Killing Floor (Remake)/Enemies

= FODDER ZEDS =
CYST=

CYST
TBA
 * -| CLOT=

CLOT
The Clot, a prevalent yet relatively non-threatening specimen among the ranks of the undead, exhibits a simplistic predatory approach characterized by an instinctual pursuit of nearby prey, engaging in physical assaults with unadorned appendages. Their vulnerability arises from an absence of protective armor and a dearth of cognitive faculties, rendering them susceptible to exploitation by vigilant survivors. Nevertheless, when encountered in large numbers alongside the Cyst and the Slasher, Clot hordes pose a considerable threat, capable of inflicting substantial damage on unwary individuals.

Physiologically, Clots manifest as unclothed, slender, hairless humanoids devoid of discernible sexual characteristics, which present a relatively conventional visage within the broader spectrum of Zed specimens. Blood residue is prominently present on their extremities and visages. The absence of lips exposes a maw replete with sharp, irregular dentition. A closer inspection reveals the Clot's limbs, which, while not imbued with the massive muscle growth characteristic of other Zed specimens like the Scrake or Fleshpound, possess a deceptive resilience and strength. These limbs allow the Clot to engage in relentless attacks and endure significant physical trauma.

Classified as a fodder-type Zed, the primary function of Clots lies in bolstering waves with numerous entities to support other ZEDs. While each individual Clot possesses modest strength, their collective potency derives from the sheer numerical advantage they maintain. Though susceptible to termination through conventional means applicable to human adversaries, Clots exhibit remarkable resilience and regenerative capabilities. It can withstand grievous injuries, including severed limbs, with a seeming disregard for the conventional limitations of human physiology. This exceptional resilience extends to high falls and even a few direct gunshots to non-cranial regions, emphasizing its tenacity on the battlefield. Capable of locomotion across vertical planes and surmounting obstacles in pursuit of designated targets, they exhibit persistent aggression until successful neutralization is achieved. In addition to their primary claw-based assault modality, Clots possess a secondary grasping maneuver facilitating immobilization of victims, rendering them susceptible to further exploitation if not promptly dislodged. Manifesting augmented physical prowess relative to baseline human parameters, Clots demonstrate aptitude for breaching architectural barriers and detaining apprehended targets with formidable tenacity. Paradoxically, they display a notable absence of self-preservation instincts, manifesting proclivity for precipitous engagements with environmental hazards, adversarial ordnance, and numerically superior opposition forces, irrespective of prior exposure.

Origins of the Clot phenotype trace back to the second phase of Horzine Corporation's investigative endeavors, incorporating genetic material derived from the deceased son of Kevin Clamely. Originally intended as compliant operatives programmed to acknowledge Horzine as authoritative entities, Clots were administered regulated doses of serotonin via neural implantation to reinforce obedience. However, resultant manifestations devolved into aberrant conduct typified by erratic tendencies and self-mutilation behaviors, exacerbated by pronounced sensitivity to auditory, visual, and perceptible motion stimuli. Consequently, Clots emerged predominantly as expendable assets relegated to frontline engagements, bereft of strategic sophistication or discernible agency.


 * -|SLASHER=

SLASHER
TBA
 * -|CRAWLER=

CRAWLER
Engineered through the hybridization of human DNA with extracted arachnid genetic components, the Crawler stands as an ambushing-type specimen specializing in reconnaissance and swarm attacks. The external morphology of the Crawler is defined by its predominantly dark pigmentation, rendering it nearly pitch-black in appearance. This serves a dual purpose, contributing to both its inherent stealth capabilities and the potential to blend seamlessly into low-light environments. The humanoid form is augmented with exoskeletal plating, reminiscent of arachnid characteristics. This chitinous exoskeleton provides a dual function, offering both protection and enhanced agility, allowing the Crawler to traverse diverse terrains with remarkable dexterity.

