Gears of War/Multiplayer modes

Warzone
Warzone is your standard kill the whole other team deathmatch setting.

Assassination
In Assassination, one player on each team is chosen as the leader. In order for the round to be completed the leader of one team must be killed. Only the leader can pick up extra items on the map, like the Longshot, Frag Grenades, Torque Bow etc. However, if the leader picks up a weapon and drops it, the rest of his team can pick it up. Once the leader is dead the round will end, regardless of how many other players are left. The player who kills the enemy leader becomes the leader of their own team on the next round.

Execution
In Execution, for a player to die they must be executed. When you shoot them normally they will only go down they will not die, and they will get up by themselves if they are not executed or revived by a teammate. An execution qualifies as a headshot from a sniper rifle, a chainsaw kill, a curbstomp, a close up shotgun blast, a meleed grenade, or a powered up torque bow shot. If an enemy is down, he can be killed by regular weapon fire but only from a very short distance (close enough to use the chainsaw/curb stomp). It is usefull to use this method of execution in the middle of a firefight when you cannot waste time with the other exectution methods.

If your downed you can press the "A" button at a steadily increasing rate, if you time your presses just right you can minimize your down time and get back into the fight.


 * NOTE TO HOSTS:

While making the bleed-out time lower it DOES make the fights more intense, but it also makes players rely on using the Gnasher shotgun more frequently (because you can down someone with it and almost always finish them off with a curb-stomp before they can revive themselves), which in the long run spoils the game play for about 50% of the players.

Shorter Bleed-Out Time = use of more close-range weapons.

Annex
In Annex, you win by keeping control over key map locations, or objectives, long enough to collect a winning number of points. Every map has two to five identified objectives available for capture, with one objective active at a time. Objectives are based on map weapon-spawn locations and have a potential value of 60 points toward either team’s score. Teams collect those points by maintaining ownership of an objective until all its 60 points have been distributed. Every second that a team controls an objective, the team gets one point. When an objective falls to zero points, the next objective is selected at random.

On the HUD, the current objective appears below the team scores at top left. This indicator contains several pieces of relevant information. The weapon icon inside the circle indicates which weapon-spawn location is being used as the objective. The compass along the outer edge of the circle shows the relative direction to the objective. The number inside the circle indicates how many points remain at that objective and the background icon color indicates which team currently controls it. No color means the objective awaits capture, a red icon means the Locust hold the objective and a blue icon means the COG hold it. When the icon in the indicator circle fills, the corresponding team's score also changes color, the team begins collecting points from the objective, and the point value of the objective drops.

On the map, a projected ring marks the physical location and boundaries of the objective in the world. The ring's color indicates the current captor: White means neutral, blue COG, and red Locust. To capture an objective, players must stand inside the glowing ring uncontested for a short period of time. How long depends on how many teammates stand in the ring at once. One player can capture an objective in eight seconds, two players in four seconds, three players in two seconds, and four players in one second. Once a team takes an objective, they are not required to remain inside of the ring to maintain ownership. The captured objective's points drain until an opposing team member enters the ring, or until its points fall to zero.

Round scores can be set as low as 120 points or as high as 480 points. The first team to reach the target score wins the round.