The following is a glossary of terms used throughout the articles of the Killing Floor wiki and their meaning in relation to Killing Floor. Many of the terms may have alternate meanings outside the context of the Killing Floor universe. Links in bold will lead to articles dedicated to the subject, others link to the relevant section of this article.
- A.D.S. — Short abbreviation for Aiming Down Sights or Aiming Down iron sights. Sometimes mentioned as "quick a.d.s." or quick scope for describing an animation cancel by tapping aim down button (default: Mouse2) twice in quick succession with shot fired inbetween.
- afterburn — Lingering fire damage over time, dealt over the incrementals of 3-4 damage each half a second and stacks. Firebug perk gets improved afterburn damage on perk related weapons except MAC-10 and Trenchgun.
- afk, away from keyboard — Idle player that doesn't move. Sometimes jokingly mentioned as faked player.
- ammo box — Randomly spawning ammunition boxes at pre-determined places in maps. Always replenish two clip or two magazine worth of ammunition for automatic or semi auto weapons, and replenish varying ammo count for heavy hitter or explosive weapons. They spawn less frequently at high difficulty levels and this makes them rare to come by while kiting around the map. On top of that ammo boxes have diminishing chances of replenishing grenades and pipe bombs with each increased difficulty scale. While this is guaranteed to find either grenade or pipe bombs or both in beginner difficulty on ammo box pickups, it's a measly 14% chance in hell on earth.
- assist — Assistance number on a secured score kill by another player. Even dealing the slightest amount of damage to a specimen will count towards assist number when they're dead and cause bounty to split between players regarding the damage they have dealt.
- backstab — Attacking any specimen from behind with a melee weapon. All melee weapons have double damage as backstab multiplier when attacked from behind. This damage multiplier can be improved by headshots. This mechanic is only unique to the first installment.
- beginner — Either the easiest scale of difficulty, or a player who's new to the game. The two are often found together. Beginner difficulty specimen moves 5% slower, has 50% health and deals 63% less ranged damage and 70% less melee damage respectively compared to the normal difficulty. Besides a huge stat penalty the specimen get, entire squad granted a passive bonus of more durable combat armour in this difficulty.
- berserker — A perk class selectable by the player character which specialises in melee combat. Perk roles cover, tanking for other perks, chaining zed time and tackling big specimen slowly but surely with minimal punishment. Most durable and flexible perk but lacks effective reach to stand their ground and generally prefers kiting to separate groups as they have no means of thinning the crowd. Requires some cover fire with healing and some open space for kiting immediate threats away from loud gun fire while residing at the team's hold spot.
- bile — Toxic and acidic substance that mustered by Bloats and puked upon their targets to tenderize them. Puke causes splash damage and clings onto the target with no minimum damage requirement to cause damage over time. Players can use bile attacks with the DLC weapons to cause specimen to aggrevate against the nearest Bloat.
- Bloat — A large specimen that can make its appearance on the first wave. Vulnerable against direct hit incendiary weapons and stands as a durable meat shield with high health but a weak head. Puking acidic bile over player characters as he slowly waddle over them and burst into a rain of acidic goop when killed. His aggression chance of puking as he walks over increases with difficulty.
- block — Scrapped ability of Fleshpound of the first game. Re-introduced in the second installment as a mechanic for player characters and specimen ability.
- body block — As long as specimen has a sightline on its main target, they will ignore collision with other players as long as others don't attack them or aggrevate them to other directions with gunfire noise. This allows durable perk players such as Berserker and Field Medic, to lead Scrake or Fleshpound near to a wall, as long as they don't have the attention of them. As specimen try to navigate by steering around them they'll get stuck up to walls. By leaving a very narrow gap between themselves and the nearest wall while shouldering the big specimen, their navigation ignores blockade player and stands there to become a free target as long as their main target at distance still on medium target distance sightline. This stand off can last for long until main target doesn't circle out of position too wide, lose eye contact or someone else aggrevates specimen by closeby gunfire noise. This tactic requires team work to exploit specimen artificial intelligence; more than one person who intend to block specimen may ruin this and main target will be forced to not lose eye sight.
