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Horde Siege Classes - Version 1 vs Version 2
Aug 20, 2026, 03:10 AM
Created page with the four launch classes, their Tactical Gear and passives, and the 30-level class progression
Oct 2, 2026, 08:07 AM
Noted the pre-launch Medic stim adjustment and the equipment and Squad Perk cost changes
11Before every Horde Siege mission each player picks a class. A class is defined by four things: a starting loadout, a combat bonus, an unlock progression track and a piece of Tactical Gear, which is a powerful item on a timed cooldown. Four classes ship at launch, with more planned in seasonal updates.2233Classes are cosmetically independent. Any class can be combined with any character skin, so the class you play does not constrain the character you play as.4455Launch Classes6677ClassLoadout focusTactical GearCombat bonusAssaultMidrange weapons and flexibility across situationsSonic Disruptor, which stuns waves of incoming enemies and is particularly useful when defending an objectiveDamage boost while in coverBreacherClose-range damage, built to push into the frontlineAdrenaline Injector, which refills health and reduces damage taken, allowing a rush into high-risk areasImproved resistance to status effects and to melee damageMarksmanPrecision damage over the mode's longer sightlinesPulse Drone, which tags Locust units for the whole squadImproved damage on critical hitsMedicMid-range revive specialist that can still hold its own in a fightStim Vaporizer, which heals and revives any Gear in range, including downed soldiers from other squadsFaster health regeneration88Squad Composition991010The classes are designed to complement one another, but the studio has said outright that there is no correct way to build a squad. Four Breachers is a legitimate choice. Mixing and matching between missions is encouraged rather than punished, which fits a mode where the objective type, difficulty and modifiers change every match.11111212The Medic is worth noting for cross-squad play: its Stim Vaporizer reaches downed soldiers from the other two squads on the map, not only its own. That folds into the wider revive system, where any player can carry another player's COG tags to a Supply Cache.131314+Before launch the Medic's stim duration was adjusted, and equipment and Squad Perks were made more expensive across the mode. The notes do not say in which direction the stim changed or by how much. See Patch Notes.15+1416Class Progression15171618Completing a mission earns Class Experience, which advances that class's level. Each class carries 30 levels of progression at launch. Levelling unlocks new loadout weapons and equipment, Armor Mods, Tactical Gear Mods and Weapon Mods, and at key milestones the class receives base health and damage increases.17191820Unlocked by levellingDetailLoadout weapons and equipmentNew options available at the start of a mission and at Supply CachesArmor ModsAdjust health, ammunition reserves and weapon swap speed, and can add effects such as gaining perfect active ammunition from executionsTactical Gear ModsReduce the cooldown on the class's unique equipment, increase its range and add extra effectsWeapon ModsUnlocked on the class track, then bought with Weapon Parts before they can be equipped. Covered on Mods and CustomizationMilestone bonusesBase health and damage increases at set levels1921Class level also gates difficulty. Mission difficulty tiers are recommended by class level, running from Rookie at levels 1 to 10 up to Allfather for max level classes only. The full tier table is on the mode page.20222123Customisation Carries Across Classes22242325Weapon customisation in this mode is shared. Modifying a Prototype Lancer while playing Assault means those same mods and cosmetics apply whenever any other class equips a Prototype Lancer. That removes the usual per-class re-grind and is one reason Weapon Parts, rather than class level alone, are the real bottleneck on a build.24262527What Is Not Confirmed26282729The per-class unlock tables have not been published, so the specific weapon, mod and equipment unlocks at each of the 30 levels are unknown. Post-launch classes are confirmed to be coming but none has been named. Individual class pages will only be worth creating once that data exists; until then the material lives here and on Progression and Medals.