A Slitherer and a Kollosus in combat with a command unit of unknown origin 
|Height|| Height: 70 meters
Length: 300 meters
|Additional Equipment.||Some mutations, like better armor|
|Capacity||none (self controlling commander|
The slitherer is the equivalent of an ACU. It is notable for only being required in construction for the first small fraction of a unit's build time, as it only "activates" the unit's growth, while the factory does the rest.
Similar to an Earth Mosasaur in appearance, with large plates on its back, limbs that function as flippers and legs, four eyes, Stripes that break up outline, and various parasites and symbiotic creatures
Most weapons are used offensively or defensively, as most Deep Hunter creatures do not have specialised weapons for offence or defence, with the exeption of some tech 4 units and some tech 5. The Slitherer is a hexapodal reptilianoid, with al limbs being webbed to facilitate Steering while swimming, and walking. The main swimming power is provided by the large spaded tail. The tail is barbed along its length. The Slither is host to many symbiotic reptilianoids that can fly and spit acid. These appear to be related to the Slitherer, as they share many genetic and physical features. The lower jaw is hinged in a way to allow it to increase the size of a bite, and the middle of the lower jaw has no connectivity, giving it a two-part lower jaw. The tail takes up 2/3 the total length. The tounge is approximately 100 meters long. The forearms are used to dig areas for new buildings, and contain the main claws, which are normally 30 meters long.
Armored carapace made of layered bones, chiton, and argonite, with a sharpened keratin covering inlaid with natural carbon nanotubes and monomolecular diamondson the outer edges. The spines that damage attackers due to length, and can be upgraded to be acidic and melt units during extended contact. A swarm of symbiotic defence creatures are launchede when the Slitherer is threatened. Stealth is acheived through modified scales which refract or absorbmost wave lengths of light. DOes not effect omni-radar.
Can spit acid capable of corroding a mech marine in minutes, can launch spines at mid range, and is long enough due to non-human body shape that it can hit enemies with its tail from short range. Defencive symbiotes swarm enemies that attack the slitherer at long range.
Claws are used to damage anything that gets within range of their edge, and can rend smaller units to pieces. Teeth and jaws can be used either to rip at units, or outright eat them. Eating units gives a small biomass bonus. Spines are used to impale other units, and increase speed submerged or on the water's surface.
Will use most of the weapons listed in the defensive section for offence (minus the symbiotes). However, its offencive capability is augmented with a barb cannon, which fires parasitic creatures that appear to be a cross between a Triops shrimp and a leech, which secrete an acid into what they hit that damages the target.
Similar to defensive, with the inclusion of a retracable biological barb cannon
Similar to defensive with the inclusion of an extendable, barbed tounge that can be used as a whip or as a piston punch. (they have a hydrolic system that makes this a pretty accurate statement.
Spines, acid, a barbed tounge, armor, and claws
armor is thicker than most conventional command units.
Functions better in water, can attack air with melee weapons by jumping. Upon death, a Slitherer will release several million liters of various bodily fluids, most of which is toxic. This makes all nearby enemy units and structures "biohazardous" and will be unable to function for an extended period of time. The fluids will also lower the output of mass deposites and energy generators built nearby.
The breed that is currently used was first observed by the Void Hunters on the planet Oceanus, a large ocean core world of the deep hunters.
Notable for being able to birth new command units, however, these 5 days to grow to hatching, and 6 days to mature, making this nearly suicidal in combat. Slitherers in combat are capable of taking down anything bellow T3, as they are primarily cobat units that have a minor role in unit production.
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Chitonous plating- thickens external plates, increasing armor and allowing for quicker healing. Disables Increased bone density because both would increase weight to the point that moving on land would crush the slitherer.
- Aragonite plating- further increases armor and regen.
Increased Bone density-Increases density of bone, allowing for higher health and slightly more powerful attacks. Disables Chitonous Plating because both would increase weight to the point that moving on land would crush the slitherer.
- Nanotube reinforcement- allows secretion of nanotubes into the bones, further increasing strength
Long claws: increases length of laws, and damage, but lowers attack rate.
Longer forearms; increases forearm lengh, but decreasee claw length, increasing speed but lowering damage.
Biomass Tumors and Fuid GLands- internal resource generators.
- Hyper metabolism- increased generations speed.
Fungal threads- allows the slitherer to launch a modified parasitic fungus at enemy units, taking over all functions. Equivalent of capturing. Affects all command units and engineers
- Quick Overtaking- decreases required time for overtaking.
Fluid Glands and Biomass tumors- internal resource creators. Slower than those of other factions, but still effective during the early stages of combat.
The Serpent: the oldest, and in constant connection to Tuethis. Dark blue, and has many scars and an extra set of eyes
Jörmungandr: Largest known Slitherer, with a length of 900 meters. Broght orange, and has an extra set of legs, as well as having highly corrosive acid.
Hellfish: most armored known. Pitch black with redish stripes. Has more armor, and stronger weapons.
MORE COMING SOONEdit
- ↑ NOTE: both the Kollosus and the Slitherer are of an outdated breed, which are no longer in combat