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Horde Siege
August 20, 2026 at 03:10 AM
Created page covering the 12-player format, playlists, difficulty tiers, objective types, modifiers, extraction and squad lives
Horde Siege is the player versus environment mode in Gears of War: E-Day and a twelve-player evolution of the series' wave-based survival mode. Three squads of four fight on the same map at the same time, each with its own mission, joining a battle already in progress and crossing paths with the other squads as objectives shift.
The core loop is unchanged in spirit: survive the Locust, support your squad and bring enough firepower to hold. What is new is scale. Three squads, larger maps and a mix of mission types mean threats, objectives and opportunities all move during a match.
Element | Detail |
|---|---|
Players | 12, in three squads of four |
Setting | Maps built inside the city of Kalona |
Maps at launch | Three, each covering a different district, with more coming after launch |
Classes | Four at launch, detailed on Horde Siege Classes |
Economy | Shared Energy, spent individually. See Energy and Supply Caches |
Weapon mods | Available, unlike in Versus |
Voice | Proximity chat lets you hear nearby players from other squads. It is available in Horde Siege only. |
Horde Siege maps are built across the sprawling districts of the city, each covering multiple city blocks with more space and more combat options than any previous map in the series. The size is the point: squads move across the battlefield, respond to shifting objectives, collect Energy and decide together where to invest and how to approach each fight. The same map plays differently from match to match depending on mission, difficulty, modifiers and what the other two squads are doing.
The battleground is also persistent within a match. One squad's last stand becomes the next squad's opportunity, and you can come across equipment or fortifications left behind by a squad that has already extracted and use them in your own fight.
The map used during the Open Beta was Golden Quarter, set in the aftermath of the battle for the historic district of Kalona and built around landmarks and architecture drawn from the series' classic locations.
Playlist | Objectives | Typical length |
|---|---|---|
Blitz | Short, intense missions with 1 to 2 objectives | Around 15 to 20 minutes |
Siege | Standard missions with multiple objectives and more map traversal | 20 to 40 minutes |
Horde | Hunker down in one spot and defend against 10 waves with limited support | Up to 50 to 60 minutes |
Difficulty here works differently from the campaign because it scales with class level rather than being a flat setting. The higher your class level, the higher the tier you can take on, and harder missions pay better. The mode always suggests a tier, but the final call belongs to the squad.
Tier | Intended for | Recommended class levels |
|---|---|---|
Rookie | Players familiar with the campaign or with fighting the Locust | 1 to 10 |
Infantry | Experienced players ready for a challenge | 10 to 20 |
Commander | Elite players with many completed missions behind them | 20 to 30 |
Allfather | Missions with a slim chance of survival regardless of record | Max level classes only |
Most missions revolve around R.I.G.s, short for Resonation Imaging Geographer. These are COG scanning devices originally built by mining companies to locate underground pockets of Imulsion, now repurposed for short-range mapping of the Locust tunnels beneath the city. Five objective types ship at launch, with more planned.
Objective | What it asks |
|---|---|
Secure | Locust forces occupy an area critical to the defence of Kalona. Push into their position and drive them out. |
Calibrate | A R.I.G. needs calibration before use. Defend a series of zones near it so it can map Locust territory accurately. |
Repair | The Locust have attacked a R.I.G. and scattered key components. Collect and reinstall every part to bring it back online. |
Defend | An active R.I.G. is drawing nearby Locust. Hold it until the mapping sequence finishes. |
Horde | Survive 10 waves of increasing difficulty as the Locust try to destroy a single R.I.G. |
Optional side tasks appear while you work the main objective. They pay out Weapon Parts, free equipment and Squad Perks, which are shared in-session buffs that can be upgraded at Supply Caches and expire when the mission ends. Confirmed secondary tasks include 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.
System | Effect |
|---|---|
Mission Modifiers | Attached to the difficulty you picked. Confirmed examples are perfect active reloads only, health regenerating only while in cover, and enemies exploding on death. |
Poisons | Every completed boss wave raises Locust health and damage. Poisons are squad-specific, so only the enemies your squad faces are affected. |
Invasion Events | All squads are warned that large Locust units are arriving. Confirmed bosses are the Corpser and the Brumak, listed on Enemies. While the event runs, a temporary modifier affects the whole match and can block extractions or disable Supply Caches. The bosses bring supporting units, and any squad that joins the fight takes a share of the rewards. |
A killed player drops their COG tags. Squadmates can pick those tags up and deliver them to any Supply Cache to revive that player, and players from other squads can do the same. If an entire squad goes down, that squad loses a Squad Life. Running out of Squad Lives fails the mission with partial experience and returns the squad to the lobby.
Every mission ends the same way. Once the main objectives are done, the squad has to clear a landing zone and survive until the Raven arrives. Technically only one squad member needs to board to complete the mission, though leaving nobody behind is the better outcome. Fail to clear the area in time and the ride leaves without you. Extraction also decides whether the Weapon Parts collected during the mission are kept, which is covered on Mods and Customization.
New classes, maps, missions, modifiers and seasonal content including limited time events are planned as part of the wider post-launch support. Nothing beyond the launch set has been named yet, and it is tracked on Seasons and Post-Launch Content.