Here is a link to the Chronolith detailed unit list.
Acron: Acronians have sometimes been termed the 'elite' warriors of the Igli clan. They are among the most adapt fighting force amongst the Chronolith as they are trained in a combination of skills. These creatures utilize the advantages that evolution has provided them. Their entire body is encompassed by a bionic-shell of armor. By will, they can shift and move this armor around, to an extent. Each edge or 'rim' of their armor, that contacts another section of armor, is made of a much softer element, which works identically to cartilage. The "mask" used to shield their heads slightly resembles that of a grinning face. This mask is split down the center and rotates apart and above their heads when not utilizing the mask's protection. Their eyes are shaped similar to a human's, colored like that of a cat's, and are visible through two holes in their mask. Without the concealment of their mask, you can see that their mouths have 4 fangs in the center - two centered next to each other, facing up and two facing down, beside the edges of the centered, upward ones. Part of the skills an Acron obtains in their training, is fighting with a staff and pole. After mastering this skill, they proceed to utilize the self-generated weapons from their body. On their backs, Acrons grow around 7-10 appendages or 'wings', which they break off in order to supply 4 functions: spear, axe, blade, and pole. At the attachment of each wing, where it is broken off - the form of an axe blade is created. The entire wing is stiff and nearly as hard as steel, with sharp, pointed blades running along the side; these blades subside in two locations by the middle of the length, which provides 'handles' for the warrior. At the end of the wings, is a large, spear-shaped blade. After breaking off a wing, a new one immediately begins growing back fairly quickly, but because an Acron's ranged attack is faster than the rate their wings regenerate, they must slow the pace of their ranged attack or wait for new appendages to regenerate.
Blith: This raptor/lizard-looking creature is the main supportive unit that casts a spell that causes weapons and armor to form up from the terrain; with different types of weapons and armor for each type of terrain. Bliths could also be considered as defensive 'sages', because they have a slight personification of humane posture and wear tattered cloaks, while carrying intricately carved staves that they use to bend nature.
Caller: The Horonox settlement all grew from the planet instead of on. Because of this connection to Draeanus, the Horoxans know how to ‘feel’ the surroundings of existence. Pulling the different parts of the environment; a Caller summons any type of weather it knows. Although other planets have different types of weather and environment, the Callers can learn and notice some connections to weather they already know of. Most, uncommon weather is capable of being summoned if they have enough time to connect themselves with it.
Chorvic: This unit is chaos of the destruction of life; these are the reigning beings of the Jeig colony. Part of the evolutionary process of the Chronolith, is they contain all the past memories of their lives. This inherent memory resides in the base of their minds. The Chorvic use this vast amount of knowledge as a weapon. This incredible ability is the display of all the thoughts and everything that has occurred to the Chronolith race. This intense power captures the enemy victims in a void of pure chaos. Chaos causes all enemies in-range to either be confused (causing them to attack random targets) or petrified, rendering them unable to move. However, this great ability comes at a great cost, besides the limited activation time; the unleashing of this knowledge allows the enemies’ central control or their connected minds to view every Chronolith unit on the map. A Chorvic is envisioned to have giant, black, feathered wings with very long arms.
Creethe: An organic biped that carries a double-bladed scythe as a weapon and uses very quick strikes on an opponent. Their faces will be masked by cloth, leaving mainly only their slanted eyes to be visible on their face. Has a dodging capability and can gain a second scythe for more damage.
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Cretin: Everyone shall respect these poor creatures of the builder-class, because no one else does; poor thing *sniff*. These guys are the first and basic builders and have an extremely meagre melee attack. They are used for the most basic building jobs or for builder-rushes. Now, these unrespectable little cretins aren’t worth for anything, but amusement and building! Work them to death or fail at living!
Drake: Drakes imitate the bodies of dead enemies they have consumed. After consuming the remains of a dead being, they can hence forth, morph into that appearance and gain new abilities. These organic beings have the constant ‘deathly’ aura or ‘feeling’, which causes a permanent aura for all who do not have the comfort of knowing their peaceful allegiance. This aura triggers fear on close opponents, which causes them to miss more often, and move slower. They can only consume medium-sized units (excluding some other, specific units) and can upgrade to consume larger and more complex units.
Gorgon: Terrain beastie with multiple forms and abilities that change according to the type of terrain they’re on. Can cross water.
Gorn: Has Gorgon properties of shape-shifting by terrain type, but only has two different terrain forms and is weaker than it’s counterpart and with no abilities, but can still cross water.
Gornada (requires 3-Gorn merge): Bigger and stronger and with abilities according to what terrain they’re on and can cross water.
