counts come from the community entity database rather than from a published roster, and they will move as the build does.
Every unit and building carries an armor type, and weapons carry bonuses that key off it. There are five in the current build, plus a set of tags that are not armor types but behave like them for targeting.
Armor Type | What Carries It |
|---|---|
Light | Fast, lightly built units with low health |
Medium | The middle of the range, and since August 11, 2026 every harvester and extractor |
Heavy | Units built to absorb damage |
Building | Structures, turrets and defensive emplacements |
Hero | Every hero unit, on all four factions and all six mercenary groups |
Flyer and Massive are tags rather than armor types. Flyer marks an air unit for targeting rules. Massive marks the largest things on the field: the Legion Terror Tank, Dreadnought, Monolith and Emperor Projection, the Protectorate Strider and Sol Invictus, and the Valkaru Beast, which gained the tag on August 11, 2026.
Armor is also a number, held separately from the type. It subtracts flat damage from every hit, with a floor of 1 damage per attack, so it blunts fast weak attacks far more than single heavy ones. Three armor against ten attacks of 4 damage cuts 40 damage down to 10; the same three armor against one 40 damage hit saves 3.
Armour types matter for damage bonuses. An update during Early Access removed the separate Harvester armour type, moving harvesters and extractors onto Medium armour and retuning every bonus that previously keyed off the old type. That happened on August 11, 2026, and the reworked bonuses landed on six units: the Grell Skrell dropped from +150 percent against Harvester to +50 percent against Medium, and the Protectorate Ironwing and Predator, the Xol Echo, the Free Corsairs Raider and the Marran Pulse Skimmer were all converted to the same +50 percent against Medium.
Units and buildings also carry a tier, which marks roughly where they sit on a tech path rather than how strong they are. The scale runs from Tier 0, the structures you place before any research, up to Tier 4, with half steps at 1.5, 2.5 and 3.5, and a separate Ultimate tier for endgame units and buildings. A Protectorate Supply Platform is Tier 0; the Titan sits at Tier 2.5.
The stat block on a unit is worth learning because it tells you what to compare between two options. These are the fields it carries:
Field | What It Tells You |
|---|---|
Cost | Hexite and flux to build one |
Health and Shields | Shields sit on top of health; most line units have none and every hero does |
Armor and Armor Type | The flat reduction per hit, and the category enemy bonuses key off |
Status Resist | Resistance to stuns, slows and mind control |
Move Speed | Ground speed, and the stat most often touched by balance passes |
Vision | Sight radius |
Supply | Share of your army cap the unit occupies |
Build Time | Seconds in production |
Tier | Where it sits on the tech path |
Domain | Ground unit or flyer |
Infuse, Reanimate and Replicate cost | What an allied Grell, Legion or Xol player pays to act on it |
The Protectorate Titan is a useful worked example, because it carries almost all of them:
Stat | Titan |
|---|---|
Cost | 125 hexite and 75 flux |
Health | 425 |
Armor type | Medium |
Move speed | 550 |
Vision | 16 |
Supply | 5 |
Build time | 40 |
Tier | 2.5 |
Domain | Ground unit |
Main weapon | Dual GSP-114 30mm Rotary Cannon, 8 damage at range 10 on a 0.5 second cooldown, +25 percent against Light armor |
Anti air weapon | STX Fanus Twin Missile, 24 damage at range 15, splash across 2 range |
Ability | Jetpack, jumps to a target location ignoring terrain, on an 18 second cooldown |
Upgrades | Jetpack unlocks the ability at Tier 1 for 100 flux; Antimatter Boosters at Tier 2 for 150 flux add 3 range to the anti air weapon |
Those numbers describe the build as of late August 2026 and move with the patch cadence. The Titan alone was touched on August 11, 2026, when its damage went from 7 to 8 and its bonus was changed from +100 percent against Medium to +25 percent against Light.
Three factions can act on a unit that already exists rather than build a new one, which is why every stat block carries three separate conversion prices. All three are paid out of the top bar power pool.
Mechanic | Faction | What It Does |
|---|---|---|
Infuse | Permanently raises a friendly unit's health, damage and regeneration for the rest of its life. The bonus was +50 percent until August 11, 2026, when it was cut to +45 percent and the cost multiplier was raised from 0.045 to 0.05 | |
Reanimate | While the unit lives it attacks and moves 30 percent faster. When it dies it gets back up, 30 percent slower than the original, and fights on | |
Replicate | Copies an eligible allied unit. Since August 11, 2026 it also works on molten units, at twice the power cost |
Not every unit is eligible for all three, and the tags on a unit say which apply. See Resources and Economy for how the top bar pool fills, and Update History for the dated record of the balance changes above.