| Cost: | 80 | Time: | 300 | |
| Hit Points: | 110 | |||
| Sight: | 7 | Speed: | 2 | |
| Gnd. Atk.: | 5 | |||
| Gnd. Rng.: | 5 | |||
| Gnd. Rate: | 35 | |||
| Gnd. Arm.: | 0 |
The Desciple is the first ground unit, harvester, and the builder of the Gods’. As a harvester, the Desciple collects energy from the crystal and deposits it in the nearest Earth Link. However, as a word of caution, the Desciple deposits energy in the nearest Earth Link, and does not have a distance/amount balance.
While the Desciple is the first ground attack unit, I would recommend not using it as such. The Ranger has the same attack power for half the time.
As to being the builder of the Gods’, this is where I see their strongest resemblance to the Protoss. The Desciple needs only to create a structure engagement, the Orbital Link does the job of finishing the structure from its engagement. Note that, like the Probe, the Desciple only needs to start the engagement process. An Orbital Link will finish it.
| Cost: | 200 | Time: | 150 | |
| Hit Points: | 180 | |||
| Sight: | 10 | Speed: | 2 | |
| Gnd. Atk.: | 15 | |||
| Gnd. Rng.: | 7 | |||
| Gnd. Rate: | 20 | |||
| Gnd. Arm.: | 0 |
In my opinion, the Burning Desciple is the first actual ground unit of the Gods’. Roughly, the Burning Desciple is three times as powerful as the Ranger. The one problem with Burning Desciples is the fact that they are converted from normal Desciples. To create a Burning Desciple, you have to first create a normal Desciple at the Mother Ship, and then have it go to a Portal to be converted. Fortunately, the cost is less than three times that of the Ranger, and its health is more than three time that of the Ranger; these two factors enabled me to conclude that the Burning Desciple is indeed a triple Ranger..
| Cost: | 250 | Time: | 525 | |
| Hit Points: | 133 | |||
| Sight: | 8 | Speed: | 4 | |
| Air Atk.: | 19 | |||
| Air Rng.: | 15 | |||
| Air Rate: | 25 | |||
| Air Arm.: | 10 |
The Angelique is the Gods’ air-to-ground unit, and it seems to serve that purpose well. The Angelique has nice long range, a powerful attack, excellent anti-aircraft armor, and a good rate of fire. Send ten of these with 16 Burning Desciples to cause some damage to the enemy base. If aircraft are continuously bothering you, keep a few of these near you Sentinels to stop them.
| Cost: | 400 | Time: | 375 | |
| Hit Points: | 500 | |||
| Sight: | 10 | Speed: | 1 |
The Orbital Link serves two purposes in the Gods’ arsenal. First, the Orbital Link is the unit that completes structure engagements. By means of an energy beam (I assume), the Orbital Link strengthens the engagement and provides power to warp in the structure. Thankfully, an Orbital Link can power more than one engagement at a time, and has good range.
Second, the Orbital Link is the centerpiece of the Sky Network. While in Network Mode, an Orbital Link can control up to four Orbital Link 2s.
| Cost: | 170 | Time: | 375 | |
| Hit Points: | 300 | |||
| Sight: | 10 | Speed: | 2 |
Orbital Link 2s seem wasteful. All an Orbital Link 2 does is exist as a link between the Orbital Link (1) and the four Orbital Link 3s. The only case when using the Orbital Link 2 instead of directly having the Orbital Link control the Orbital Link 3s is when you need to spread the damage out a lot!
| Cost: | 150 | Time: | 150 | |
| Hit Points: | 170 | |||
| Sight: | 10 | Speed: | 3 |
The Orbital Link 3 is the part of the Sky Network that actually does the damage. This damage can be in Beam or Area form. In Beam form, damage is focused on one unit or structure; however, damage is only given while not in motion. Area damage is just as the name suggests. Damage is given to all enemy units and structures withing a specific distance and direction from the Orbital Link 3. Area damage can be directed in one of eight possible directions.