- bounty — How much money killing any given specimen will garner, in British pounds. Varies between specimens and difficulty scale. Rewarded bounty money can be split between kill assisting players and the player did the last hit depending on the damage they dealt to the specimen.
- burning — Burning condition is incendiary damage incurred being equal or over 15 to lit target up. Burning specimen will suffer lingering afterburn damage and get in crisped state over time. All specimens are 50% weaker to direct shot from incendiary attacks as a natual weakness. Bloats are 50% weaker on top of that, making them suffer over double damage from incendiary attacks that directly hit their body mass. Husk and Fleshpound have varying degrees of resistance against direct expose to varying incendiary weapons and afterburn.
- Clot — A weak specimen found in all waves. Capable of pinning down player at its a grasp but deals weak damage. Not considered dangerous when alone or from a distance, but tends to approach player at blind angles to initiate an assault from other specimens. Sometimes grouped as trash specimen with crawler and stalker.
- combat armour — Protective piece of equipment that absorb a grand amount of damage. Absorb rate is 77% by default but can be lower or higher due how game handles both health and armor. The Beginner difficulty scale, makes armour about 70% sturdier for all players and Field Medic gets high resistances per perk level as long as they have armour.
- commando — a perk class playable by the player character, specialises in using assault rifles. Perk roles generally cover the trash sweeping and Zed time extending on kill to press an attack. Generally flexible perk on equipment thanks to reload speed but not durable and perk resources are limited against strong specimen. Can provide cover fire in a hold spot to stand the ground but can't take brunt of aggression from highly vital targets directly if forced to be on the move.
- Crawler — A weak specimen found in most waves, usually considered a nuisance. Can spawn in unexpected high places and anywhere deemed out of player character's line of sight.
- crisped — After incurring tenth afterburn tick damage, approximately over 5 seconds, the burning specimen that can endure it becomes charred up and cause them to move 20% slower and worsen their reaction times. If that's a big specimen, this crisped state overrides some enrage mechanics as long as they're still on fire.
- crouching — Crouching (default key: "C") prevents the player from falling off edges along with a reduction of speed. While it doesn't come into play often due map layout and hold spot of choice, it also has a small benefit of cutting down spread by 15%. Generally preferred by commandos for mitigating spread further and firebugs for minimizing visibility issues at certain positions.
- damage per second — The amount of damage a weapon or specimen can inflict in a second, not always counting for reloading or other downtimes.
- damage over time — Lingering effects that deal damage over a determined duration such as bile or afterburn.
- dead — A state of being that players and specimens occupy once all of their hit points are depleted.
- decapitation — Exhausting the head health of specimen by headshots will leave them headless and unable to use their special abilities. Whether they die or slowly bleed out on decapitation depends on the last shot, to determine decapitating last hit's damage to their body health. Latter mentioned as soft decapitation also.
- demo — A shortened term for the perk demolition.
- demolition — A perk class selectable by the player character which specialises in the use of explosive devices. Perk role covers killing multiple Fleshpounds when any other perk would fall flat, clearing large groups after mass spawns emerged. Can kill anything in game with stacked explosions, well aimed explosive projectiles and smart use of grenades, but held off by slow reload times, limited ammo, causing visibility problems and retailiating spawn rates.
- demoman — A term originating from Team Fortress 2, sometimes used to refer to players of the demolition perk.
- difficulty — Options for difficulty were originally 'beginner', 'normal', 'hard' and 'suicidal', but a 'hell on earth' difficulty was later added. Higher difficulties increase specimen stats, tightens spawn rates and decrease specimen bounty.
- DLC — Downloadable Content. Require real life micro-transactions from the game's digital shop to unlock the content in game. Currently there are three DLC weapon packs and over 12 different cosmetic packs for players and weapon re-skins.
- door — Singular of doors.
- doors — Simple gates that separate rooms and large spaces. Can be welded to hold off the crowd of specimens or redirect the spawns.
- dual wield — An ability extended only to secondary weapons; carrying and using two of the same gun at the expense of ammo and accuracy,
- dual wielding — Present participle of dual wield.
- DPS — Damage per second — Damage per second, calculated by dividing damage per shot to fire delay value described in seconds. Generally classified as "(overall) dps" but that expresses a very long sustained use with non-estimated pauses. Calculating "before reload dps" and "after reload dps" will give a rough sense of weapon switching or reloading after emptying the magazine in a real game at practice.
