Create Duplicate of Unit Ultralisk - Rename Duplicate to Uberlisk and click Suggest.
Create Duplicate of Actor Ultralisk (Can be found under Unit->GenericUnitBase->Not Doodad) - Rename Duplicate to Uberlisk and click Suggest. Make the following changes:
unitName = Uberlisk
Sounds= Index: Attack, Value: Ultralisk_Attack; Index: Pissed, Value: Ultralisk_Pissed; Index: Ready, Value: Ultralisk_Ready; Index: What, Value: Ultralisk_What; Index: Yes, Value: Ultralisk_Yes
Create Duplicate of Model Ultralisk - Rename Duplicate to Uberlisk and click Suggest. Make the following changes:
Scale Maximum = 1, 1, 1
Scale Minimum = 1, 1, 1. 
(You want your Uberlisk to be beefed up :p)
At this point you should be able to place your new unit on the map.
NOTE: If you try to do this and all that shows up is an orb make sure that you have your new Model selected under the Model area of your Actor. Also verify your new Model has a proper .m3 file selected under the Model area.
Now to really continue we need to make our Movers for the tentacles that we are going to be applying to our Uberlisk's back. Go to Movers and Add Object.
Use the name UberliskRangeWeapon, be sure to Suggest for the ID and set the Mover Type to Missile. Also go ahead and make another Mover named UberliskRangeWeaponRetract, use Suggest and set the Mover Type to Missile as well.
For UberliskRangeWeapon go under the Motion Phases + area and create the follow:
Driver = Throw
Acceleration = 50
Speed = 50
Max Speed = 200
Ignore Terrain = Enabled
Outro = BlendBase: 0.2; StopBase: 0.4
Rotation Launch Actor Type = Supplied
Throw Rotation Type = Look At Target
Throw Vector = 0,-1,6
Driver = Guidance
Acceleration = 140
Max Speed = 200
Ignore Terrain = Enabled
Turn Type = Revert To Up
Orientation (i.e. YawPitchRoll) = 180
Orientation Acceleration (i.e. YawPitchRollAccel) = 1440
Driver = Guidance
Acceleration = 140
Speed = 12
Max Speed = 200
Ignore Terrain = Enabled
Turn Type = Revert To Up
Rotation Launch Type = Look At Target 2D
Rotation Launch Actor Type = Supplied
Orientation (i.e. YawPitchRoll) = MAX
NOTE: To properly set the Orientation Settings you will need to go into Raw Data View (Do this by clicking View->View Raw Data). Near the Bottom you will see CMoverMissile_MotionPhases_YawPitchRoll and CMoverMissile_MotionPhases_YawPitchRollAccel. Double-click on YawPitchRoll and if there are not already 3 variables here add them to make 3 and then set them to 0, 180, MAX (respectively from top to bottom in the list). Double-click on YawPitchRollAccel and do the same thing except use the settings 0, 1440, 0 respectively from top to bottom. Exit out of Raw Data View when your done.
For UberliskRangeWeaponRetract go under the Motion Phases + area and create the follow:
Driver = Throw
Acceleration = 50
Speed = 50
Max Speed = 200
Ignore Terrain = Enabled
Outro = BlendBase: 3.0; StopBase: 3.0
Timeout = 3
Throw Rotation Type = Look At Target
Throw Vector = 0.0, 0.0, 0.1
Driver = Throw
Acceleration = 50
Speed = 50
Max Speed = 200
Ignore Terrain = Enabled
Outro = BlendBase: 6.0; StopBase: 6.0
Timeout = 3
Throw Rotation Type = Look At Target
Throw Vector = 0.0, 0.0, 0.2
Driver = Guidance
Acceleration = 40
Speed = 8.5
Max Speed = 200
Ignore Terrain = Enabled
Tracking = Actual
Timeout = 0.25
Now that we have our Movers your going to want to create your Effects for Damage. Go to Effects and create five new Effects with the names UberliskRangeU,  UberliskRangeU2, UberliskRangeU3, UberliskRangeU4, and UberliskRangeU5. Make sure to select Suggest, select the Effect Type of Effect Damage and the Based On to DU_WEAP for all five. For all five of these use the following settings:
Amount = 100
Death = Blast
Kind = Ranged
Now we need to create Units that will be the representatives for our Spine Scrawlers. Go to Units and create five new ones with the names UberliskRangeLMWeapon, UberliskRangeLM2Weapon, UberliskRangeLM3Weapon, UberliskRangeLM4Weapon, and UberliskRangeLM5Weapon. Make sure to select Suggest, select Based On to Default Settings (Projectile), Object Family to Melee, and Object Type to Projectile. Use the following settings for each one:
Movement - Mover: UberliskRangeWeapon
Now go back to Effects and make five more named UberliskRangeLM, UberliskRangeLM2, UberliskRangeLM3, UberliskRangeLM4, and UberliskRangeLM5. Make sure to select Suggest, select Effect Type of Launch Missile and Based On to Default Effect (CEffectLaunchMissile). Use the following settings for each one:
Flags = Point Fallback, Return, Validate Ability, Weapon
Movers + = UberliskRangeWeapon
Return Delay = 0.1750
Return Movers + = UberliskRangeWeaponRetract
Impact Effect = They repective UberliskRangeU for each of these i.e. for UberliskRangeLM select UberliskRangeU and for UberliskRangeLM2 select UberliskRangeU2, etc.

