The Sardakk N’orr
I call these guys the bugs. The Sardakk N’orr are simple brute force and should be used as such. They have one racial ability +1 to all combat rolls, space or invasion combat. Use this ability wisely and the dice rolls will always be in your favor over your opponent. They also start with two red technologies leaving you easily on a path to War Suns. Whatever you do with the Sardakk N’orr you always have that +1 combat advantage. Other than that there isn’t much left to say. They start with one carrier so move it out fast and wait for the production card to be played to buy a second one that first turn. Since built during production it can still go grab a planet so leave some of your ground forces behind.
You have brute force on your side so any tech path which leads to better combat rolls will always keep the odds in your favor. Work toward War Suns right from the start. Doesn’t 3 rolls over 2 sound like death to any would be attacker. The +1 will also scare those adjacent to you and help keep them out of your territory.