The quadrupedal locomotion of the Crawler is a product of its additional limbs, which provide stability and maneuverability during rapid, ground-level traversal. While lacking the hypertrophic musculature characteristic of some of its zed counterparts, the Crawler compensates with a sinewy and agile physique. This design allows it to execute repeated long-distance jumps and swift pouncing maneuvers, enabling it to cover substantial ground quickly. Furthermore, the reinforced limbs enable the Crawler to scale vertical surfaces with remarkable ease, affording it access to vantage points that confound traditional survivor defenses. The eyes, distributed across its arachnid-inspired visage, endow the Crawler with heightened visual acuity and a broader field of view. This sensory augmentation aids in target acquisition and tracking, complementing its ambush-oriented tactics. The mandibles, beyond their intimidating aesthetic, function as versatile appendages, serving both predatory and manipulative roles. They can be employed for grasping, tearing, and immobilizing prey, adding a layer of lethality to the Crawler's confrontations with survivors.

Categorized as a fodder-type specimen, the Crawler's primary function revolves around the systematic decimation of unsuspecting survivors and the flanking of distracted individuals. Capitalizing on their diminutive stature, natural camouflaging in darkness, and capacity to emerge from unconventional locations such as ventilation shafts, high ceilings, or open manholes, Crawlers execute rapid and unpredictable attacks from multiple vectors, infiltrating defenses unnoticed. The Crawler's inherent stealth further amplifies their capacity to seemingly materialize in proximity to survivors without prior detection. True to their nomenclature, Crawlers traverse surfaces with a distinctive skittering gait, requiring keen attention to avoid oversight. Possessing minimal health, Crawlers succumb to relatively modest amounts of firepower. However, their penchant for clustering in groups necessitates weaponry with high rates of fire. Despite their fragility, Crawlers prove challenging to spot, capable of inflicting considerable damage if allowed to breach defenses. Their persistent assaults can gradually erode a survivor's combat armor, complicating retreat from swarms due to their formidable pursuit capabilities and short-distance leaping maneuvers that may evade certain shots.

The Crawler exhibits a heightened level of situational awareness, adopting a passive and patient approach to prey engagement by assuming a crouched position and lying in wait for victims to traverse their vicinity. Nevertheless, in scenarios conducive to direct confrontation, such as swarm events, the Crawler adopts a more assertive approach, aligning with collective zed behavior to overwhelm targets through coordinated assaults.
 * -|CONJOINED=

CONJOINED
TBA
 * -|LARVA=

LARVA
TBA

= LIGHT ZEDS =
STALKER=

STALKER
The Stalker exhibits an array of distinctive biological features that contribute to its role as an elusive and agile assassin within the Zed population. At a macroscopic level, the Stalker's physical composition is characterized by a gray-hued integument, presenting a streamlined and androgynous silhouette. Notably, the absence of conventional clothing emphasizes the utilitarian nature of its design, ensuring unimpeded mobility during stealth operations.

At the core of the Stalker's biological enhancements lies a sophisticated cloaking mechanism, engineered to manipulate light refraction across its dermal layer. Specialized cells within its epidermis possess the unique ability to modulate the absorption and reflection of incident light, rendering the Stalker virtually invisible to the human eye. This cloaking adaptation not only confers a tactical advantage by facilitating covert movement but also complicates the identification and targeting of the Stalker by survivors.

Demonstrating unparalleled maneuverability, the Stalker exhibits remarkable agility, facilitating dynamic traversal of environments inaccessible to survivors. Employing wall-kicking techniques to enhance directional shifts, executing evasive maneuvers to evade incoming projectiles, and displaying exceptional verticality through reported instances of wall-scaling and prodigious leaping capabilities, the Stalker navigates terrain with unparalleled dexterity, eschewing conventional constraints. Their musculoskeletal system is finely tuned to accommodate swift and agile locomotion, characterized by elongated limbs and reinforced tendons. Enhanced muscle fibers exhibit heightened contractile efficiency, enabling rapid acceleration and precise directional control during rapid movements and evasive maneuvers. Additionally, articulating joints boast increased flexibility and range of motion, facilitating dynamic traversal of diverse terrains and structures.