- enrage — Fleshpounds and Scrakes have short temper against pain and frustration. When their damage incur threshold or sightline conditions met, they will enrage with or without visual and audial cues. Fleshpound enrage state made obvious with their shriek but has a frustration trigger for long sightline as much as damage incurred over a small time span. Their enrage ceases after they landed a hit or killed any squad member and it has no innate cooldown. Scrake enrage state is more subtle as it only can be distinguished by instant increase in movement speed with louder murmuring when they incur 25-50% of their maximum health to never stop their assault unless they're disabled or finally killed.
- explosion — Area damage and impact shock created by explosive projectiles on impact or devices such as Grenade and Pipe bombs. Area damage from the blast always separated from the impact damage; handheld explosives spray shrapnels and projectiles have blunt damage on impact. Upon explosion, blast collision checks for nearby targets position to apply damage and fall off regarding their distance from the center of the blast.
- explosive device — Generally describe handheld explosive devices such as grenades and pipe bombs.
- explosives — Same expression as explosive device with the addition of armed explosive projectiles.
- faked player, faked, faked mut — Faked player mutator to take on solo challenge modes with increased specimen count per wave but solo scale health. Faked player mutator can be customized to increase the faked player count 1-5 to simulate a 6 player game and tweak the minimum specimen health between 1 player and 6 player health scale as well. Sometimes faked player used as a slang to describe an afk or useless griefing player.
- field medic — A perk class selectable by the player character which specialises in more durable body armour, gas grenades and healing, both self and other players. Perk roles cover; tanking or body blocking high threat aggression from big specimen such as fleshpound to keep others from harm's way and healing squad. Often shortened to medic).
- final wave — The boss wave where the players must fight the Patriarch. Defined as wave 5/4 on short game, 8/7 on medium game or 11/10 on long game.
- firebug — A perk class selectable by the player character which specialises in the use of incendiary weaponry and incendiary grenades. Perk roles cover thinning the crowd with sustained afterburn and splash, and causing fire panic on big enraged specimen when there's a breach. Can be mobile and break away from chokes with crowd control or override some enrage triggers of big specimen with afterburn. Somewhat limited options against big specimen.
- flashlight — Part of the default equipment as a weapon attachment; alternate mode of starter pistol also available at some shotguns. Quick access default key is 'F', prioritize higher tier weapon with flashlight available when pressed. Helps player to see in dark places or behind smoke better by shining a light beam that recharges over time when not active.
- Fleshpound — A hulking powerful specimen that makes its wave début on a long game in the seventh wave, on a medium game appears on fifth wave and on short game appears at fourth wave. Highest threat non-boss specimen and should be dispatched quickly before he frustrates by incurring damage or being unable to blow off steam in close combat. When left unattended for long an enraged Fleshpound wrecks havoc among your team composition.
- Fleshpound Party — Custom Sandbox game mode for challenge. Big specimen spawns such as Fleshpound and Scrake are amped up and max specimen count modified as well.
- flinch — A control impaired state for specimen of being mobile but unable to attack for a varying moment of occurance. All specimen in Killing Floor can be flinched or interrupted from attacking for a brief moment. There's no damage threshold requirement causing a flinch on most of the specimen, but a matter of timing their attack animation at the right moment and avoiding a direct collision to not snap them out are required. Only Scrakes are an exception to require certain damage thresholds to be doled out in one single hit trajectory to be flinched for varying lengths such as mini flinch, heavy flinch or stunned.
- flinch combo — Describes a burst damage spike after inducing a flinch for a very brief moment on Scrake. When used for non perk, Scrakes can be flinched by any type of attack as long as it's over 150 damage in one trajectory hit and lower than 667 damage. Damage range inbetween determines the mini flinch and heavy flinch.
- FP — Abbreviation of Fleshpound, often used in game by players without microphones over text chat to warn team mates of their encounter.
- FPP — Abbreviation of Fleshpound Party.
- funnel — Term for holding up in a spot with one entrance-exit gate creating a choke hold and whole team firing at same direction. Generally created by welding doors for make shift defenses. A cheap and easy tactic that leaves no room or need for trash clearing or sweeping but focus firing big targets as they approach.
