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Mara Zealot

[!quote] "They don't break. You can rout a soldier. You cannot rout a prayer."

The shock infantry of the Mara — fearless holy warriors who arrive in Act 2 to scour the colony from their sacred world. The unit that makes the war feel existential rather than tactical.

Role

Aggressive close-and-mid range shock troops. Where the Custodians hold, the Mara advance — trading lives for holy ground with a discipline that never wavers. Their corrupted maker-tech gives them the exotic tools humanity is still scavenging.

Fiction-driven kit

Design intent

The Zealot's threat is conviction. Mechanically that means relentless pressure and abilities that punish hesitation. The player should feel argued-with as much as attacked — these are the makers' firstborn, certain (rightly or not) that humanity is the danger they were left to stop.

Ability Fiction Design note
Light-blade A blade of coherent energy, maker-derived High-damage melee; rewards closing distance
Phase-strike Short-range teleport assault Gap-closer; bypasses cover and front lines
Zeal Will over survival Resists suppression/fear; fights on when others break
Martyr-charge (elite) Death as a tactic Devastating on death; forces hard target priority

[!note] The Zealot fields the exotic tech (blades, teleport) that the Colony only salvages — a deliberate power-contrast that eases as humanity climbs the salvage curve toward parity.

See also