Their augmented sensory organs grant them heightened perception and situational awareness, enhancing its capacity for stealth and reconnaissance. Specialized photoreceptive cells embedded within its ocular apparatus confer enhanced low-light vision, enabling the Stalker to navigate dimly lit environments with exceptional acuity. Furthermore, auditory receptors tuned to detect subtle acoustic cues facilitate the localization of potential targets and the avoidance of detection. In addition, the Stalker's dermal layer exhibits exceptional resilience and adaptive camouflage properties, affording protection against environmental stressors and physical trauma. Epidermal cells possess a chameleon-like ability to modulate pigment deposition and texture, enabling the Stalker to blend seamlessly with its surroundings and evade visual detection. Furthermore, dermal tissues demonstrate heightened resistance to lacerations and abrasions, mitigating the deleterious effects of sustained combat engagements. Its neurological enhancements optimize cognitive function and decision-making processes, enabling the Stalker to execute complex maneuvers and strategic ambushes with precision. Neural pathways governing motor coordination and spatial awareness are refined through neural plasticity, facilitating the seamless integration of sensory feedback and motor responses during high-stakes engagements.

Originating from clandestine Horzine research facilities nestled within the Wyre Forest, Stalkers purportedly derive from genetic material associated with Kevin Clamely's daughter, Rachel Clamely, akin to the male Zed clones originating from his deceased son. Housed within subterranean laboratories equipped with ultraviolet illumination to mitigate concealment, Stalkers were subjected to experimental protocols until a reported breach event precipitated their liberation and subsequent integration into the Patriarch's zed legions, heralding their emergence as formidable assets within the Zed hierarchy.
 * -|GOREFAST=

GOREFAST
Created as formidable shock troopers within the Zed population, the Gorefast is a ferocious killing machine specialiing in close-quarters melee combat. They exhibit a musculoskeletal framework engineered for enhanced strength and agility. Its musculature, characterized by hypertrophy and fiber density, facilitates powerful movements and swift maneuvers essential for close-quarters engagement. Lacking conventional integumentary coverage, the Gorefast's dermal layer is conspicuously absent, exposing underlying musculature and nerve endings. This absence not only renders the entity visually distinctive but also contributes to heightened sensory acuity, amplifying tactile perception and responsiveness to external stimuli. Consequently, the Gorefast remains acutely attuned to its surroundings, capable of swift reactions to environmental cues.

The integration of a meter-long blade into the Gorefast's right arm represents a seminal modification geared towards augmenting offensive capabilities. Surgically fused between the radius and ulna, the blade serves as a formidable melee weapon, meticulously engineered to optimize cutting efficacy and structural integrity. Anchored by durable leather straps, the blade seamlessly integrates with the Gorefast's biomechanics, facilitating fluid movements and precise strikes during engagements.

Functionally analogous to an elevated iteration of the Clot, the Gorefast distinguishes itself through a charging modus operandi rather than grappling. Selecting targets based on proximity, it steadily advances until within a predefined distance, initiating a charge with the bladed arm poised for attack. Notably, it adapts targets if others approach in closer proximity than its current prey, a behavioral departure from certain other specimens. Its offensive maneuver involves erratic swings of the bladed appendage, causing moderate damage with each slash. In instances of decapitation, the Gorefast, while incapacitated, loses its charging ability but retains the capacity to inflict harm when in close proximity to a target. When subjected to intense flames, it reacts by thrashing with frenzied arm movements until expiration or flame extinguishment. Post-incineration, the Gorefast resumes its typical behavioral patterns, either pursuing survivors or assuming a charred disposition.

Originating from Horzine's pursuit of an extremely aggressive super soldier, the Gorefast project achieved success in mitigating pain perception. However, an unintended consequence surfaced, resulting in pervasive insanity characterized by relentless aggression and self-harm tendencies among subjects. Subsequent modifications, including mandibular excision to mitigate self-inflicted injuries, dermal removal to perpetuate constant discomfort, and agonizing integration of the blade appendage to redirect focus towards external targets, represent adaptive measures aimed at curbing aberrant behavior and fostering directed aggression.


 * -|SIREN=

SIREN
The Siren is a support-oriented terror unit within the Zed hierarchy, specializing in instigating psychological distress and inflict area-of-effect damage upon adversaries. Physiologically, Sirens manifest as gaunt, skeletal figures devoid of ocular organs and facial features, distinguished by metallic harnesses affixed to their forms, serving as rudimentary ballistic protection. This harness functions as a rudimentary form of ballistic protection, potentially mitigating the impact of projectile attacks directed towards vital anatomical regions. While not impervious to harm, the harness contributes to the Siren's survivability during engagements. Of paramount concern is the presence of sonic amplification apparatuses integrated within their throats, enabling the emission of piercing shrieks capable of inducing physiological distress and disorientation among targets within proximity. The inclusion of Sirens within Zed formations poses tactical challenges, as their sonic emissions effectively neutralize the efficacy of explosive ordnance, compelling survivors to adopt alternative strategies in engaging converging Zed contingents. The utilization of bulletproof harnesses underscores a degree of physical fortification, albeit secondary to their primary function as sound amplification conduits.

