All the launch weapons available in Battlefield 6 and where they shine the most in combat.
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We’re counting down the days until the arrival of the highly anticipated Battlefield 6 on Xbox and other platforms. In anticipation of its release, we’ve compiled a list of all the weapons that will be available at launch. These are the weapons we’ll have at our disposal when the game arrives, but as is customary in the series, more weapons will be added later.
Battlefield 6 is coming packed with new features, and one of the most talked-about is its extensive arsenal of launch weapons and gadgets. From assault rifles to reconnaissance explosives, each tool has a specific role on the battlefield and it’s worth knowing when they work best to make a difference.
Guide to all launch weapons in Battlefield 6
Below, we review all confirmed launch weapons and gadgets, along with a brief description of their recommended use in matches.
Assault Rifles
- M433 — Versatile weapon: good balance between stability and rate of fire. Ideal for medium-distance combat and for players who alternate between controlled shots and bursts.
- B36A4 — Focused on precision and medium-long range; works well in open maps where you can use cover and aim for headshots.
- SOR-556 MK2 — High rate of fire with manageable recoil: excellent for pushing and dominating closed or medium-sized areas in rapid assaults.
- AK4D — Powerful and stable; good option for players who prefer damage per bullet at medium distance and recoil control.
- TR-7 — Versatile with good range; strong in team combat and when you want to maintain positions with suppressive fire.
- KORD 6P67 — Powerful shot and greater recoil; recommended in offensive matches where every impact counts (requires good control).
- NVO-228E — Accurate and reliable; stands out when fighting from elevated positions or platforms thanks to its stability.
- L85A3 — Very stable and controllable; perfect for mobile snipers and players seeking precision at medium distance.
Carbines
- M4A1 — Classic all-terrain: simple handling, good for beginners and aggressive support in mixed maps.
- M277 — Carbine with good damage and mobility; stands out in rapid incursions and objective defense.
- AK-205 — Robust and punchy; recommended for those seeking more damage without sacrificing mobility.
- M417 A2 — Accurate with accessories; ideal for medium-distance combat and shots from cover.
- GRT-BC — Balanced and with good recoil control; useful in small team engagements.
- QBZ-192 — Good range and stable rate of fire; works well in the middle lines of the map.
- SG 553R — Excellent precision in bursts; perfect for support shooters who move between cover and shot.
Submachine Guns (SMG)
- SGX — Very mobile and high rate of fire; excels in interiors and rapid assaults.
- PW5A3 — Balance between damage and control; ideal for run-and-gun styles and ambushes.
- PW7A2 — High rate of fire and less range; better for corridors and closed buildings.
- UMG-40 — Stability and control; good for close combat where aiming is key.
- USG-90 — Compact and lethal at close range; perfect for defenders in closed maps.
- KV9 — Powerful for quick takedowns in reduced spaces; sacrifices range for damage.
- SCW-10 — Speed and precision in bursts; recommended for players with good aim.
- SL9 — Controllable with decent range for an SMG; versatile option.
Light Machine Guns (LMG)
- L110 — Excellent sustained rate of fire; fantastic for suppressive fire and position defense.
- DRS-IAR — Stability and precision in long bursts; ideal for holding front lines.
- M60 — High damage per bullet and good range; perfect for fixed positions and cover.
- RPKM — Controllable and reliable; good balance for assaults with fire support.
- M123K — Versatile and with relatively good mobility for an LMG; useful in rapid rotations.
- M250 — Suppression cannon: ideal for keeping enemies at bay behind cover.
- KTS100 MK8 — Robust construction; very effective in open maps with team support.
- M240L — Reliable in sustained encounters; its stability stands out in long defenses.
DMR (Designated Marksman Rifles)
- M39 EMR — Great precision at medium-long distance; the classic DMR when the team needs long-range control.
- LMR27 — Good balance between rate of fire and damage; perfect for semi-mobile snipers.
- SVK-8.6 — High damage per impact; focused on eliminations with few shots at long distances.
- SVDM — Traditional in the sniper role: reasonable mobility and precision to harass from afar.
Sniper Rifles
- M2010 ESR — Heavy rifle with great stopping power; better in static positions with clean lines of sight.
- SV-98 — Lighter and more manageable; good option for mobile snipers in maps with dispersed cover.
- PSR — Balance between rate of fire and power: useful when the sniper needs to reposition frequently.
Shotguns
- M87A1 — Tremendous damage at close range; ideal for entering doors and clearing rooms.
- M1014 — Semi-automatic and versatile; excellent for point defense and room clearing.
- 18.5 KS-K — Very powerful in corridor encounters; forces crossing short distances with aggression.
Pistols
- P18 — Standard and reliable sidearm for close combat.
- ES 5.7 — Greater capacity and penetration; useful when you need to shoot and move.
- M45A1 — Powerful and accurate; good alternative if the rifle fails.
- M44 — High-impact revolver; lethal in the hands of players with good aim.
Melee Weapons
- Combat Knife — Fast and silent; perfect for flanking and stealthy executions.
- Demo Hammer — Greater range and damage; ideal in powerful assaults against unsuspecting enemies.
- Hunting Knife — Balance between speed and damage; useful in mixed maps.
Gadgets by Class
Assault
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SS26 Fire Shotgun — Offensive gadget for clearing rooms and denying entries; very effective in close assaults.
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Assault Ladder — Facilitates access to elevated areas or flanking; ideal for breaking vertical defenses.
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X95 BRE — Versatile gadget for forced entries; useful in rapid assaults.
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M320A1 HE — Launches explosive grenades to clear cover and damage areas.
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M320A1 THRM — Incendiary grenade to deny zones or force enemy exits.
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Deploy Beacon — Respawn point for the team; maintains offensive pressure.
Anti-Tank / Sabotage
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MBT-LAW — Portable anti-tank rocket to neutralize light vehicles.
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SLM-93A — Heavy ammunition to destroy armor or structures.
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RPG-7V2 — Classic rocket launcher, a significant threat against vehicles.
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MAS 148 — High-penetration anti-vehicle tool.
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M136 AT — Light anti-tank system for ambushes.
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Supply Crate — Resupply of ammunition or gadgets in advanced positions.
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AV Mine — Anti-vehicle mine to protect routes and passage points.
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PTKM-1R — Demolition explosive to eliminate vehicles and armored points.
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EOD Bot — Robot to deactivate and explore dangerous routes.
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M4A1 Slam — Adhesive charge for tactical demolitions.
Support
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Defibrillator — Instant resurrection; essential for keeping teammates on their feet.
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GPDIS — Support device for intelligence and map control.
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MP-APS — Active protection system for vehicles that reduces missile and explosive damage.
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LWCMS (Mortar) — Support mortar for indirect fire on enemy positions.
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M320A1 SMK — Smoke grenade to cover advances or extractions.
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SICH G1 WP — Gas grenade to deny zones and control areas.
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Portable Cover — Temporary barrier to protect extraction points.
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Supply Pouch — Ammunition supply bag that keeps the team in combat.
Reconnaissance
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Laser Designator — Marks targets for air strikes or artillery; fundamental for coordinating support.
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Recon Drone — Reconnaissance drone to obtain vision and mark enemies without exposure.
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Tracer Dart — Tracking dart to mark and follow targets.
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Claymore — Directional mine to cover entries and flanks.
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Sniper Decoy — Decoy to distract or confuse enemy snipers.
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C4 Explosives — Remote charges for ambushes against vehicles or enemy points.