| Cost: | 260 | Time: | 375 | |
| Hit Points: | 270 | |||
| Sight: | 7 | Speed: | 7 | |
| Gnd. Atk.: | 10 | Air Atk.: | 10 | |
| Gnd. Rng.: | 8 | Air Rng.: | 9 | |
| Gnd. Rate: | 35 | Air Rate: | 45 | |
| Gnd. Arm.: | 0 | Air Arm.: | 0 |
The Striker is what the Burner and the Hunter are for the Terrans and the Lords of 7. The striker is the first areal unit if the Gods’ force (excluding the difficult Sky Network). The Striker appears to have equal force against units on the ground and in the air. No bias whatsoever.
| Cost: | 200 | Time: | 900 | |
| Hit Points: | 200 | |||
| Sight: | 7 | Speed: | 5 | |
| Gnd. Atk.: | 25 | |||
| Gnd. Rng.: | 10 | |||
| Gnd. Rate: | 35 | |||
| Gnd. Arm.: | 0 |
Thor is roughly the Nighthawk of the Gods’. Thor can only fire on ground targets, but with more force that the Striker. Thor is also the recipient of the Gods’ only current upgrade: Thor’s Hammer, which increases Thor’s range and firepower. Be warned, a Thor with Thor’s Hammer is a formidable foe. The only problem is that Thor’s health suffers. If it just had a little more health, it would be a relative powerhouse. Never underestimate a large group of Thors.
| Cost: | 650 | Time: | 1500 | |
| Hit Points: | 650 | |||
| Sight: | 10 | Speed: | 3 | |
| Gnd. Atk.: | 20 | Air Atk.: | 25 | |
| Gnd. Rng.: | 10 | Air Rng.: | 10 | |
| Gnd. Rate: | 35 | Air Rate: | 35 | |
| Gnd. Arm.: | 0 | Air Arm.: | 0 |
The TiamaT is the most powerful air unit the Gods’ arsenal (excluding a very well managed Sky Network). Though Thor packs a greater punch against ground units, the TiamaT delivers the same power to air units and packs 80% as much against ground units. 20 sent at an enemy base will destroy it in no time.
| Cost: | 225 | Time: | 675 | |
| Hit Points: | 290 | |||
| Sight: | 12 | Speed: | 3 |
The Beamer is the transporter or the Gods’. Unfortunately, while the Big bird can load Scouts (ground transporters) and the Vorken can descend to ground level and become a ground unit, the Beamer has no special abilities.
| Cost: | 600 | Time: | 600 | |
| Hit Points: | 500 | |||
| Sight: | 9 | |||
| Gnd. Atk.: | 10 | Air Atk.: | 15 | |
| Gnd. Rng.: | 21 | Air Rng.: | 21 | |
| Gnd. Rate: | 10 | Air Rate: | 10 | |
| Gnd. Arm.: | 2 | Air Arm.: | 5 |
The Sentinel is, of the currently implemented material, the most powerful static defense unit in the game. Sentinels can not only fire through the fog of war, but can potentially fire on many targets at once. The Sentinel continuously rotates in place and fires on any units that are in its range and are on the same angle as it at that time. The Sentinel, however, fires at the nearest unit and can’t fire on different units if they’re on the same angle. These properties give the Sentinel a attack system that is near concurrent. There are, as I pointed out, problems that prevent pure concurrent attacking.
| Cost: | 900 | Time: | 2700 | |
| Hit Points: | 2500 | |||
| Sight: | 10 | Speed: | 1 | |
| Air Atk.: | 45 | |||
| Air Rng.: | 10 | |||
| Air Rate: | 100 | |||
| Air Arm.: | 0 |
The Mother Ship is the main base of the Gods. Interestingly, the Mother Ship can fly, not a property found in most main bases. Mother Ships construct Orbital Links (1), Desciples, and Earthlinks. Also interesting is the fact that the Mother Ship can attack other aircraft with a strong strike. Rate of fire, however, seems to suffer. For Earthlinks to release their energy, a Mother Ship must be nearby. Earthlinks release their energy in spheres like the Lords’ Graviton, but Earthlinks only release their energy is groups of 32 at most.