Battlefield 6 - Weapons

The weapon families of Battlefield 6, organized by class of firearm rather than as individual named drops, since the game's arsenal is a set of real-world-inspired weapons that each class can equip within role limits. Every family carries its own recoil, spread and effective-range profile, and weapo...
of 10 entries · updated 2026-09-15
Name Type Description Stats Source
Assault Rifles Primary (Assault Rifle) The all-round primary weapon family, mixing controllable automatic fire with usable mid-range accuracy. Role: Mid-range all-rounder Fire Mode: Automatic / burst Effective Range: Medium Attachment Focus: Optics, barrels, grips Default primary family for most classes; progressed through play
Submachine Guns Primary (SMG) Compact automatic weapons built for aggressive, close-quarters play and fast objective pushes. Role: Close-quarters rush Fire Mode: Automatic Effective Range: Close Attachment Focus: Grips, lasers, high-capacity magazines Equipped by Assault, Engineer, Support and Recon within role limits
Light Machine Guns Primary (LMG) Belt- and drum-fed support weapons with large magazines and sustained suppressive fire. Role: Suppression and area denial Fire Mode: Automatic Effective Range: Medium to long Attachment Focus: Bipods, extended magazines, muzzle brakes Favoured by the Support class
Marksman Rifles Primary (Marksman Rifle / DMR) Semi-automatic precision rifles that bridge the gap between assault rifles and true sniper rifles. Role: Precision at medium-long range Fire Mode: Semi-automatic Effective Range: Medium to long Attachment Focus: Sights, match barrels, stability grips Equipped by Recon and other classes as an alternative primary
Sniper Rifles Primary (Bolt-Action Sniper) High-calibre bolt-action rifles built for one-shot lethality at extreme range. Role: Long-range elimination Fire Mode: Bolt-action Effective Range: Long to extreme Attachment Focus: High-magnification optics, long barrels, bipods Recon class primary; also available to select roles
Shotguns Primary (Shotgun) Close-range breaching weapons that dominate room-to-room fighting and interior objectives. Role: Close-range breaching Fire Mode: Pump / semi-automatic Effective Range: Very close Attachment Focus: Chokes, magazines, slugs Equipped by Assault and other classes for interior fighting
Sidearms Secondary (Pistol) The always-equipped secondary slot, covering pistols and revolvers used to finish wounded targets, cover a reload, or back up a specialist primary such as a launcher. Role: Secondary / finisher Fire Mode: Semi-automatic / revolver Effective Range: Close Attachment Focus: Muzzle devices, extended magazines Secondary weapon slot on every loadout
Launchers and Anti-Vehicle Weapons Gadget / Heavy Weapon Rocket launchers, recoilless rifles and underbarrel launchers used to crack armour and destroy vehicles, fortifications and grouped infantry. Role: Anti-vehicle and demolition Fire Mode: Single shot / reload Effective Range: Short to medium Attachment Focus: Optics, reload speed Engineer class launchers and select heavy weapons
Grenades and Throwables Throwable Hand-thrown explosives and utility devices that flush enemies from cover, deny doorways and break fortified positions. Role: Area denial and utility Fire Mode: Thrown Effective Range: Short to medium Attachment Focus: Grenade type selection Standard throwable slot on every loadout
Melee Weapons Melee Combat knives, entrenchment tools and takedowns used for silent eliminations from behind and last-resort close-range fighting. Role: Stealth elimination / last resort Fire Mode: Melee Effective Range: Contact Attachment Focus: Cosmetic skins Melee slot on every loadout
No matching entries
Try a different search term.