- game length — Defines the number of waves that will occur in any given match. Default options for game length are short game, medium game and long game. Short game has 4+1 waves, Medium game has 7+1 waves and Long game has 10+1 waves; each game session and length, end with one extra boss wave every time. Chosen length, also changes some of the special specimens' first wave début besides the specimen count increase between waves become more dense.
- Gorefast — A flayed looking dismembered humanoid specimen swings a makeshift armblade. Serves as meatshield for other more dangerous specimen with its charging rushes and above mediocre health. His aggrevation chance on first sight increases with difficulty. Makes its wave début on the first wave.
- grenade — Handheld explosives; rigid pieces of shrapnel engraved metallic alloy shells surrounding a fused explosive charge at its core. In the game their fuses duration can not be cooked by holding them but they are susceptible to sources of heat or other explosives for creating chain blasts.
- grenade combo — A term that describes a speedkill volley combo of multiple grenades against Fleshpound(s). Combo either includes utilizing a hard hit to enrage it on top of single grenade to stack more grenades to time the explosion barrage or a direct set off almost instantly by sources of heat or another explosive projectile by direct shots to wipe it outright.
- grief — Unwanted annoyances or problems to get a reaction, usually caused by player stereotype griefer.
- griefer — An intentionally disruptive player who causes grief.
- griefing — Present participle of grief.
- hard — A measurement of difficulty above normal. All specimens gain %15 movement speed, 35% maximum health and 25% damage respectively, besides tightened attack frequency and accuracy.
- head-up display — The informational graphics found on the players screen, detailing health, ammo etc.
- headshot — A blow to a specimen's head, dealing more damage which indicated by a thumping critical shot sound and possibly score a kill by decapitation. Headshot multiplier applied by target taking damage with exceptions being M99, Buzzsaw and Crossbow, which applies the multiplier themselves before target takes damage to check for headshot after it. Melee weapons have 25% larger volume hitbox for landing headshots easier.
- head health — The amount of damage needed in order to decapitate a specimen. It is 25 health base for all weaker specimens and scales up with specimen's difficulty multiplier for health. For stronger specimen it scales up with alive players at the moment of their spawn.
- health — A measure of how much damage a player can sustain before they die, also called as an entity's hitpoints also describing effective health. Only the weakest specimen will only scale up with difficulty multiplier for health. Medium and higher threats will have their health scale up with alive player count at the moment of their spawn.
- heavy flinch — A moderate duration flinch moment for Scrake to become mobile but unable to attack as a reaction to any type of damage over 500 but lower than 667. For non-perk use Buzzsaw bodyshots and Crossbow headshots are capable of causing heavy flinch on Scrakes, as they gain resistance to the crossbow bolts in suicidal and hell on earth difficulty. Although requiring headshots, for on perk options; level 3-4 Sharpshooter with any single shot rifle, level 3+ berserker with any heavy weight melee or level 3+ demolition can achieve that with any explosive headed projectile launcher.
- hell on earth — Highest measurement of difficulty over suicidal and hard. All specimens gain 30% movement speed and 75% buff to their maximum health and damage respectively besides attack frequency and accuracy compared to normal difficulty. Being the ultimate difficulty, random spread of damage and speed values become noticable and specimen also gain extra mechanics and restrictions apply against them to make the game harder.
- hit points — The unit for measuring health of an non-player character or player. The maximum value for players being 100, can be protected with armour for more effective health.
- hitscan — Instant hit weapons that imitate bullet trajectory by checking collision with objects/targets at firing cone that originates from eye level, determined by spread value. An exception to this are melee weapons; they operate with very short distance hitscan checks and have no spread, kickback or recoil forces.
- hold spot A term used for team's position of choice, lanes that need to be hold may vary from a single one to three usually, sometimes four. It also can indicate a starting point when kiting together.
- Horzine — The industry face of the fictional company that performed the experiments which led to the creation of the specimens.
- HP — Health points or hit points.
- HUD — Head-up display.
- Husk — A burnt looking specimen with a ranged fireball attack and a tendency to backtrack and steer behind other specimen to keep distance.
