Race: Khallori (original universe)
Advantages: Savage (Improved marine combat, especially hand to hand against living opponents), Thievery (Good at sneaking and stealing), Scavengers (Good at jury rigging equipment and getting use out of scrap components)
Disadvantages: Poor Research (Invent little for themselves, but prefer to steal it), Unreliable technology (Small chance of failure with their patchwork, jury rigged technology)
Ships: Khallori ships are nightmares of patchwork technology that only the Khallori themselves can make heads or tails of. They construct their ships by using cast off husks and stolen components cobbled together in often nonsensical ways. They don't look like they should work, but they do. Mostly.
2 Corvettes (Optimized for boarding and technology raids) named Kurx and Levtix, one Light Cruiser named Horux'kiv
Marines: Khallori marines, if they can be called such, are very informal and independent. Each one brings whatever weapons, armor, and devices that they want, and use a large variety of stolen, cobbled together, or salvaged weapons and tools. Some opt for energy pistols and rifles, others use old fashioned solid projectile weapons, others use devices not normally weapons but modified into them, others favor jury rigged explosives, and still others use primitive knives or blades, or even their tusks and claws. Their armor is an equal mix matched mess, as is whatever tools they choose to bring for their missions. The overall effect is that the Khallori average out as jacks of all trades, skilled in many tasks, but masters of none. Except when it comes to thievery and close combat.
Starbase: The Dterv Khallo, the wreck of a planetoid fortress that the Khallori found drifting through a large reddish orange nebula containing a white dwarf. The Khallori fixed it up and stabilized it's position so it didn't drift out of the nebula, or into the white dwarf. It's engines were unsalvageable, even for the Khallori's considerable skill at salvaging, but the Dterv Khallo has served them well as a homeworld. Periodically, the various Khallori ships all return to the Dterv Khallo to trade and barter for technology, equipment, and plunder gained in combat, and to make a tithe or offering to the Great Chieftain of the Khallori. The Khallori keep the location of the Dterv Khallo a big secret to outsiders, and revealing its location is tantamount to treason and blasphemy. Outsiders are allowed on the starbase under only the most extreme or desperate circumstances.
Description: The Khallori are a bipedal, four armed mammalian race, with a definite predator look about them. They generally stand around seven feet tall with a wry build, their bodies covered in a short coarse fur ranging in colors from dark grey to a tan. Their heads bear long pointed snouts filled with teeth, and a pair of tusks jut from their lower jaws. They possess canine like ears, and black beady eyes, and the hair on the top and back of their heads grows longer than the rest over their body. Their four arms each end in a three fingered hand which bear long claws on the end. Their feat likewise bear three toes and claws, and are digitigrade in shape.