Next we are going to make the weapons that we will be attaching to our Unit later on. Go to Weapons and create five new ones with the names UberliskRange, UberliskRange2, UberliskRange3, UberliskRange4, and UberliskRange5. Make sure to select Suggest, select Weapon Type of Legacy and Based On to CWeaponLegacy. Use the following settings for each one:
Allowed Movement = Moving
Arc = 360
Backswing = 0
Damage Display Effect = Once again use the respective UberliskRangeU for each weapon.
Damage Point = 0.25 (subtract .05 for each weapon after the first on; i.e UberliskRange2 will be .20)
Effect = Use the respective UberliskRangeLM for each weapon.
Icon = Assets\Textures\btn-upgrade-zerg-seismicspines.dds
Legacy Options = Can Retarget While Channeling, Keep Channeling, No Deceleration
Minimum Scan Range = 8
Options = Hidden, Continuous Scan, Display Cooldown
Period = 1
Range = 7
Target Filters = Required: Visible; Excluded: Missile, Stasis, Dead, Hidden, Invulnerable
Now comes the fun part as we are going to go through the steps to create all the needed Actors to create our working Spine Scrawlers on our Uberlisks back.
First things first we need to create some new Attachment Point Actors as the Ultralisk Model is somewhat limited on Attachment Points. Go under Site Operation (Attachment)-> CActorSiteOpAttach (Unnamed)-> Not Doodad and look for an Actor call SOpAttachTarget. You will want to make three Duplicates of this naming them SOpAttachTarget1, SOpAttachTarget7, and SOpAttachTarget8 making sure to hit Suggest. For each of these apply the following settings:
Attachment Query + = Target (followed by the number for each respective target i.e. for Target 1 use the number 1 and for target 7 use the number 7, etc. Note that this is placed in the Index field)
Ok now we are going to go through the grueling process of creating all the Actors for the Spine Crawler and the actual attaching of it to our Uberlisk. This will require 20 seperate Actors (four for each of the five Spine Crawlers we are attaching) so try and keep up. :p
First create five new Actors named UberliskSpineCrawlerTentacleLaunchSite, UberliskSpineCrawlerTentacle2LaunchSite, UberliskSpineCrawlerTentacle3LaunchSite, UberliskSpineCrawlerTentacle4LaunchSite, and UberliskSpineCrawlerTentacle5LaunchSite. Make sure to to select Suggest, select Actor Type of Site, Based On of CActorSite, and Doodad Type of Not Doodad. Use the following settings for each one:
Host + = Subject: ::scope.Tentacle; Scope: Implicit; Actor: Implicit; Effect: (None)
Next create five new Actors named UberliskRangeAttackMissile, UberliskRangeAttackMissile2, UberliskRangeAttackMissile3, UberliskRangeAttackMissile4, and UberliskRangeAttackMissile5. Make sure to select Suggest, Actor Type of Missile, Based On of GenericTentacleMissile (Unnamed), and Doodad Type of Not Doodad. Use the following settings for each one:
Unit Name = (Select the Respective UberliskRangeLMWeapon for each one)
Events +: Add the following to each one:
	Term: UnitBirth
	Send: AnimPlay Main Birth
	Term: ActorCreation
	Send: RefSet Name= ::scope.UberliskRangeAttackMissileScope, Source= ::Self
	Term: SupporterDestruction
	Send: AnimPlay Death Death
	Term: Effect.*.Return
	Send: AnimPlay Main Back PlayForever
	Term: MotionPhaseStart
	Term: MotionPhase
	Send: RefSet Target= ::Supporter, Name= TentacleAttack(add a 2-5 here for the 		respective Actors), Source= ::Self
	Term: ActorDesctruction
	Send: Signal Target= ::Supporter, Name= TentacleRetracted
Host Return + = Subject: UberliskSpineCrawlerTentacle(add 2-5 for the respective Actors), 	Scope: Target, Actor: Find, Effect: (Select the repective UberliskRangeLM for each 	one.)
Host Supporter + = Subject: UberliskSpineCrawlerTentacle(add 2-5 for the respective Actors), 	Scope: Caster, Actor: Find, Effect: (Select the repective UberliskRangeLM for each 	one.)
