Energy is the in-match currency of Horde Siege. Completing objectives and killing Locust fills a pool shared by the whole squad, and every player draws from that same pool. Collection is shared; spending is individual. That split is deliberate, because the interesting decision is not how to earn Energy but who in the squad should be spending it on what.
Energy also feeds the scoreboard. All Energy earned during a mission contributes to the mission score, which is part of why detouring for a secondary objective or an in-match event is usually worth the risk.
Supply Caches
Supply Caches are scattered across the map and are where Energy actually gets spent. Opening one shows options personalised to your class and progression, so two squadmates standing at the same cache see different menus. What is available grows as your class level rises and reflects any mods or upgrades you have invested in.
Purchase | Detail |
|---|---|
Equipment | Defensive items to carry, with a sentry and a decoy named as examples |
Grenades | Offensive options including Frags and Incendiaries. Equipment and grenades share one inventory slot, so carrying one means giving up the other. See Grenades and Equipment |
Weapons | A new weapon bought mid-mission, drawn from the pool your class has unlocked |
Squad Perk upgrades | Upgrading a perk the squad has already earned |
Supply Caches serve a second purpose that has nothing to do with money. A killed player drops their COG tags, and delivering those tags to any Supply Cache revives them.
Supply Caches in the Campaign
Supply Caches are not a Horde Siege exclusive. They are dotted around Kalona in the Campaign as well, where they serve a different set of jobs. No Energy cost has been described for the campaign version, and the class-personalised purchase menu above is a Horde Siege system rather than a campaign one.
Use | Detail |
|---|---|
Ammunition | Ammunition is refilled at the cache, which is the plainest of the three uses. |
Loadout | The loadout can be changed at a cache if the fight ahead calls for something else. |
Weapon mods | Weapon mods are equipped at a cache rather than from a menu between missions. Damage buffs and chainsaw-kill reloads are the two named examples. The system itself is on Mods and Customization. |
Nothing has been published about how many caches appear per chapter, whether one can be exhausted, or whether the campaign version restocks grenades and equipment as well as ammunition.
Turret Installations
Energy can also be spent at specific defensive positions to buy and upgrade turret installations. Turrets can be detached in this game, which makes a bought turret a practical route to a Heavy Weapon during a mission. Heavy weapon handling is covered on Weapons.
Squad Perks
Squad Perks are shared buffs that apply to the whole squad for the duration of a mission. They come from secondary objectives and from COG Resupply drops, and they can be upgraded at Supply Caches with Energy. Every Squad Perk expires when the mission ends, so there is no carry-over and no reason to hoard.
Squad Perks were rebalanced before launch: the September 30, 2026 patch notes reduce the impact of some perks and raise the Energy cost of Squad Perks. The same notes increase equipment costs and adjust the brightness and opacity of Energy icons. See Patch Notes.
COG Resupply
COG Resupplies are free rewards that appear on the map during a match. There are three kinds, and all three have the same drawback: they attract Locust, so approaching one without the squad watching your back is a bad idea.
Resupply | Contents | Competition |
|---|---|---|
Supply Drops | Free equipment and modded weapons | Any player can take from them |
Perk Caches | Three squad perks | The best perk goes to whichever squad interacts with it first |
Weapon Part Stockpiles | Varying amounts of Weapon Parts | Only pay out if squads coordinate with each other |
Weapon Part Stockpiles pay out less than they did in the Open Beta: the pre-launch notes reduce Weapon Part rewards both from stockpiles and for taking part in invasions.
Secondary Objectives
Secondary objectives are the other route to squad power. They are shorter optional tasks that pay in Weapon Parts, free equipment and Squad Perks. Confirmed examples are defusing Locust explosives, eliminating high value targets, collecting COG intelligence, and delivering a Power Core to another squad's R.I.G. for a mid-wave boost. The trade-off is time and risk: Poisons make the Locust stronger after every boss wave, so building squad power early is a real strategic decision rather than an optional bonus.
What Leaves the Match
Energy and Squad Perks are gone when the mission ends. Weapon Parts are the exception: they persist, but only if at least one squad member successfully extracts. Losing the extraction means losing every Weapon Part collected in that run. What Weapon Parts buy is covered on Mods and Customization, and the class track that unlocks the mods themselves on Horde Siege Classes.