Compensating for the absence of vision, Sirens rely extensively on echolocation, a sophisticated biological mechanism that enables them to navigate and perceive their environment through emitted sound waves and subsequent interpretation of reflected echoes. This sensory adaptation facilitates orientation within complex surroundings, enabling Sirens to pinpoint the location of potential threats and allies alike. Beyond navigational utility, echolocation serves as a primary mode of communication among Sirens, facilitating intra-species interaction and social cohesion within Zed populations.

In addition to their disruptive sonic emissions, Sirens exhibit a unique behavioral trait wherein their screams serve as a catalyst for the mobilization of adjacent Zed entities, rousing them from passive states to immediate aggression towards survivors. The cumulative effect of successive screams engenders the influx of additional Zed reinforcements, escalating the threat level posed to survivors. Through controlled modulation of emitted sounds, Sirens achieve a spectrum of vocalizations ranging from plaintive cries to bone-chilling shrieks, effectively influencing the behavior and physiology of nearby organisms. Observations suggest that Sirens perpetually exhibit signs of distress and fear, manifesting audibly through plaintive cries akin to expressions of anguish. This perpetual state of psychological distress underpins their enigmatic demeanor, underscoring the complex interplay between biological programming and emotional resonance.

The genesis of the Siren traces back to genetic manipulation involving genetic material derived from Kevin Clamely's wife, herself harboring aspirations of musical prowess. The deliberate removal of ocular organs precludes visual cues triggering sonic emissions, coupled with physical restraint mechanisms to mitigate direct physical aggression. The tragic circumstances surrounding the Siren's creation, culminating in the demise of Clamely's wife, underscore the morally dubious origins of this enigmatic Zed variant.
 * -|RIOTER=

RIOTER
TBA
 * -|EXPLODER=

EXPLODER
TBA
 * -|HELLHOUND=

HELLHOUND
TBA
 * -|FLYER=

FLYER
TBA

= MEDIUM ZEDS =
BLOAT=

BLOAT
A formidable close-range defensive unit, the Bloat specializes in shielding smaller specimens while unleashing disorienting and corrosive attacks upon survivors. Morphologically, Bloats appear as overweight humanoid figures, characterized by immense body mass and armed with dual cleavers.Primarily tasked with obscuring more perilous ZEDs, such as groups of Gorefasts, Husks, and notably Sirens, the Bloat instigates disorientation and inflicts gradual damage over time. Its distinctive mutation prompts the excretion of copious volumes of highly corrosive bile, a potent substance deployed both as a vomited projectile and, upon demise, through explosive dispersal, posing a considerable threat to nearby survivors. Foremost among the Bloat's anatomical features is the conspicuous bloated abdominal region, ostensibly resulting from the hijacking of its stomach and, conceivably, its entire gastrointestinal system by the drugs they were injected with. This manipulation induces an excessive production of corrosive bile, exerting substantial tension on the integumentary and visceral layers. Consequently, the skin becomes attenuated and fragile, exhibiting ruptures in localized areas, thereby exposing bile-filled internal organs.

Characterized by lethargic movement patterns, Bloats seldom engage in rapid locomotion, warranting strategic prioritization amidst engagements. However, proximity to a Bloat poses imminent risk, as its noxious bile expulsion engenders high area-of-effect damage, compromising team defenses and necessitating proactive mitigation measures. Possessing exceptional resilience against conventional weaponry and explosive ordnance, the Bloat presents formidable resistance to body shots, mandating judicious ammunition expenditure and tactical precision to neutralize threats effectively.

