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Units
September 11, 2026 at 10:41 PM
Corrected the Titan worked example to the August 28 balance pass, added the sixth armor type, used current unit names, and added a linked index of all 87 unit pages
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, and the Xol merge simple machines into larger ones mid fight. On top of the base rosters, six mercenary groups 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, Pak'o, Saq'chi, Chas'ki, Heavy Trooper, Sharpshooter, Frog, Dinobot, Deadeye, Clakjaw, Harvester and the Protectorate Extractor. The studio reported large performance gains when many of them are on screen at once. Four of those names have since changed. The August 28, 2026 update recorded that unit names were revised for the Cha'Kru and the Endari, and the build that followed carries the Cha'Kru Cultist as the Pak'o, the Cha'Kru Rageborn as the Saq'chi, the Endari Drake as the Wyrm, and the night form of the Endari outpost as the Awoken Hollow. The list above uses the current names. Clakjaw is the spelling the build itself uses; the patch notes have also written it Clackjaw.
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 | ||
14 | 12 | ||
13 | 14 | ||
11 | 9 |
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 | |
7 | 1 |
The Endari count of seven includes two entries that are not hired like the rest: the Impaler, a short-lived alternate form the group's hero can take, and the Awoken Hollow, the flying night form of its mobile outpost. The other five are ordinary hires. These counts come from the current build data 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 six 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 |
None | A small number of entities that carry no armor category at all, the Protectorate Recon Drone among them |
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, 20 damage per missile at range 14, two missiles a volley, 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 125 flux; Antimatter Boosters, also Tier 1 and 125 flux, add 3 range to its attacks. Both take 50 seconds to research |
Those numbers describe build ZS.c36778, current in September 2026, and they move with the patch cadence. The Titan was touched twice in a month. On August 11, 2026 its damage went from 7 to 8 and its bonus was changed from +100 percent against Medium to +25 percent against Light. On August 28, 2026 its anti air weapon lost range, from 15 to 14, and damage, from 24 to 20 a missile, and its two upgrades were consolidated onto one tier at 125 flux each.
Every unit in the versus roster has its own page. The tables below list all 87 of them, grouped by the faction or mercenary group that fields them. Figures describe build ZS.c36778, current in September 2026. Mercenary units carry no build time because they are hired at an outpost rather than produced, which is a property of how they reach the field rather than a gap in the data.
Unit | Tier | Cost | Supply | Health | Armor Type |
|---|---|---|---|---|---|
Tier 0 | 100 hexite | 0 | 275 | Medium | |
Tier 0 | No hexite or flux cost | 0 | 25 | Medium | |
Tier 0 | 25 hexite | 0 | 75 | None | |
Tier 1 | 50 hexite | 2 | 125 | Light | |
Tier 1.5 | 75 hexite, 25 flux | 3 | 275 | Medium | |
Tier 1.5 | 75 hexite, 75 flux | 3 | 180 | Light | |
Tier 2 | 100 hexite, 100 flux | 4 | 500 | Heavy | |
Tier 2 | 75 hexite, 100 flux | 5 | 175 | Medium | |
Tier 2 | 125 hexite, 25 flux, batch of 2 | 3 | 140 | Light | |
Tier 2.5 | 150 hexite, 100 flux | 6 | 300 | Medium | |
Tier 2.5 | 125 hexite, 75 flux | 5 | 425 | Medium | |
Tier 3 | 100 hexite, 150 flux | 6 | 350 | Medium | |
Tier 3 | 125 hexite, 175 flux | 6 | 200 | Medium | |
Tier 3 | 175 hexite, 125 flux | 8 | 1000 | Heavy | |
Tier 3 | 225 hexite, 225 flux | 6 | 1000 | Heavy | |
Tier 4 | Not built directly | 0 | 3000 | Heavy |
Unit | Tier | Cost | Supply | Health | Armor Type |
|---|---|---|---|---|---|
Tier 0 | No hexite or flux cost | 0 | 5 | Light | |
Tier 0 | 100 hexite | 0 | 275 | Medium | |
Tier 0 | No hexite or flux cost | 0 | 20 | Light | |
Tier 1 | 50 hexite, 25 flux | 2 | 150 | Light | |
Tier 1 | 75 hexite, batch of 3 | 1 | 100 | Light | |
Tier 1.5 | 100 hexite, 25 flux | 3 | 350 | Medium | |
Tier 2 | 75 hexite, 50 flux | 4 | 400 | Heavy | |
