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...
We are updating the data
These pages are being expanded and corrected right now, so some entries may be
incomplete or out of date. Check back soon for the full dataset.
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.