The creation of Bloats traces back to Horzine's experimentation with pharmaceutical compounds aimed at augmenting soldier physiology, purportedly combating fatigue, muscle atrophy, and age-related debilitation. Disguised as weight loss supplements, these drugs were administered to obese subjects recruited for testing. However, adverse reactions ensued, exacerbating obesity and inducing hyperactive immune responses, resulting in the transformation of bodily fluids into toxic acids. Despite genetic enhancements, the Bloats' human-derived physiology precipitated violent rejection of the toxin, culminating in recurrent bouts of projectile vomiting and cellular rupture. Intriguingly, Clamley, undeterred by these setbacks, mandated the continuation of the project, positioning the Bloat as a unique specimen within the Zed hierarchy—an entity not expressly designed as a super soldier and notably exempt from the cloning process employed in other Zed creations.
 * -|HUSK=

HUSK
The Husk represents a distinctive Zed specimen characterized by its formidable ranged capabilities, capable of inflicting significant damage if left unchecked. Morphologically, the Husk exhibits severe dermal trauma, evident in extensively burned flesh with profuse bleeding. The seared brown hue signifies not only a severe burn injury but also a potential alteration in cellular composition, indicating a remarkable tolerance for extreme temperatures. Notable metallic augmentations adorn its physique, including spiked rings integrated into its left arm and lower extremities. These augmentations likely serve a dual purpose, providing structural reinforcement and potentially acting as offensive elements during close-quarters engagements. A gas mask, strategically positioned over the mouth, serves as a protective measure against potentially noxious gases emitted from the Husk's fuel pack. This adaptation hints at a consideration for the specimen's respiratory well-being, reinforcing the notion that the Husk operates in environments containing hazardous elements. The right arm of the Husk has been replaced with a sophisticated fireball launcher prosthesis. This prototype weapon is seamlessly integrated, replacing the natural hand and wrist. Its construction involves advanced cybernetic components, allowing for the generation and projection of incendiary projectiles with lethal precision.

The Husk engages survivors with a deliberate intent to fire upon them, with the initial sign of its presence often marked by the impact of a fireball against nearby surfaces or the distinctive explosive resonance of the weapon. Despite occasional projectile imprecision, the Husk exhibits a capacity to predict target trajectories accurately. Progressing steadily towards its target, the Husk intermittently pauses to aim before discharging its incendiary rounds. In addition to its ballistic proficiency, the Husk intermittently deploys its cannon as a flamethrower, projecting a jet of superheated plasma capable of penetrating armor and imparting sustained damage to affected entities. Uniquely, the Husk demonstrates elevated resistance to fire-based attacks. This adaptation suggests a heightened tolerance to extreme temperatures, likely stemming from a combination of biological resilience and cybernetic augmentations.

Critical vulnerabilities reside in the destruction of the fuel reservoir, precipitating a violent detonation capable of neutralizing the Husk and adjacent lesser Zeds. Moreover, the Husk may execute a self-detonation maneuver, targeting ground proximate to adversaries, eliciting area-effect damage. Such tactics typically manifest when the Husk's vitality wanes, or proximity to targets necessitates drastic measures.

The Husk were originally a part of a cybernetic augmentation initiative, culminating in bio-mechanical integration and advanced programming. Equipped with cybernetic ocular enhancements facilitating target acquisition, Husks underwent iterative refinement processes aimed at optimizing combat proficiency. Despite advancements, inherent programming limitations compromised their utility as autonomous soldiers, manifesting in erratic behavior and unintended friendly fire incidents. The London Breakout event precipitated mass activation of dormant Husks, driven by rudimentary directives to engage and eliminate living entities, catalyzing chaos and carnage in their wake as they surged forth from Horzine laboratories.

In summary, the Husk epitomizes Horzine's pursuit of technologically augmented combatants, juxtaposing formidable firepower with inherent programming constraints, culminating in unforeseen consequences during large-scale operational scenarios.


 * -|CHAINGUNNER=

CHAINGUNNER
TBA


 * -|SHIELDBEARER=

SHIELDBEARER
TBA


 * -|TALLBOY=

TALLBOY
TBA

= HEAVY ZEDS =
SCRAKE=

SCRAKE
TBA
 * -|FLESHPOUND=

FLESHPOUND
TBA
 * -|EMPRESS=

EMPRESS
TBA
 * -|REGURGITATOR=

REGURGITATOR
TBA