Tier 2 | 150 hexite, 50 flux, batch of 2 | 2 | 225 | Medium | |
Tier 2.5 | 50 hexite, 75 flux, batch of 3 | 1 | 60 | Light | |
Tier 2.5 | 100 hexite, 175 flux | 6 | 350 | Heavy | |
Tier 3 | 100 hexite, 200 flux | 8 | 700 | Heavy | |
Tier 3 | 200 hexite, 100 flux | 8 | 900 | Heavy | |
Tier 3.5 | 75 hexite, 150 flux | 4 | 200 | Medium | |
Not published | No hexite or flux cost | 0 | 150 | Medium |
Unit | Tier | Cost | Supply | Health | Armor Type |
|---|---|---|---|---|---|
Tier 0 | No hexite or flux cost | 0 | 25 | Medium | |
Tier 0 | 75 hexite | 0 | 150 | Medium | |
Tier 0 | 25 hexite | 0 | 75 | Light | |
Tier 1 | 75 hexite | 2 | 200 | Medium | |
Tier 1 | 50 hexite | 2 | 200 | Medium | |
Tier 1 | 50 hexite, batch of 3 | 1 | 70 | Light | |
Tier 2 | 50 hexite, 100 flux | 4 | 180 | Light | |
Tier 2 | 175 hexite, 100 flux | 6 | 1000 | Heavy | |
Tier 3 | 150 hexite, 250 flux | 15 | 800 | Heavy | |
Tier 3 | 50 hexite, 125 flux | 4 | 150 | Light | |
Tier 3 | 200 hexite, 200 flux | 15 | 1000 | Heavy | |
Ultimate | No hexite or flux cost | 0 | 5000 | Medium | |
Not published | No hexite or flux cost | 0 | 150 | Building |
Unit | Tier | Cost | Supply | Health | Armor Type |
|---|---|---|---|---|---|
Tier 0 | 175 hexite | 0 | 400 | Medium | |
Tier 1 | 50 hexite, batch of 2 | 1 | 80 | Light | |
Tier 1 | 25 hexite, 50 flux | 2 | 120 | Light | |
Tier 1 | 75 hexite | 2 | 150 | Medium | |
Tier 2 | 150 hexite, 50 flux | 4 | 500 | Heavy | |
Tier 2 | 50 hexite, 50 flux | 2 | 125 | Medium | |
Tier 2 | 200 hexite, 200 flux | 4 | 400 | Medium | |
Tier 2 | 50 hexite, 150 flux | 4 | 250 | Light | |
Tier 3 | 125 hexite, 250 flux | 6 | 1000 | Heavy | |
Tier 3 | 125 hexite, 100 flux | 3 | 200 | Medium | |
Not published | 25 hexite | 0 | 75 | Light |
The six mercenary groups are contracted partway through a match and folded into a main faction army. Their units are hired at an outpost, so none of them carries a build time.
Unit | Tier | Cost | Supply | Health | Armor Type |
|---|---|---|---|---|---|
Tier 1 | 125 hexite, 125 flux | 4 | 300 | Heavy | |
Tier 1 | 225 hexite, 50 flux, batch of 2 | 2 | 160 | Medium | |
Tier 2 | 50 hexite, 175 flux | 5 | 200 | Light | |
Tier 3 | 75 hexite, 175 flux | 6 | 350 | Medium | |
Tier 4 | 100 hexite, 200 flux | 6 | 600 | Light |
Unit | Tier | Cost | Supply | Health | Armor Type |
|---|---|---|---|---|---|
Tier 1 | 250 hexite, batch of 3 | 3 | 200 | Light | |
Tier 1 | 225 hexite, batch of 2 | 3 | 275 | Heavy | |
Tier 1 | 75 hexite, 100 flux, batch of 5 | 1 | 60 | Light | |
Tier 1 | 100 hexite, 200 flux, batch of 2 | 3 | 200 | Light | |
Tier 2 | 225 hexite, 125 flux, batch of 2 | 4 | 625 | Medium | |
Tier 3 | 125 hexite, 200 flux | 7 | 1000 | Heavy |
Unit | Tier | Cost | Supply | Health | Armor Type |
|---|---|---|---|---|---|
Tier 1 | Not built directly | 0 | 2000 | Building | |
Tier 1 | 175 hexite, 25 flux, batch of 2 | 2 | 225 | Light | |
Tier 1 | 225 hexite, batch of 3 | 2 | 225 | Light | |
Tier 2 | 125 hexite, 125 flux | 5 | 300 | Medium | |
Tier 3 | 150 hexite, 200 flux | 8 | 1200 | Heavy | |
Not published | Not built directly | 0 | 500 | Hero | |
Not published | 100 hexite, 100 flux, batch of 4 | 1 | 80 | Light |
Unit | Tier | Cost | Supply | Health | Armor Type |
|---|---|---|---|---|---|
Tier 1 | 100 hexite, 175 flux, batch of 2 | 4 | 100 | Light | |
Tier 1 | 175 hexite, batch of 3 | 2 | 150 | Light | |
Tier 1 | 200 hexite, 50 flux, batch of 2 | 3 | 340 | Light | |
Tier 3 | 125 hexite, 175 flux | 6 | 1000 | Heavy | |
Tier 3 | 200 hexite, 125 flux, batch of 2 | 4 | 375 | Medium |
Unit | Tier | Cost | Supply | Health | Armor Type |
|---|---|---|---|---|---|
Tier 1 | 225 hexite, batch of 2 | 3 | 100 | Medium | |
Tier 1 | 100 hexite, 200 flux, batch of 3 | 3 | 80 | Light | |
Tier 2 | 200 hexite, 150 flux, batch of 3 | 3 | 150 | Heavy | |
Tier 3 | 150 hexite, 225 flux | 7 | 350 | Heavy | |
Tier 4 | 100 hexite, 200 flux, batch of 2 | 4 | 150 | Light |
Unit | Tier | Cost | Supply | Health | Armor Type |
|---|---|---|---|---|---|
Tier 1 | 250 hexite, batch of 4 | 2 | 325 | Medium | |
Tier 2 | 175 hexite, 75 flux, batch of 2 | 4 | 375 | Medium | |
Tier 3 | 100 hexite, 200 flux | 6 | 800 | Heavy | |
Tier 3 | 100 hexite, 150 flux | 6 | 425 | Heavy | |
Not published | 200 hexite, 150 flux | 6 | 1000 | Heavy |
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.