The Gramos have a somewhat savage look about them, and humans often make the mistake of calling them orcs. Their skin color varies from brown and shades of red to dark grey, and they often keep their coarse hair on dreadlocks, or merely short. The race has quite distinctive eyes, as the eyeball is black, while the iris is usually a shade of amber or red. Gramos have large ears due to their society having lived inside caves and tunnels for possibly millenias. The Gramos’ bodies are muscular and durable regardless of gender, due to the harsh conditions on their planet.
Culture and society
The Gramos are one of the oldest races in the galaxy and though they have a somewhat savage look, they are brilliant mechanics and scientists. The Gramos hail from their dry, dune covered planet Gremon. The Gramos have colonized many planets over their centuries of space traveling, but haven’t joined the Galactic Council due to the reputation of Nyads, the race that founded the council. They’re quite fond of the thought that they’re best fit to rule and make decisions, which doesn’t quite agree with the Gramos.
The Gramos live inside the many huge mountains that hide their large city complexes within, away from the dangerous wildlife on the planet and the sand- and thunderstorms which constantly rage outside. Carving these impressive and extensive complexes was no easy or small task, so it’s no coincidence that the Gramos are the greatest demolition experts in all the galaxy. Planet Gremon is dangerous and hostile, and though it took longer from the race to reach the stars compared to humans, they have explored the universe longer than humanity, giving them a good stand in the galaxy with their vast and powerful war fleet.
The Gramos are more offensive than the other races and their view is that the sooner you obliterate your enemy’s forces, the better. However, with their focus on developing the efficient and powerful weapons, their shield and protection tech is getting less resources into development, which in turn has lead the other races to have an advantage in that field. That doesn’t mean they’re taken down easily, though. They have built the hulls of their ships to endure harsh impact. The Gramos will never hesitate in a battle, and would rather initiate than take the first hit.
Your armies have two types of slots. A more distinctive slot is dedicated for your army commander, of which you can have only one in an army, and six slots for the units. You may divide your units into these slots as you see fit.
Initiator is the first of six different unit types for Gramos. To counter its low health and shield, it was built to be swift and agile which makes it hard to hit. To further improve its dexterity, Initiator can use its Evasion-skill, which increases the chances of enemies missing their shots. In other words: first in the battle, first out of the battle!
Iniators start to do evasion moves. The units are harder to hit for the activation turn.
This is the second nuker of Gramos. This cheap and quite weak unit doesn’t live for long, especially when using its skill Kaboom. By activating the skill, it rams itself to the target unit and explodes, hopefully taking its target with it. The probes aren’t restricted only for suicide missions, as it can also shoot like any other unit.
The units move near the target unit and launch the explosives attached to their heads. Every unit, enemy or allied, within the explosion radius receive a lot of damage.
You’re looking to destroy a few pesky enemy units? Well, Flashfury is your answer (or at least one of them)! It’s the other nuker of Gramos fleet. They can deal great amounts of damage from a long distance. With its Lightning Beam skill, Flashfury can pierce all the targets in the beam’s path, so you better stay away from that flash of red thunder!
Shoots a beam to a target dealing damage to everyone in the beam’s path.
This little guy is the medic of space. It can repair other friendly units by using its skill Fix. It also makes the target immune to stuns. This support unit may seem harmless in enemy eyes, but it packs quite the punch too!
Repairs the hull damage and shield damage of a friendly unit.
Who’s the Tank? It’s this guy. It’s extremely durable but also a slow unit. It was designed to take shots for the team and with its skill Lightning Ball, the Tank can absorb nearby attacks to protect friendly units.
The unit launches counter measures in order to help nearby own units. All the damage the damage done to own units nearby is redirected to tank unit. After the effect fades the
tank will receive the aborbed damage if not unleashed with Lightning Strike
Damage aborbed with Plasma Ball is launched to enemy target. Using this effect sets Plasma Ball on cooldown
Enemies are coming for you! What to do? Just bring these big ass spaceships to the playground and you’re fine. This flagship of Gramos fleet is armed to the last bolt and will take care of your enemies. If there’s still something left from enemy fleet, Cronus can increase friendly units’ attack damage to finish them off.
Shoots a huge explosive to targeted unit. All the units within the effect range receive damage done by the big cannon
Commanders are more powerful than any unit in the battlefield. Unlike units, you can have only one commander per army in their own specialized slot. Commanders have their own perk tree you’re able to use commander improvements.
Where units have main roles as ultimate, support, tank and so on the commanders have their own specialized roles aswell. These roles tell which perk trees the specific commander will have.
This war machine comes with truckloads of health and damage, and it’s a key to win battles out there. Unfortunately, even Demolisher has its weaknesses. It’s very slow, but if you get close enough to the enemy, it will cause massive destruction. To compensate for its weakness, you can get a perk called Thruster Charge, which will launch this commander towards the target, while damaging enemy ships on its way. If you improve the charge even further, Demolisher will cause a huge impact at its target, stunning the foe.
Commanders attack speed is increased for the activation turn.
The bloodlust overwhelms the commander increasing its attack speed for huge amount
Commander’s speed in battle is increased
Commander charges towards enemy unit causing damage to every enemy unit on its path
Commander charges towards enemy unit causing damage to every enemy unit on its path. Every unit affected by the skill are stunned for the activation turn.
Infiltrator is the fastest of the Gramos commanders, which makes it perfect for scouting and quick hit and run strikes. If you’re still not happy with the initial speed, you can always get the Navigation perk to gain even more speed! Infiltrator also has a ton of shield, so it can take some hits as well. You can update the amount of the shield with perks and even turn your defense into offense by getting a perk called Shield Explosion. It makes your Infiltrator’s shield an offensive tool by exploding it and damaging all the nearby enemy troops.
Commander shoot missiles that deal explosive damage to the target
Commander shoot stolen Alien technology to enemy. The enemy receives huge amount of Corrosive damage
Commander increases its generator powers an the commander shields increase. This effect can stack several times
Commander launches the power of its shield generators to nearby units. The commander deals the amount of shields to enemies around him depleating the commander shields.
Bladewing is the most balanced commander type in the Gramos army. It’s focused on warfare and a good option when choosing which commander you’re going with. With its skill, it can destroy most of enemy ships which happens to get near it. And if Bladewing is under heavy fire, you can invest in a Deflect perk. It returns some of the damage done to this commander back to the attacker.
Commander shoots parts of itself towards enemy. The enemy receives damage and commander takes part of the dealen damage to itself.
With magnetic powers the commander takes one unit next to it stunning it for the duration of the Pull. After the skill fades away the unit is returned to the position from it was pulled from.
Commander summons a field that reflect part of the damage back to the attackers for the skill duration.
This commander’s place isn’t in the middle of the combat. It’s designed to support the Gramos army and help research different technologies. With the perks like Repair Droid Swarm (Droid’nado!) and Disrupting Ray, Salvage Commander can control the battlefield from longer distance. If you want to turn it into damage dealing machine you can improve Disrupting Ray, adding Circuit Corruption which makes the ray deal damage.
Spawns droids on a radius from commander that repair hull damage for units in the commander army.
Spawns droids on every allied units on the commander radius that heal hull damage.
Commander shoots a ray that stuns everyone on its path for the activation turn.
Commander shoots a ray that stuns everyone on its path and deals damage to stunned units.