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Gears of War 4 eGuide
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Contents

  • Introduction
    • Twenty-Five Years Later…
    • About This Guide
  • The Next Generation
    • The Squad
    • Supporting Cast
  • Basic Training
    • Controls
    • Campaign Modes & Difficulties
    • Navigating the Battlefield
    • Combat: The Finer Points
  • Campaign Arsenal
    • Primary Weapons
    • Heavy Weapons
    • Grenades
  • Enemy Forces
    • DeeBees
    • Swarm
  • Campaign
    • Act 1
      • Prologue
      • Chapter 1: The Raid
      • Chapter 2: In and Out
      • Chapter 3: New Friends
      • Chapter 4: A Few Snags
    • Act 2
      • Chapter 1: The Prodigal Son
      • Chapter 2: Geared Up
      • Chapter 3: Plan B
      • Chapter 4: The Great Escape
    • Act 3
      • Chapter 1: Almost Midnight
      • Chapter 2: Night Terrors
      • Chapter 3: At the Doorstep
      • Chapter 4: Do Not Go Gentle
      • Chapter 5: Elevator to Hell
      • Chapter 6: Origins
    • Act 4
      • Chapter 1: Get Out
      • Chapter 2: No Detours
      • Chapter 3: Knock, Knock
      • Chapter 4: Powerless
      • Chapter 5: Storm Warning
    • Act 5
      • Chapter 1: Convergence
      • Chapter 2: Killing Time
      • Chapter 3: Gate Crashers
      • Chapter 4: Release
  • Multiplayer
    • Multiplayer Basics
      • What’s New to Multiplayer?
      • Getting Started
    • Multiplayer Arsenal
      • Overview
      • Pistols
      • Assault Rifles
      • Submachine Guns
      • Shotguns
      • Marksman Rifles
      • Explosive Weapons
      • Grenades
      • Heavy Weapons
    • Multiplayer Modes
      • Team Deathmatch
      • Dodgeball
      • Arms Race
      • Escalation
      • Guardian
      • Execution
      • King of the Hill
      • Warzone
    • Multiplayer Maps
      • Overview
      • Dam
      • Fallout
      • Forge
      • Foundation
      • Gridlock
      • Harbor
      • Impact
      • Lift
      • Reclaimed
      • Relic
  • Horde 3.0
    • Overview
    • Classes
    • Enemies
    • Fortifications
  • Appendices
    • Level Progression
    • Ribbon Awards
    • Cards
      • Overview
      • Emblems
      • Multiplayer Characters
      • Weapon Skins
      • Horde Class Skills
      • Horde Class Skill Cards
      • Horde Bounty Cards
      • Versus Bounty Cards
    • Achievements
      • Overview
      • Campaign Mode
      • Horde Mode
      • Campaign or Horde Mode
      • Versus
      • General Achievements

Gears of War 4 Guide › Horde 3.0

Fortifications

Barriers

Slows down/Stops enemies

Barrier Cost
Icon Level Cost Health
1 2000 2500
2 3000 4000
3 5000 7000
4 8000 11,750

Barriers slow enemies down as they attempt to walk through the fortification. At Levels 3 and 4, enemies are stopped as they attempt to destroy the defenses. Focus sentries and turrets at Barriers to take advantage of the slowed enemies.

Decoys

Attracts enemies

Decoy Cost
Icon Level Cost Health
1 3000 2500
2 4500 4000
3 7000 6500
4 10,500 10,000

Decoys attract the attention of nearby enemies, keeping their gunfire off players and other fortifications. They can only absorb so much damage, though, so you must keep them repaired or let them fall. Decoys gain health as the Fabricator level increases. Use these to protect more valuable fortifications, such as sentries.

MG Sentries

Attacks enemies in range

Sentry Cost
Icon Level Cost Health Ammo
1 8000 2000 300
2 10,000 3000 350
3 14,000 5000 450
4 22,000 9000 675

Sentries automatically attack enemies who enter their attack cone. They don’t require a player to fire, but they also don’t pack the raw power of the turret. They attack without bias, so assist them since they do not take your target into account. Take advantage of slowed enemies by pairing this machine with a Barrier. The gun downs enemies, but tends not to finish them off, so beware of enemy soldiers picking up their comrades and negating the sentry’s efforts. When you have unguarded entry points, a sentry acts as an alarm as enemies enter your base. Note that a sentry’s kills are credited to the purchaser or updater. They have limited ammunition, which is refilled when repaired with the Repair Tool.

Shock Sentries

Stuns and slows enemies

Shock Sentry Cost
Icon Level Cost Health Ammo
1 8000 1500 15
2 10,000 2500 20
3 14,000 4000 25
4 22,000 6500 30

Automatically firing electrically charged shots at nearby foes, the Shock Sentry stuns and slows its targets. Its aiming arc is narrower than the sentry’s, giving it tighter focus. Keep it safe behind a wall if possible and focus its attention at slender paths. Ammo is limited, but it can be refilled by repairing with the Repair Tool.

Turrets

Manned heavy turret

Turret Cost
Icon Level Cost Health Ammo
1 10,000 4000 200
2 15,000 6000 275
3 25,000 8000 350
4 40,000 12,000 500

A turret is a powerful weapon emplacement that requires a player to operate it. Much like the Mulcher, the accuracy suffers greatly the longer it is fired, but it is still great for mowing down weaker enemies. Hold the Aim button to zoom in on your targets. Keep an eye out for incoming explosives, since you are extremely vulnerable. The turret is more powerful than sentries, but since it takes away a teammate, sentries tend to be a better choice. Manning a turret is a great way to rack up some kills and easy XP. The turret overheats as you fire it for long periods. As you shoot, the white bar rises. Once full, the gun overheats and is unusable for a period of time. Quickly tap RB to cool it off immediately. It has limited ammo, which can be refilled with the Repair Tool, but it does cost power.

Weapons Locker

Stores and reloads weapon(s)

Weapons Locker Cost and Guns Stored
Icon Level Cost Health Weapon(s) Stored
1 6000 2000 1
2 7500 3000 2
3 10,500 5250 3
4 15,000 10,000 4

Weapons lockers can be extremely helpful for the team, especially once they are upgraded to Level 4. Place a weapon in the locker to store it for later. After a very short time, the gun is fully loaded and ready for more action. Each upgrade increases the number of weapons that can be stored. Place a weapons locker well behind your defenses to keep it safe.

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