<strong>Race name:</strong>Ekke<br/><strong>Race appearance:</strong>The Ekke have a basic homind form with the exception of walking on the balls of their feet, giving them that apparent extra joint in their legs that is more common in quadropeds. Additionally, they have only four digits on each hand and foot. Ekke tend to be more narrow and lithe than most other races, favoring elegance and grace to a more direct approach. Their leathery skin is anywhere from a dark, ashy gray to almost black, and it becomes thicker and more pebbled near their hands and feet. Their most notable feature is their heads and eyes. Their eyes are deep indigo and featureless, like stones. Their faces are narrow. Their foreheads are taller than normal and tapered slightly. The most noteworthy feature, however, is the small cluster of tentacles that hang halfway down their faces in lieu of a normal mouth. This "Beard" of tentacles twitches and shifts slightly when the Ekke speak.<br/><br/>One noteworthy thing about their anatomy is that Ekke tend to literally grow into their roles because of a strict breeding program that has been in effect for centuries. Essentially, Ekke designed for manual labor and warfare tend to be bulkier and taller than their more cerebral counterparts.<br/><strong>Number of Systems:</strong>The Ekke have only 8 systems within close proximity of the other. Their system of Origin is called Ae, and is located at the center of their empire to protect their homeworld: Ai. Ai is a lustrous world of verdant green and relatively flat plains. There is an abundance of water, and their elegant cities span continents. Buildings grow side by side with plantlife in an attempt to live symbiotically.<br/><strong>Government Type:</strong>The Ekke run a caste system where the different sects operate alongside the other rather than above and below. Each Sect chooses their representative to join the Ekke Council.<br/><strong>Religion(s):</strong>Ekke religion is based on logic and the idea that life is a single entity that happens to branch off into unique and varying ways. Their basis for existence is that change is necessary to grow and develop with the times, but that certain moral implications cannot ever be ignored. While there is some small element of mysticism when referring to "Roh",(which loosely translates to "The All") There is no resistance to the discovery of new sciences. Scientific discoveries are seen as interpreting the impossible complexity of life in a new light, hence, a new way of appreciation.<br/><strong>History:</strong>The Ekke were a warlike race. However the effects on their homeworld and her people soon became apparent when the Ekke were on the verge of extinction. Their aggressive industrialization and production had almost ruined their atmosphere and water supplies. The threat of an inbound meteor finally united the planet, ended war between Ekke, and created an era of cooperation. The Meteor was diverted, and then hailed as a message from the universe. This era was known as the "Great Enlightenment". No strangers to the necessity for battle, the Ekke do keep a military force as one of their castes.<br/><strong>Values of your nation:</strong>The Ekke value logic and discovery above all things. They appreciate peace because it is the more agreeable solution to a problem. However, the Ekke cannot help being passionate about discovery, their art is based in science and their science in art and form.<br/>National Traits:<br/>-The Mossad X2: Ekke teams are constantly searching for new things to learn. This lust for innovation and information extends to knowing everything about other races as well. Hence, the Ekke are always keeping tabs on their allies and enemies.<br/>New Hollywood: The Ekke culture of "beauty in discovery, discovery in beauty has led to unique structures and even weapons and ships that express a love for form and an appreciation for the asymmetry of nature. Their homeworld is a wonder to behold.<br/>Population Traits:<br/>Eureka! X2: Considering that discovery is the highest value to the Ekke, they are constantly trying to discover new innovations. The Learning Guild is among the most prolific groups in Ekke society.<br/>Loyalty: The Ekke see themselves in a new golden age because of the simple fact that their society works as a single organism to accomplish its goals. At the same time people are encouraged to pursue their own goals in their free time, in general, the Ekke are people of duty.<br/>Military Traits:<br/>High speed, Low drag: Ekke tactics tend to be hard and fast. They like to spearhead key targets with devastating firepower and withdraw before the enemy can retaliate. In general their armies are constantly moving and shifting on the battlefield.<br/>Awesome Training: The Ekke keep their military force relatively small, however their soldiers devote all of their time to, well, being soldiers. They are consequently very well equipped and trained.<br/>Technical Traits:<br/>Better than your doctors!: Ekke medicine is notoriously effective. Anything from lost limbs to organ failure is little hindrance to an Ekke surgeon, who works with brilliant efficiency. Ekke healing and therapeutic technology is among the best.<br/>Stealth Obsessed: Ekke have a limited military, and would thus like to limit their losses as much as possible. If they can get around the enemy lines rather than through them, they will.<br/>Historical Traits:<br/>Diplomatic: Ekke would prefer to learn more about other sentient life in the galaxy than destroy it. It follows that they would sooner extend the olive branch than the sword, and tend to be excellent negotiators because of their cool temperament and logical way of thinking.<br/>Faults/Weaknesses:<br/><br/>Hyper-Tech:<br/>Antimatter Tech: The Ekke incorporate their Anti-matter tech into their Thermal Artillery to create projectiles and missiles that cause devastating explosions, as well as utilize it in the Drive Cores of their spacecraft.