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	<id>https://insultplayers.ru/killingfloor/w/index.php?action=history&amp;feed=atom&amp;title=Zed_eradication_device</id>
	<title>Zed eradication device - Revision history</title>
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	<updated>2026-09-07T14:12:34Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Zed_eradication_device&amp;diff=2307&amp;oldid=prev</id>
		<title>Maintenance script: Original wikitext recovered from the WikiTeam export dated 20150707; original revision 29404 and attribution retained</title>
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		<updated>2026-09-07T07:14:29Z</updated>

		<summary type="html">&lt;p&gt;Original wikitext recovered from the WikiTeam export dated 20150707; original revision 29404 and attribution retained&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt; {{Equipment info&lt;br /&gt;
| name        = Zed Eradication Device&lt;br /&gt;
| image       = Trader ZEDGun.png&lt;br /&gt;
| perk        = nope&lt;br /&gt;
| cost        = 2000&lt;br /&gt;
| weight      = 8&lt;br /&gt;
| ammo-load   = 100&lt;br /&gt;
| ammo        = 4&lt;br /&gt;
| ammo-type   = &lt;br /&gt;
| ammo-total  = 400&lt;br /&gt;
| ammo-note   = £100 – £400&lt;br /&gt;
| power       = 0&lt;br /&gt;
| range       = 0 &lt;br /&gt;
| speed       = 0&lt;br /&gt;
| head multiplier = 1.5&lt;br /&gt;
| ach1        = But It&amp;#039;s All Red!&lt;br /&gt;
| ach2        = Game Over, Man!&lt;br /&gt;
}}&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Zed eradication device&amp;#039;&amp;#039;&amp;#039;, also known as the &amp;#039;&amp;#039;&amp;#039;Z.E.D. gun&amp;#039;&amp;#039;&amp;#039;, is an unlockable weapon, released on the 13th of December 2012 as part of the Twisted Christmas event.  After 16 gun pieces are collected from [[Moon Base]], each player in the squad can purchase the weapon from the trader on any map.  The Z.E.D. gun is unique in several ways: it is not tied to any perks, it comes with a motion sensor for enemies, its primary fire&amp;#039;s projectiles are far slower than any other weapon&amp;#039;s in the game, and its secondary fire causes enemies to both incur more damage and become slower.  The Z.E.D. gun is also equipped with a green laser sight.&lt;br /&gt;
&lt;br /&gt;
One of the Z.E.D.&amp;#039;s outstanding features is an embedded motion tracker that shows specimen positions within a 40 meter radius. Smaller specimens are shown as white dots ([[Clot]], [[Crawler]], [[Gorefast]], [[Stalker]]) while bigger ones appear as orange ([[Bloat]], [[Siren]], [[Husk]]) and red ([[Fleshpound]], [[Scrake]]) blips. Even the [[Patriarch]] appears on the radar, with a rather larger red mark. As many small specimens or a bigger specimen is close to the carrier, a quiet alarm can be heard from the motion tracker.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The Z.E.D. gun&amp;#039;s primary fire shoots out blue plasma bolts with a linear trajectory, dealing 85 damage each with a 1.1x headshot multiplier. (Headshots against sirens appear to deal an additional 50% damage, for a total multiplier of ~1.64x.) Its alternate fire shoots a beam that creates a stasis field that grows in size as the trigger is held down.  Any enemy within the field will eventually succumb to it when its body is covered in a white mesh-like effect, with stronger enemies taking longer.  An enemy under the stasis field&amp;#039;s effects will be confused, significantly slower, incur extra damage, and may flail its arms as if on fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Damage multipliers while under stasis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=65px |Multiplier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Zed Type&lt;br /&gt;
|-&lt;br /&gt;
|align=center|2.00×&lt;br /&gt;
|[[Clot]], [[Gorefast]], [[Crawler]], [[Stalker]], and [[Husk]].&lt;br /&gt;
|-&lt;br /&gt;
|align=center|1.50×&lt;br /&gt;
|[[Bloat]] and [[Siren]].&lt;br /&gt;
|-&lt;br /&gt;
|align=center|1.25×&lt;br /&gt;
|[[Scrake]] and [[Patriarch]].&lt;br /&gt;
|-&lt;br /&gt;
|align=center|0.62×&lt;br /&gt;
|[[Fleshpound]].&lt;br /&gt;
|}&lt;br /&gt;
{{small|* Fleshpounds take 1.25x damage while under the effects of stasis, but this stacks with their innate 50% damage resistance to give a final figure of 62.5% (rounded down).}}&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* Primary fire shoots slow moving plasma projectiles which deal 85 damage per bolt with x1.1 headshot multiplier, good for getting rid of pests before focusing on the larger specimens.&lt;br /&gt;
* The Z.E.D.&amp;#039;s alternate fire is a beam of energy that will slow down specimens and cause them to take additional damage (25% more for the Scrake, Fleshpound and Patriarch; 50% for the Bloat and Siren; and 100% for everything else). A sphere of influence expands from the beams point of contact, growing with time. The secondary fire uses ammunition quickly; try to save it for powerful specimens or mobs of weaker specimens to conserve ammo.&lt;br /&gt;
* Aiming at the head with alt-fire causes specimens to get caught in the stasis field faster.&lt;br /&gt;
* When using either firemode, it is important to position oneself properly to prevent teammates from blocking plasma bolts or interrupting the stasis beam. &lt;br /&gt;
* Z.E.D. wielders would do well to use ingame voicechat to quickly notify teammates of the locations of specimens detected by the integrated motion sensor&lt;br /&gt;
* At the Final Wave a Z.E.D. carrier can help the team locate the Patriarch even when he is invisible.&lt;br /&gt;
* A [[Commando]] or [[Field medic]] can carry the Z.E.D. gun without sacrificing anything notable since their equipment is relatively light. A [[Support specialist]] or [[Berserker]] can carry it by giving away some of their class-specific firepower. Using the Z.E.D. gun with other classes requires them to give up most of their other firepower.&lt;br /&gt;
&lt;br /&gt;
==Advantages and disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
* Alternative fire slows down, weakens, confuses and amplifies damage against specimens.&lt;br /&gt;
* Good long distance plasma shots.&lt;br /&gt;
* Green laser works as a crosshair.&lt;br /&gt;
* Embedded motion tracker that shows specimens within a 40 meter radius.&lt;br /&gt;
* Can locate Patriarch, doesn&amp;#039;t lose effectiveness even at the Final Wave.&lt;br /&gt;
* Gets bonuses from [[Sharpshooter]] (50% headshot damage at Rank 6) and [[Commando]] (35% reload speed at rank 6).&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
* Cannot be used to level up perks.&lt;br /&gt;
* Relatively heavy at 8 blocks.&lt;br /&gt;
* Expensive at £2000 with no discounts.&lt;br /&gt;
* Alternative fire uses up ammunition quickly.&lt;br /&gt;
* Heavy recoil on plasma shots.&lt;br /&gt;
* Stasis link can be blocked by other players.&lt;br /&gt;
* No actual ironsights.&lt;br /&gt;
* Plasma shots do relatively low damage and are greatly ineffective against larger specimens.&lt;br /&gt;
* Sirens can destroy plasma shots.&lt;br /&gt;
&lt;br /&gt;
{{Equipment navbox}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;kf-restoration-note&amp;quot;&amp;gt;Original wikitext recovered from the WikiTeam export in the [https://archive.org/details/wiki-kf_wikicom archived KF-Wiki collection] (export 2015-07-07, original revision 29404). Credit: the original KF-Wiki contributors; the linked export preserves the original authorship and revision history.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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