Killing Floor (Remake)/Enemies

= FODDER ZEDS =
ALPHA CLOT=

ALPHA CLOT
The Alpha 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.


 * -|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.

= 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
TBA

= MEDIUM ZEDS =
BLOAT=

BLOAT
TBA
 * -|HUSK=

Husk
TBA

= HEAVY ZEDS =
SCRAKE=

SCRAKE
TBA
 * -|FLESHPOUND=

FLESHPOUND
TBA