Space

Ship Name: Zill Carrier
Classification: 7
Ship Type: Carrier/Hive
Role: Transports and launches Zill creatures on planets or into ships like asteroids
Crew:
UnknownWeapons: Fires dozens of eggs or carapace molded pods, which do immense physical damage to shields until it wears them down and begins crashing into the ship, where Zill creatures infest, pods that did not break through a shield, simply hatch in space and seem to leave for a time, allowing them to grab onto ships and tear them up from the outside.
Countermeasures:
Unknown, presumed nonePower Plant: Presumed to be a living organism
FTL Drive:
UnknownAdditional Information: The ships can die almost similarly to the Zill creatures. Upon taking several hits, it will stop launching pods and merely drift, but these things fire barrages of pods, which can almost act as a shield towards weaponry. Once the pods start launching, there doesn't seem to be an end until all Zill Carriers are destroyed, or all enemy ships are destroyed.
Ground

Troop: Zill Warrior/Drone
Classification: 1
Role: Warrior/Drone
Weapons: Scyth Arms, Fangs
Additional Information: Has slight armor, can't withstand much more than what others can

Troop: Zill Infiltrator
Classification: .7
Role: Scout/Infiltrator, used to find passages passed bunkered defenses.
Weapons: Fangs/Horns, claws, devastating, bone breaking headbutt
Additional Information: No armor whatsoever, but can be very quiet. Seems to be blind, can only sense by smell, sound, or vibrations

Troop: Zill Artillery
Classification: .9
Role: Long range bombardment (single, slow firing)
Weapons: Plasma projectile
Additional Information: When the plasma hits an unshielded target, organic or metallic, it seems to cause an almost napalm effect, where it sticks to whatever it hits and burns or melts, and does not stop until the plasma itself has burned off. It is lightly armored, but only in specific areas. The armor is as strong as the Drones armor

Troop: Zill Controller/Leader/Commander
Classification: 1.4
Role: Has been seen interacting or "communicating" with other Zill, giving orders and appears strategic
Weapons: Can spew acid
Additional Information: Has been seen able to counter enemy defenses where Zill without commands can not break through. If seen, attack is recommended, if not encouraged. These Zill do not normally attack, usually run, but if cornered and alone, it can strike, harshly

(First and only sighting of the Terrdrone. Last Location: First Nation to be attacked, when in their last stand. The defending Nation)
Troop: Zill Terrordrone
Classification: 4.5
Role: Breaks Blockade, supports smaller units... TBD (To Be Discovered)
Weapons: Impaling Arms (Does blunt damage)
Additional Information: Can withstand almost anything thrown at it (Think the Cloverfield monster, but only slightly bigger than a semi truck). It is extremely rare, so rare, only a single sighting of it has ever been found. The Nation that had been attacked by it had manage to kill it, but when they focused fire, they allowed other Zill to infiltrate their defenses, leading to their demise.