- incendiary — Gasoline, phosphorus or other chemical based devices and weapons used by the perk firebug to burn specimen and inflict afterburn damage from splash effect or direct exposure. All specimen are 50% weaker against incendiary direct hits. While Bloats are only specimen to be more vulnerable against direct heat exposures, Husk and Fleshpound are resistant against afterburn besides varying resistance against incendiary direct hits. Also, Husks can inflict afterburn on players by ranged splash damage attacks from a distance.
- inventory system — The name of system which controls a players inventory.
- iron sights — Technically refers to the metal aiming sight found attached to some firearms, but can often simply refer to the act of using the aiming device on the weapon in question.
- Insane mutator / Insane mod — Sandbox challenge mod. Big specimen spawns are amped up and finishes with modified version of Patriarch to be harder.
- Jack— End boss of the free Downloadable Content, Toy Master mod with only one map; Devil's Dollhouse. Unlike Patriarch, Jack can not move and sends waves of specimen between his peek out sessions to throw explosives and circular blades at squad.
- jumpshot, jump shot— A burst damage finishing shot done from mid air position, usually aimed around the head. Preferred weapons are either, long range single shot rifles to drop a ranged threat from a distance by a long range headshot, grenade launchers aimed at solid surfaces behind them to blast a nearing crowd or high burst damage shotguns to perforate anything upclose regardless of their size.
- kevlar — Another term for combat armour.
- kilogram — Measure of weight for equipment used by players, usually substitute for weight block.
- kiting — Also known as training wheel. The act of leading the group of specimens around, generally at a safe distance from teammates or by teammates. Requires to keep a certain distance and the pulse of spawn rates by not stacking too much kills in a short period of time. This tactic can be performed as a team or a loner berserker keeps some of the specimen aggro on self, while rest of team stands the ground at their hold spot.
- length — Can refer to game length, how many waves in the current map.
- long game — Refers to game mode 11 waves in length. 10 standard waves and the final wave.
- map — Singular noun of maps.
- maps — Different gameplay layouts chosen and/or voted by present players or server cycle. Currently there are 33 official maps with the latest released at winter of 2014 update.
- Medic, medic — Field medic perk.
- Medical syringe — Healing syringe. One of the default equipment given to the player character to heal themselves or their teammates. Heals a limited amount health per injection and drains all of the charge when healing self. Always more potent while healing teammates and has increased self heal efficiency when solo. Field medic gets bonus for injection potency per appliance and charge regeneration rate.
- medium game — Refers to a game 8 waves in length, 7 standard waves and the final wave, but could also erroneously refer to normal difficulty.
- melee — Describes both, specimen melee attacks or close combat weapons that mainly used by Berserker perk and the close quarter range that you need to land an effective hit with said melee weapons.
- mini flinch, mini-flinch — A very brief flinch moment for Scrake to become mobile but unable to attack as a reaction to any type of damage over 150 but lower than 500. For non-perk use any type of Fire axe chops, Katana alternative attack and Musket shots capable of inflicting that brief pause to Scrake on bodyshots. Alternatively Lever-action rifle, M14 EBR and Machete alt fire require precise headshots to mini-flinch them.
- money — Refers to the in-game currency; measured in pounds sterling (£).
- multiplayer — A match with the ability to have more than one player. Perk progression is disabled with more than six players, the default maximum.
- mutator — A mod usually designed to alter gameplay, non-white listed mutators disable perk progression.
- nade — Short for grenade.
- nade stack — Tossing grenades before the first one's fuse run off in quick succession to create a chain explosion. Normally players able to toss 2 grenades per second (2.7 toss per second to be exact) but it's possible to stack up to 3-5 grenades with some practice and animation cancels.
- non-playable character — A character not controlled by one of the participants.
- normal — When in reference to the difficulty of the game, the base difficulty with no stat modifiers. In this difficulty specimen have base 100% movement speed, damage and health. Compared to the beginner difficulty where specimen have penalties, specimen are slightly faster, their halved health is now doubled and a third base damage is now trippled back to 100% default.
- NPC — Non-playable character. Also known as; non-player character.
- Patriarch — The final boss, who makes his appearance in the final wave. On-foot fastest specimen, armed with a nerve controlled war platform which he uses to attack far distances while taking a stand. Escapes to heal after taking a knee.
