Blitz
One or two objectives. About 15 to 20 minutes.
Horde Siege · 12-player PvE · checked Oct 7, 2026
Three squads, one city block, and a Raven at the end if you make it. How a match works and how to get stronger between them.
Horde Siege is E-Day's take on Horde. Twelve players drop into one large map as three squads of four. Each squad has its own mission, but you share the battlefield, cross paths with the other squads, and sometimes fight the same boss. When your objectives are done, you clear a landing zone and hold it until the Raven arrives.
The game can drop you into a battle that's already running, and squads that extracted earlier can leave turrets and gear behind for you to use.
How the mode works comes from The Coalition's multiplayer deep dive, July 30 ↗. Numbers that were retuned after the beta come from the release notes (see what changed since the beta). Anything marked "our advice" is ours. The game has been out since October 6; we have not re-measured these figures in the shipped build.
Each class has its own starting loadout, a passive bonus, a level track and a piece of Tactical Gear on a cooldown. Class and character skin are separate, so any character can play any class. More classes come in seasonal updates.
| Class | Tactical Gear | Passive | Plays like |
|---|---|---|---|
| Assault | Sonic Disruptor: stuns groups of enemies | More damage while in cover | Mid-range all-rounder; good for holding an objective |
| Breacher | Adrenaline Injector: heals and cuts damage taken | Resists status effects and melee | Close range; pushes into the fight |
| Marksman | Pulse Drone: marks Locust for the whole squad | Higher critical-hit damage | Long sightlines and precision |
| Medic | Stim Vaporizer: heals and revives anyone in range, other squads included | Faster health regeneration | Mid-range support who can still fight |
There's no required line-up. Four Breachers is allowed. Our advice: a Medic and a Marksman make harder difficulties more forgiving, because revives and marked targets help everyone in the squad.
One or two objectives. About 15 to 20 minutes.
Several objectives across the map. 20 to 40 minutes.
Dig in around one R.I.G. and survive 10 waves. Up to 50 to 60 minutes.
Difficulty scales with your class level. The game suggests one, but your squad chooses. Higher difficulties pay better rewards.
| Difficulty | Suggested class level |
|---|---|
| Infantry | 10 to 20 |
| Commander | 20 to 30 |
| Allfather | Max level only |
Most missions revolve around R.I.G.s, mining scanners the COG is using to map the Locust tunnels under Kalona. There are five objective types at launch:
Optional side tasks along the way: defuse Locust explosives, take out a high-value target, grab COG intel, or carry a Power Core to another squad's R.I.G. They pay out Weapon Parts, free equipment and Squad Perks.
Kills and objectives fill a shared Energy pool, but each player spends it on their own. At the Supply Caches around the map you can buy equipment and grenades (they share one inventory slot), buy a new weapon mid-fight, or upgrade Squad Perks. What's on offer depends on your class and how far you've leveled it.
Energy also buys and upgrades turrets at set defensive spots. Turrets can be ripped off their mounts and carried as heavy weapons.
Squad Perks are buffs for the whole squad that last until the end of the mission.
Our advice: side objectives are best done before a boss wave, while the enemies you're facing are still at their weakest.
All three attract Locust, so expect a fight.
Each class has 30 levels at launch. Leveling unlocks loadout weapons and equipment, Armor Mods (health, ammo, swap speed and similar), Tactical Gear Mods (shorter cooldowns, more range, added effects) and Weapon Mods. At certain levels your class also gets a boost to base health and damage.
Unlocked Weapon Mods still have to be bought with Weapon Parts. You earn some parts by leveling, but most come from missions, and you only keep the parts from a mission if your squad extracts. Weapon customization is shared across classes, so mods you put on a Prototype Lancer carry over to any class that uses one.
Three Horde Siege maps at launch, each covering several city blocks of Kalona. Golden Quarter, the historic district from the beta, is one of them. The other two have not been named in anything official we have found. The October 5 patch notes mention a Plaza Ruins Blitz mission, but they do not say whether Plaza Ruins is a map or a mission on one. More maps, classes, objective types and modifiers are planned after launch.
The Coalition retuned Horde Siege after the August beta. The release notes do not give the new numbers, only the direction:
Sources: The Coalition's release notes, September 30 ↗ and the October 5 patch notes ↗.