Hagaar: Hairy, heavy melee beast, that looks sort of like cousin IT, only with a bigger and very muscular-shaped body. It attacks with powerful punches and can upgrade to attack with it’s hairy fists, which will extend and give it a slightly farther attack range.
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Herascith: Wormlike creature that jumps in and out of the ground like a flippin’ little dolphin and shoots crystals as a ranged attack.
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Lvere: The Chronolith underground transport is a massive worm-like creature that has a segmented body, which can hold a decent amount of units like any other transport. Can travel across almost any terrain and go under other objects or enemy defences. Causes damage when it comes out of a cliff and collides into something while trying to dive back into the ground. It also takes extra damage while travelling under water, because of the decreased friction on enemy ‘bullets’ that go through the water instead of ground.
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Melotic: The most ‘in-tune’ unit of the earth race. These buggars blend in with the terrain or change into any earth-related terrain-objects to act as scouts or just if you want to look like a rock or tree. Can upgrade to become much more effective as ambush-units, than scouts and can also gain a spell that damages a unit with leaves.
Sheiks: This squad of mini-me tics that come from the Jeig colony, slightly resemble a cross of parasitic worms and tics and look a little plant-like (not sure if it’s possible to even put that much detail in one, small unit, but we’ll try). They jump into the remaining corpses of a unit and grow in the body, like a plant extending its roots. It learns about the unit’s brain and its functions; causing them to rise as a sort of ‘zombie’ for their commander and usually gaining new abilities.
Sylar: These ambitious creatures have extremely fast regeneration of limbs, but are very weak in defence (limbs come off easily and commonly). The unit’s primary sense of attack is physically clawing with its 13-fingered hands that have extremely sharp and long claws, approximately 3” long. Their green, leathery skin is excellent for helping blend with a jungle-like backdrop. They are also lethal at a medium ranged distance, by extricating their long talons with abrupt flicking motions of their wrists. Sylars are very scrawny and have a type of thin mane that leads from the back of their head, down their spine (kind of like a horse’s), to their tails. The mane however, consists of small ‘quills’ that dangle fairly loosely from their backs. The usual stance they assume would appear as if they were slightly stooped. Their necks, arms, and legs are long and slightly skinny; along with flat heads.
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Undercreeper: A type of auto-defensive unit that rise from the over-growth of the defensive-overgrowth building (still to come) and attacks with melee then sinks back down into the overgrowth when it has nothing to do.
Deever: They float in the air on a sort of swirling thunderstorm cloud and can go between the 2nd/3rd levels. This is the siege unit of the Chronolith and can summon full-sized weather. Deevers evolve from Callers.
Holomer: The dominating war creature of the earth race; resembles and attacks like a dragon and does area damage. 2nd Lv. flying, organic beast.
Permascar: Flying creature that resembles a Scar for the most part, but has ice features and ice wings instead of claws. Permascars attack by shooting an icicle out of it’s mouth at an enemy, which explodes into a quick-freezing liquid that sticks to air enemies and slows them down. When a Permascar attacks a ground unit, it shoots an icicle just in front of a unit, on the ground, which explodes into sharp ice shards that jut out of the ground and melt after about 2 seconds.
Rolick: Lightning bug-type of thing that flies and shoots lightning as an attack and moves very fast.
Poliscars: A small cluster of mini-Scars that kind of look like the monsters from Pitch Black crossed with the looks of a Scar. They morph from a Scar and are more vicious attackers.
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Scar: Magnificent, slightly demonistic, flying (feathered wings) creature that has a very unique feature of taking enemy units in the air to combat. The Scars come from the Sune colony, which resides in a mountainous region of immense size. The Suprelith Mountain Range contains its own small amounts of terrain variance, yet overly similar. The Scars are the most generally existing types of Sunes. They live in any part of the mountain range, except the most extreme of conditions by the Diveggan Mountain. Typically, they impale their simple prey and take it into the air to kill and feast. Although Scars tend to have a long life-span, their bodies begin to shift as they age and start to represent a new, demonic shape. This change might make their looks more repulsive and frightening, but their spirit and mind remain the same; so aged Scars can be quite deceiving when merely observing their appearance. Because of the mountain ranges’ size, there are hundreds of thousands of them to be used in the means of war. These wondrous creatures are the most numerous air units in the Chronolith race.
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Tygers: This groupie is full of organic flyers/gliders. The Tygers are on their way to evolving into a full-flying stage, but cannot fly on their own just yet. Although the Chronolith don’t have industrialization, the simple custom gliders they have provide enough support to allow the Tygers to stay air-borne forever (because of their ineffectiveness on land). The atmosphere prevents them from going up to the third level of height and their gliders prevent them from being very capable of attacking other air units; which is why they are most capable with attacking ground units.
