Specimens

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Specimens are the main antagonists of Killing Floor. While they are widely referred to as zombies they are in fact failed experimental clones created by Horzine Biotech, a biotechnology company in London, England. There are ten different specimens, including the Patriarch, each with different abilities and appearances. Decapitating them will leave their bodies capable only of simple attacks and walking for a short period, with the exceptions of the Patriarch, Scrake, and Siren, whose heads command their bodies like normal human beings' would.

Several of the Specimens have cannibalistic tendencies and will feast on the corpses of recently deceased players. During this time, other players can earn the "Dignity for the Dead" achievement. There is also a wide range of other achievements related to nonspecific Specimen kills. For a full list see Achievements.

Descriptions

Icon Name Description
Clot icon 64.png  Clot  The Clot is one of the weakest and most common specimens. It possesses the ability to grab players.
Crawler icon 64.png  Crawler  The Crawler is the weakest and most agile specimen. It often travels in groups and can spawn in unusual places.
Gore icon 64.png  Gorefast  The Gorefast is a moderately powerful specimen with the ability to charge at people at short range.
Stalker icon 64.png  Stalker  The Stalker is a weak specimen with the ability to render herself invisible.
Bloat icon 64.png  Bloat  The Bloat is a large and slow specimen with a high amount of health and the ability to spew corrosive bile at its targets.
Husk icon 64.png  Husk  The Husk is a moderately powerful specimen with a ranged fireball attack. It can occasionally be mistaken for a Fleshpound at a distance.
Siren icon 64.png  Siren  The Siren is a moderately powerful specimen with an area of effect attack, a scream, that does not affect, and is not affected by, body armour.
Scrake icon 64.png  Scrake  The Scrake is a very durable specimen that has a chainsaw in place of its hand. It charges people when it has low health.
Pound icon 64.png  Fleshpound  The Fleshpound is a very powerful and dangerous specimen. It's prone to fits of rage, and can charge without provocation.
Patriarch icon 64.png  Patriarch  The Patriarch is the Big Bad, appearing in the final wave, equipped with a minigun, a rocket launcher and equipment to heal and turn himself invisible.

Health

The the base values for specimens health is the one listed under "normal". It is multiplied with the difficulty multiplier (which is 0.5 for beginner, 1 for normal, 1.35 for hard, 1.55 for suicidal and 1.75 for hell on earth). Then the value under "increase" is added to the health for every player in the game after the first one.

Note: You can see the exact values when you hold the cursor over the punctured (rounded) ones.

Total health

 Difficulty  Clot icon 64.png Crawler icon 64.png Gore icon 64.png Stalker icon 64.png Bloat icon 64.png Husk icon 64.png Siren icon 64.png Scrake icon 64.png Pound icon 64.png Patriarch icon 64.png
 Beginner  65 35 125 50 263 300 150 500 750 2000
 Normal  130 70 250 100 525 600 300 1000 1500 4000
 Hard  176 95 338 135 709 810 405 1350 2025 5400
 Suicidal  202 109 388 155 814 930 465 1550 2325 6200
 Hell on Earth  228 123 438 175 919 1050 525 1750 2625 7000
 Increase  0 0 38 0 131 60 30 500 375 3000

Head health

 Difficulty  Clot icon 64.png Crawler icon 64.png Gore icon 64.png Stalker icon 64.png Bloat icon 64.png Husk icon 64.png Siren icon 64.png Scrake icon 64.png Pound icon 64.png Patriarch icon 64.png
 Beginner  13 13 13 13 13 100 100 325 350 2000
 Normal  25 25 25 25 25 200 200 650 700 4000
 Hard  34 34 34 34 34 270 270 878 945 5400
 Suicidal  39 39 39 39 39 310 310 1008 1085 6200
 Hell on Earth  44 44 44 44 44 350 350 1138 1225 7000
 Increase  0 0 0 0 0 10 10 163 175 3000

Attack damage

Melee attacks

 Difficulty  Clot icon 64.png Crawler icon 64.png Gore icon 64.png Stalker icon 64.png Bloat icon 64.png Husk icon 64.png Siren icon 64.png Scrake icon 64.png Pound icon 64.png Patriarch icon 64.png
 Beginner  2 2 5 3 4 5 4 6 11 23
 Normal  6 6 15 9 14 15 13 20 35 75
 Hard  8 8 19 11 18 19 16 25 44 94
 Suicidal  9 9 23 14 22 23 20 31 54 116
 Hell on Earth  11 11 26 16 25 26 23 35 61 131