- Pat, Patrick - Common nicknames for the Patriarch, used mainly to signify his presence or warn of the final wave.
- perk — Singular form of perks.
- perks — The selectable classes available to the player character, defined as either berserker, commando, demolition, field medic, firebug, sharpshooter, or support specialist.
- perk setup — Term for overall perk choice of team members. A balanced team setup should consist of perks that can deal each of the big specimen at individual lanes with a trash sweeper and a crowd control or healer/tank for a safety net.
- pierce efficiency — Calculations differs for each weapon type and trajectory but each piercing shot loses damage efficiency compared to the initial target. Piercing hitscan trajectories loss damage at each target pierced through by a small ratio or each pierce deducts some damage and projectile velocity according to the trajectory type. All pistols are hitscan and have 0.5 pierce efficiency rate for each pierced target but has limited amount of additional target pierce allowed. All shotguns are shooting ballistic projectiles but magazine loaded shotguns have 0.25 efficiency loss on each pierce while single load shotguns have 0.5 efficiency loss. For single load, single trajectory non-explosive projectile weapons this ratio is always 0.8 per additional target pierce.
- Pipe bomb / pipes — Handheld explosive devices with motion sensors. A pair of capped small metal pipes filled with plastic explosives tied to a circuit, triggered to explode by specimen motion around them once armed. Perk demolition gets a discount on them besides increased damage.
- player character — Singular form of player characters.
- player characters — The characters in the game whose actions are controlled by one of the participants.
- pre-arm — Short term for "previous to arming" or before arming. Usually describes arming requirement for any sort of explosives. For projectiles it's before their minimum distance covered to cause an explosion and for explosive devices such as pipe bombs it's a small delay before sensors start checking for nearby targets.
- pre-damage — Short term for "previously damaged"; usually used for big specimen that is damaged before a damage spiking finish or to state that they might be close to enraging on an assist participation.
- projectile — Ballistic entities that either do impact damage or explode, both apply for some weapons. Created ballistic entities by projectile weapons, have their own hitbox to register a hit on collision independent of player eye level but still have kickback forces applied and might be subject to spread. Single trajectory, non-explosive projectile weapons apply their headshot multiplier to check for hitboxes and resistances that specimen might have.
- quick-heal — A small macro for skipping Syringe's self heal animation.
- quick scope quick a.d.s — Tapping aiming down iron sights button twice in quick succession and shooting or burst firing inbetween before animation completes to negate some of the spread penalty. Generally a technique used by sharpshooters and commandos.
- range — Describes effective trajectory distance of a weapon to describe its reach of distance in-game. Single trajectory, smaller spread and recoil helps to improve weapon's effective distance hence results in higher range score.
- reach — A term used for addressing the effective range of melee weapons rather than usual firearms.
- recoil — An amalgamation of forces applied to shooting trajectory that cause deviation ever so slightly to accumulate after each shot. Usually defined with two different forces, resultant of kickback and spread. Sometimes only mentioned as kickback force that apply to the user when shooting, shifts their view ever so slightly from transferred momentum. Perk bonuses that reduce recoil mitigate both kickback and spread caused by shooting the related perk weapons.
- Scrake — A powerful chainsaw wielding specimen who makes his wave début on a long game in the fifth wave, fourth wave in a medium game and third wave in a short game. Slow and calm until he suffers 25-50% of his maximum health to run amok non-stop until killed or disabled by a stun for a mediocre duration.
- Sc - an abbreviation of Scrake, used when players want to warn their teammates of the presence of a Scrake.
- ScrN - Short abbreviation of the "Scrake 'Naders"; balance and gameplay mod for Killing Floor. Adds whole new specimen, slightly modified multi perk capable weapons, new perks (Gunslinger, Combat Medic, Heavy Machine Gunner) and add balance changes to the existing perks while retaining the classic gameplay on these perks.
- sharpshooter — A perk class playable by the player character, specialises precision rifles used for artistic shooting paired with military grade pistols. Capable of killing any big specimen with ease from any distance with accurate, high-damage headshots to decapitate them but gets punished when failed to prioritize immediate threats as it lacks crowd control to chew through combinated attacks.