Model = Invisble
Remove + = Add the follow to each:
	Term: UnitBirth
	Send: AnimBracketStart Lifetime Birth Stand
The next five actors are a bit tricky to make properly. If someone else can explain how to get the Effects that start with Signal.*.TentacleRetracted to show without doing this let me know.  For now follow these steps:
1.) Create five duplicates of the Spine Crawler Model (found under Unit->Zerg Building->Not Doodad).
2.) Change the name of each of these to UberliskSpineCrawlerTentacle(add a 2-5 for the   respective Actor).
3.) Select Suggest for each one as you change the name, change the Actor Type to Model, change the Based On to ModelAddition.
4.) Go into Raw Data View and for each one right-click on the unitName token and Remove it; then turn off Raw Data View.
Now that we have the Actors we need to do some cleaning up and add some things to it.
Animation Blend Time: -1
Remove anything under Event Sounds +
Go into Events + and remove all but the following from the list:
	Term: UnitBirth.SpineCrawler(change this to Uberlisk)
	Send: Create
	Term: ActorCreation
	Send: AnimGroupApply Burrow
	Term: WeaponStart.SpineCrawler(change this to the respective 	UltraliskRange).AttackStart
		Term: AnimPlaying Burrow 
	Send: AnimClear Burrow
        	Term: WeaponStart.SpineCrawler(change this to the respective 	UberliskRange).AttackStart
	Send: AnimPlay Attack Attack PlayForever
       	Term: WeaponStop.SpineCrawler(change this to the respective 	UberliskRange).AttackStop 
	Send: AnimClear Attack
	Term = Signal.*.TentacleRetracted 
	Send= AnimClear Attack
        	Term= Signal.*.TentacleRetracted 
	Send=RefClear TentacleAttack(add 2-5 for the respective Actors)
	Term= Signal.*.TentacleRetracted
		Term: ValidateUnit SpineCrawler(This term can be removed.)
	Send= AnimPlay AttackEnd Attack,End
Add the following to Events:
	Term: ActorCreation
	Send: AnimBracketStart BSD Birth Stand Death
	Term: ActorOrphan
	Send: Destory
	Term: AnimBracketState.*.AfterClosing
		Term: AnimName BSD
	Send: Destory
Once all that is said in done your Events should look something like this:

Host Site Operations + = We are going to specify the Attachment location for each Spine Crawler. It does not matter which Tentacle you apply these to but you need to use the following attachment points (one for each Tentacle): SOpAttachHead, SOpAttachTarget, SOpAttachTarget1, SOpAttachTarget7, and SOpAttachTarget8.
Hosted Attachment + =  Name: TentacleAttack(add 2-5 for each respective Actor); 	Attachment Method: Weapon
Model = Spine Crawler
Remove + = Remove everything from here.
Scale =  0.6
Onto the final actors. Create five new Actors named UberliskSpineAttack, UberliskSpineAttack2, UberliskSpineAttack3, UberliskSpineAttack4, UberliskSpineAttack5. Make sure to select Suggest, select Actor Type as Action, Based On as GenericAttack, and Doodad Type as Not Doodad. Use the following settings for each one:
Impact Effect =  (Use respective UberliskRangeU for each one.)
Launch Effect = (Use respective UberliskRangeLM for each one.)
Damage Attachment Query + = Overhead|Center (To do this double-click on the option and then under Methods there is a Filter type. Set this to Direct and then select Overhead from the drop-down. Select Center from the Fallback drop-down.)
Impact Attachment Query + = Target|Center (Follow same steps for Damage Attachment Query)
Impact Map + = Change the Follow:
	Index: None, Sound: SpineCrawler_AttackImpact
	Index: Flesh, Model Reaction: SpineCrawler Attack Impact Reaction Flesh
	Index: LightArmor, Model Reaction: Light Armor Target Impact
	Index: Metal, Model Reaction: Metal Target Impact
Impact Site Ops + = SOpAttachHarness SOpForwardLaunchGuide
Lanuch Assets + = Sound: SpineCrawler_AttackLaunch
Launch Attachment Query + = Overhead|Center (Follow same steps for Damage Attachment 	Query)
LaunchSite = UberliskSpineCrawlerTentacle(add 2-5 for the respective Actors)LaunchSite
Launch Site Ops + = SOpAttachOverhead
Missile = UberliskRangeAttackMissile(add 2-5 for rescpetive Actors)
Ok then, now that we are finally finished with all that all we need to do is change some stuff on our Uberlisk Unit.
Go to Units and select the Uberlisk we created at the beginning.
Simply add the follow:
Weapons + = UberliskRange, UberliskRange2, UberliskRange3, UberliskRange4, UberliskRange5 (You can keep the Ultralisk - Kaiser Blades and Ultralisk - Head Attack if you want)
You may also want to make the following change but it is not needed.
Life Regeneration Rate = 60
That should do it. Add your Uberlisk to your map as well as some enemy baddies and try it out!
I will see about adding the info on the Death Nova ability (the effect that kills everything around the Uberlisk upon death) at a later time.