Special attacks

Players}} Beginner Normal Hard Suicidal Hell on Earth
Bloat bile 3 23 36 67 instant kill
Siren scream 0 5 6 8 9
Husk Fireball 6 20 25 30 35
Patriarch Claw 25.5 85 106.25 131.75 148.75
Patriarch Tentacles 13.5 55 67 83 96
Chain-gun 1.8 6 7.5 9 10.5
Rocket launcher 75 200 230 245 260

Movement

The movement speed of specimens varies based on the difficulty, whether they are on land or in water, and if they have the ability to charge. Specimens cannot charge whilst in water. The difficulty modifiers for specimens' speed is 95% for beginner, 115% for hard, and 130% for suicidal. There are no modifiers on the height specimens can jump. For comparison, human players run at a speed of 200 units when in perfect health, and jump 325 units.

 State  Clot icon 64.png Crawler icon 64.png Gore icon 64.png Stalker icon 64.png Bloat icon 64.png Husk icon 64.png Siren icon 64.png Scrake icon 64.png Pound icon 64.png Patriarch icon 64.png
 Land  105 140 120 200 75 115 100 85 130 120
 Water  105 130 140 180 102 102 80 75 120 120
 Charge  225 298 299 300
 Jump  340 350 320 350 320 320 320 320 320 320

Bounty

Upon killing a specimen, the player is rewarded with a cash bounty. This bounty varies between specimens and difficulties. The base value is the bounty on Normal; for Beginner, this is doubled; for hard and suicidal, the floor values of 85% and 65% (respectively) are used. All values are in British pounds.

 Difficulty  Clot icon 64.png Crawler icon 64.png Gore icon 64.png Stalker icon 64.png Bloat icon 64.png Husk icon 64.png Siren icon 64.png Scrake icon 64.png Pound icon 64.png Patriarch icon 64.png
 Beginner  14 20 24 30 34 34 50 150 400 1000
 Normal  7 10 12 15 17 17 25 75 200 500
 Hard  5 8 10 12 14 14 21 63 170 425
 Suicidal  4 6 7 9 11 11 16 48 130 325
 Hell on Earth  4 6 7 9 11 11 16 48 130 325

Wave layout

In a standard game, specimens first appear during certain waves, the timing varying according to the length of the game. The first, last, and final waves always contain the same specimens; in these waves the only thing that changes is the numbers of specimens, which is based on the game length and the number of players.

Short game

 Wave  Clot icon 64.png Crawler icon 64.png Gore icon 64.png Stalker icon 64.png Bloat icon 64.png Husk icon 64.png Siren icon 64.png Scrake icon 64.png Pound icon 64.png
1  X X X
2  X
3 
4  X

Medium game

 Wave  Clot icon 64.png Crawler icon 64.png Gore icon 64.png Stalker icon 64.png Bloat icon 64.png Husk icon 64.png Siren icon 64.png Scrake icon 64.png Pound icon 64.png
1  X X X
2  X
3  X
4  X
5  X
6  X
7  X

Long game

 Wave  Clot icon 64.png Crawler icon 64.png Gore icon 64.png Stalker icon 64.png Bloat icon 64.png Husk icon 64.png Siren icon 64.png Scrake icon 64.png Pound icon 64.png
1  X X X
2  X
3  X
4  X
5  X
6  X
7  X
8  X
9  X
10  X

Final wave

The final wave contains scripted spawns. The phases represent the number of healing syringes the Patriarch has used, out of three.

 Phase  Patriarch icon 64.png Clot icon 64.png Crawler icon 64.png Stalker icon 64.png
0  X
1  X
2  X
3  X

Important notes

There is just one condition that needs to be met for a spawn point to be used: Players can not see it due to an obstruction (wall, hill, door, anything blocking your view). They always spawn at random points near to you, which means that on wide-open maps they are forced to spawn further away, and you will have more time to spot them and react, and vice-versa. On indoors-hallway-style maps it can get much harder, as they can spawn behind practically every nearby corner, and even if they spawn on the other end of the map, they get a speed boost when they're out of view. Also mind that A) specimen spawn locations are randomized, and B) the lineup of specimen types to spawn is randomized as well. This means that sometimes you get a few measly Clots, but other times you get a Fleshpound parade. Except during its walking or idle animation, a specimen's head hitbox (the hit detection box above the torso) is often moving more than the head itself, so sometimes shots that look to the player like they hit the head perfectly result in removal of the specimen's arm, or even miss entirely.

See also

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