- short game — Refers to a game 5 waves in length. 4 standard waves and the final wave.
- Siren — A blind female specimen that unleashes an ear shattering scream in tightly packed waves that applies a small pull force to player characters caught in it within' a wide area of effect. Has a tendency to mutter, listen to gun noises, shuffle behind other specimen and nod her head before screaming and cause disorientation.
- slow-rage — A homestasis state where Scrake is aggravated but can not run fast to reach any of its target so stays in a staggered slow moving state with jumbled run animation. Caused by inflicting a successful heavy flinch or stacked afterburn with a methodic approach. Scrake shakes this state off when they eventually come in collision contact with any player.
- soft decapitation — In case specimen decapitated by something really weak and low damage but their body health can tank the decapitating hit damage, they will bleed out slowly headless, losing health in increments over time before finally keeling over after wailing aimlessly. Bleed duration before death depends on specimen's type as they lose it on small integers over a fixated time, but remaining health after decapitation affects it too.
- solo — Single-player mode.
- SP — Short abbreviation for "Single Player" or solo. Sometimes used to mention, 'Steampunk' player model DLCs or gold-plated 'Steampunk' weapons from the second Community Weapon Pack.
- specimen — Singular of specimens.
- specimens — The main enemy; an experiment took the point of no return. Bio-engineered army of freaks by the lead of Horzine upon the request of British Government to create an obeying army of super powered soldiers that doesn't fear or question orders and disposable. Often referred to as zombies, and officially, but rarely, as Zeds or creatures.
- speed-kill, speedkill — Combinated and planned inputs that require quick succession to dispatch a big specimen like Scrake and Fleshpound swiftly before they become a nuisance with their enraged state. Require committance and help fromsquad members to clear and eliminate any protruding threats towards the teammate stepping forward to engage the big specimen.
- splash — A general term to remark area of effect damage from projectiles only. Can be used to specify pure blast damage of explosions, ignoring the physical impact damage of the collision. Else it indicate the attacks that has no physical impact damage, nor fiery explosions but still has an area of effect. Usually describes the damage caused by collateral damage or whiffed explosion on the intended target. As an example incendiary attacks or bile can deal splash damage to a small area besides explosives.
- spread — Deviation of firearms affected by recoil forces applied to hitscan or circular spray pattern size of many pellet projectiles, upon fire. Each singular hitscan trajectory weapon has the same spread value on first shot, then accumulates it for every shot fired under half second to reach its max value of 0.12 at the sixth shot. Spread accumulated per shot can be reduced by crouching or perk bonuses for specific weapons that reduce kickback and spread under the name of recoil mitigation bonus for the perk. Pellet spraying weapons' spread value is described as a wide radius circle that pellets randomly scatter along in a stray pattern.
- squad — player characters that embody the entirety of team.
- stock bash — Weapon stock bash that deals damage to specimen, introduced in ScrN mod first and carried over to the second installment.
- stun — A control impairment state for specimen that renders the specimen disabled, along the duration of stun they're unable to move and attack. Only a few specimen can get stunned in the game and it requires a certain damage threshold requirement in one single hit to be met. To name Stalkers, Gorefasts, Husks and Scrakes can get stunned if they incur enough damage over a certain threshold in one single trajectory hit or area of effect damage.
- support specialist — A perk class selectable by the player character which specialises in the use of shotguns, grenades and welding doors to hold off or redirect streams of specimen. Perk roles array between sweeping small specimen to killing multiple Scrakes or Fleshpounds with swift speed-kill inputs, but suffers from limited ammunition, lack of range, long reload times and prone to getting interrupted by Siren or Husk often. Sometimes shortened to 'support'.
- suicidal — A measurement of difficulty over hard. All specimens gain 22% movement speed, deals 50% more damage and 55% health stat buffs over normal difficulty. The penultimate difficulty that adds mechanics and restrictions apply to some specimen to make the game harder.
- survival game — Classic, traditional game mode that uses scripted sequences to spawn limited specimens which their number scaled with active players along the waves depending on game length.
- Stalker — A cloaking female specimen that is hard to detect with a feint shimmer, whispering mockery until too close to attack. Runs around in circles and sneak under eye level in a hunched position to avoid fire line.
- Syringe — medical syringe.