<br/><br/><strong>Military:</strong>The Martial Caste<br/><strong>Infantry:</strong><br/>Light Fighter "Harkon": A light fighter is the basic soldier equipped more for speed and long range than for heavy punishment. They are equipped with light, full-bodied armor and long range rifles that fire white-hot projectiles at incredible speeds.<br/>Heavy Fighter "Rairen Berserkers": Garbed in a heavy amalgamation of Enhanced Plastic plating, the Heavy Fighter is intended to up close, brutal combat. They carry a sub-machine variation of the Thermal Lancer as well as a Disruptor Blade. Can occasionally carry heavy weaponry for anti-vehicle support.<br/><strong>Vehicles:</strong><br/>Ek-1 "Howler": The howler is a light hovercraft in the relative shape of a broad blade. It tapers to a narrow point at the front. So named because of it's distinctive sound upon approach. It's weaponry is merely four heavy Automatic Thermal Lancers. It is a relatively small, two-man craft.<br/>Ke-4 "Reckoner": A larger, slightly more durable hovercraft that still focuses on speed above all-else. It's a heavy enclosure that houses a crew of 4 Ekke. It is armed with a heavy Thermal Artillery Gun (The shells simply radiate destructive amounts of heat and light on impact) As well as two Heavy Automatic Lancers on swinging turrets.<br/>Ek-2 "Belly": A troop support weapon that occasionally acts as a rapid transport. It is equipped mainly with kinetic barriers and four Automatic Thermal Lancers. It can hold up to eight heavy fighters via an open platform behind the main guns.<br/>Ak-7 "Sentinel": Strictly an anti-aircraft vehicle. These are the least mobile vehicles in the Ekke military. They are still relatively speedy, and bristling with Thermal Seeker Missiles.<br/><strong>Aircraft:</strong><br/>AiK-5 "Shrike": A narrow and rapidly moving aircraft with heavy Thermal Lancers and Thermal Artillery mounted on it's belly. Finally, two heavy thermal missiles can be attached to each of the four underwing rails for a total of eight. With narrow-swept wings and a thin body it makes a difficult target. It is intended as aerial anti-vehicle and structural fire.<br/>AiK-3 "Krie": Mounted with eight Heavy Automatic Thermals and one artillery cannon this vehicle can serve as an effective anti-troop craft. However it is only intended to defend itself for the brief moment that it is depositing Berserkers onto the battlefield. Rairen armor enables them to make the twenty yard leap without injury(most of the time) and continue fighting.<br/><strong>Buildings:</strong><br/>Stationary AA turrets are an unfortunately common site and are incorporated regularly into the normal cities. Defensive structures tend to be more squat than the normal Ekke spires and curving architecture, but they still represent natural phenomena. So they tend to curl and move in circles rather than straight lines. AA turrets are not an exception. They are massive twin linked Thermal Batteries that launch massive variations of the superheated thermal projectiles.<br/><br/>Shield generators are also strewn about the city over key strategic points such as capitals, factories, and laboratories.<br/><br/><strong>Navy:</strong><br/><strong>Super Capitals:</strong><br/>Ana: Ana means "Great Mother". It is the only Super Capitol in the Ekke fleet, but it is a masterpiece of form an function. Albeit slow. It somewhat resembles a massive flatworm, with a clutch of coiling engines and weaponry bristling from its arched underbelly. It's main gun is capable of decimating a continent, but uses up crippling amounts of energy. In addition to it's main gun it carries several hundred small AA guns as well as 20 heavy cannons for use against slightly larger ships.<br/>Category X<br/>Speed:4<br/>Firepower:7<br/>Defense:10<br/><strong>Battleship:</strong><br/>Leviathon: The Ekke own 16 of these massive warships. Each comes equipped with three massive thermal cannons on rotating domes, and 40 AA guns.<br/>Category A<br/>Speed:5<br/>Firepower:9<br/>Defense:6<br/><strong>Carrier:</strong><br/>Oin: The Ekke own only 5 Oin class carriers. They are predominantly used to house specialized fighter squadrons when they are felt necessary. The Ekke prefer to fight with heavier ships. It houses only 18 AA guns and is capable of holding 100 fighters.<br/>Category C<br/>Speed:3<br/>Firepower:2<br/>Defense:4<br/><strong>Heavy Cruiser:</strong><br/>Grakken: The Grakken class cruiser is a workhorse of the Ekke navy. It's relatively simple, arched design makes it formidable from all angles of attack. It is mounted with 5 heavy batteries as well as 20 AA weapons.<br/>Category B<br/>Speed:6<br/>Firepower:7<br/>Defense:7<br/><strong>Light Cruiser:</strong><br/>Childe: The Childe is a favorite among exploration crews. The ship is fast, stealthy, and able to take a fair amount of punishment. It is equipped with only one heavy main gun and 4 AA weapons. It's impressive stealth capabilities, however, make it formidable.<br/>Category B<br/>Speed:7<br/>Firepower:4<br/>Defense:6<br/><strong>Destroyer:</strong><br/>Harbinger: The Harbinger class Destroyer exemplifies everything that the Ekke believe about combat. It is a superior machine and a complement to the massive battleships more than anything else. It comes equipped with an especially large Heavy Thermal Cannon as well as 2 artillery batteries and 10 AA weapons.<br/>Category A<br/>Speed:8<br/>Firepower:8<br/>Defense:6<br/><strong>Gunships:</strong><br/>Hellion: Hellion class gunships are an older model. Formidable but prone to mechanical failure a lot of the time. The Hellion is a classic beauty, and capable of dishing out punishment, but it can't defend itself well against fighters.<br/>Category C<br/>Speed:2<br/>Firepower:4<br/>Defense:2<br/><strong>Medium aerospace Squadron (multi-role/strike fighters):</strong><br/>Savior: The Ekke rarely use fighters, and thus they don't make many of them. However, the fighter they developed is fast and reliable, designed to dish out a heavy payload of firepower and then evade enemy firepower. It carries 2 advanced Thermal Missiles, and two heavy AA guns.<br/>Category A<br/>Speed:9<br/>Firepower:4<br/>Defense:4<br/><br/>((Subject to minor revision. Fingers kill and I need to eat))