- tanking — Taking aggression of an immediate threat such as Fleshpound or Scrake to thwart the brunt of damage away from teammates. Sometimes referred as capability of enduring any sort of attack for a limited time.
- target distance — Target specimen's distance from player character's location. When looked at the horizon parallel to the ground, it's easy to distinguish if a target is far away or too close by checking some features. At up close, player shouldn't be able to see target's feet while looking at horizon, as they'd be concealed out of view from that distance first, then legs. When too close obviously tall specimens' head and face features are impossible to see while staring at horizon level parallel to the ground as well. At medium distance, player should be able to see target specimen's full body with the smallest details intact, such as; small cybernetic lights, visible scars, belt buckles, full-body braces and iris of their eyes. When looking at the horizon level and at long distance, estimated 40 meters and beyond, some small details will be lost or indistinguishable to tell.
- teammates — Sometimes refer to entirety of present squad or smaller group of players that holds a specific lane at a hold spot.
- test map — Community created sandbox playground maps with spawn triggers to test speed-kills against health scaled specimen and variable approaches against different combination of attacks. Testmaps have instant respawn for players and an always active trader, so trying again is encouraged. For players convenience, some later developed test maps have; insta-kill projectiles on demand, teleport to certain areas and god mode commands added, so maps can not be locked out by griefing players via mass spawn of specimen.
- trader — Gun merchant who only opens her doors when all specimen in a wave is dead.
- training — Term for training in the test map.
- training wheel — Slang for the act of leading an enemy around, generally at a safe distance from team-mates. Also known as kiting.
- trash specimen, trash zeds, trash — General term for a group of very flimsy specimen such as stalker and crawler, sometimes clot included.
- uppercut — A flinch combo variant against Scrake that specifically describing crouching after the flinch to aim at its head better to stabilize the trajectory. Sometimes such uppercut moves mentioned to be useful for Gorefasts.
- walking — An action performed by player by pressing down the Ctrl button (default), slows down player down to same speed as aiming down the sights. Don't have much use besides tweaking distance while kiting away a Fleshpound.
- wave — Singular of waves.
- wave début — The earliest possible wave any given specimen can appear, usually in reference to long game.
- waves — Refers to the 'levels' of match during which time the team is onset by the specimens. The number of waves is determined by the game length.
- weld, welding — Appliance of welder upon a door to close it shut against an assault or creating a detour for specimen spawns.
- weld integrity — The durability of a door shut by welder appliance against specimen assault expressed in percentage.
- welder — A small blow torch, that generates heat by a small regenerating electric source. Used for welding doors shut. Part of standard equipment.
- weight block — Singular form of weight blocks. Measure unit is a kilogram for one single block as its icon suggests. Usually players can hear the word kilogram used instead of block or weight block.
- weight blocks — The aspect of the inventory system which governs how much a player can carry.
- whitelist — The list of maps and mutators that will allow perk progression during a game.
- zed extender, zed-time extender — Addresses perks that can extend and chain zed-time, namely commando and berserker. Sometimes used to classify rapid weapons with short sustain or low damage efficiency, used by those perks to chain kills in zed time.
- zeds — The official nickname for the specimens which saw use by a small number of players. Based on the movie "Shaun of the Dead", where the characters describe the zombies as Zeds.
- Zed time, Zed-time — A bullet-time system which activates during particular kills, quick dispatches, mass kills, engaging up to big specimen and slows the game down to 20% for dramatic effect. ZED time can be extended by some perk bonuses dedicated to Commando and Berserker. Along the slowed time phase, weapons that are hitscan will behave like projectile weapons. That throw most players off from their aim and requires a dedicated ZED time extender. Some servers disable this feature of the game by No Drama mutator.
- zerk — Short name for Berserker, one of the perk roles.
- zerkwall, zerk wall — Term for multiple Berserkers guarding a funnel entrance preferably by long reach melee weapons.
- zombie — Singular of zombies. A name often used to refer to an individual specimen.
- zombies — A name often used to refer to the specimens.
- zoom — Magnifying ratio of combat scopes or a general name for combat scopes attached on the iron sights of a weapon.
- zoom-in — Aiming down sights of a weapon with any sort of combat scope attached.
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