Battlefield 6: Guide to all throwable weapons

We’re already counting down the days until the highly anticipated Battlefield 6 finally arrives on Xbox and other platforms . That’s why, before its release, we wanted to compile a list of all the weapons that will be available at launch. These are the weapons you’ll have at launch, but as is typical for the series, more weapons will be added later.

Battlefield 6 arrives packed with new features , and one of the most talked-about is its extensive arsenal of weapons and throwable gadgets. From assault rifles to reconnaissance explosives, each tool has a specific role on the battlefield , and it’s useful to know in which situations they perform best to make a difference.

Guide to all throwable weapons in Battlefield 6

Below we review all the confirmed launch weapons and gadgets , along with a brief description of their recommended use in matches.

Assault rifles

  • M433 — Versatile weapon: a good balance between stability and rate of fire. Ideal for mid-range combat and for players who alternate between controlled shots and bursts.
  • B36A4 — Focused on accuracy and medium-to-long range; works well on open maps where you can use support and look for headshots.
  • SOR-556 MK2 — High rate of fire with manageable recoil: excellent for pushing and dominating close or medium spaces in fast assaults.
  • AK4D — Powerful and stable; a good choice for players who prefer bullet damage at mid-range and recoil control.
  • TR-7 — Versatile with good range; strong in team fights and when you want to hold positions with suppressive fire.
  • KORD 6P67 — Powerful shot and greater recoil; recommended in offensive games where every hit counts (requires good control).
  • NVO-228E — Accurate and reliable; excels at fighting from elevated positions or platforms thanks to its stability.
  • L85A3 — Very stable and controllable; perfect for mobile snipers and gamers looking for mid-range accuracy.

Rifles

  • M4A1 — Classic all-terrain vehicle: easy handling, good for beginners and for aggressive support on mixed maps.
  • M277 — Carbine with good damage and mobility; excels in quick raids and objective defense.
  • AK-205 — Robust and punchy; recommended for those looking for more damage without sacrificing mobility.
  • M417 A2 — Accurate with accessories; ideal for mid-range combat and shooting from cover.
  • GRT-BC — Balanced and with good recoil control; useful in small team engagements.
  • QBZ-192 — Good range and stable rate of fire; performs well in the mid-lines of the map.
  • SG 553R — Excellent burst accuracy; perfect for support shooters moving between cover and firing.

Submachine guns (SMGs)

  • SGX — Highly mobile and high rate of fire; excels in indoor and fast-paced assaults.
  • PW5A3 — Balance between damage and control; ideal for run-and-gun styles and ambushes.
  • PW7A2 — High rate of fire and shorter range; best for corridors and enclosed buildings.
  • UMG-40 — Stability and control; good for close-quarters combat where aiming is key.
  • USG-90 — Compact and lethal at close range; perfect for defenders on enclosed maps.
  • KV9 — Powerful for quick takedowns in close quarters; sacrifices range for damage.
  • SCW-10 — Speed ​​and accuracy in bursts; recommended for players with good aim.
  • SL9 — Controllable with decent range for an SMG; versatile option.

Light machine guns (LMGs)

  • L110 — Excellent sustained rate of fire; fantastic for suppressive fire and position defense.
  • DRS-IAR — Stability and accuracy in long bursts; ideal for holding front lines.
  • M60 — High bullet damage and good range; perfect in 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 fast rotations.
  • M250 — Suppression gun: ideal for keeping enemies at bay behind cover.
  • KTS100 MK8 — Robust construction; very effective on open maps with team support.
  • M240L — Reliable in sustained encounters; its stability stands out in long defensive plays.

DMR rifles (Designated Marksman Rifles)

  • M39 EMR — High accuracy at medium to long range; 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 impact damage; focused on eliminations with few shots at long distances.
  • SVDM — Traditional in the role of shooter: reasonable mobility and accuracy to harass from a distance.

Sniper rifles

  • M2010 ESR — Heavy rifle with great stopping power; best in static positions with clear lines of fire.
  • SV-98 — Lighter and more manageable; a good option for a mobile sniper on maps with scattered 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 through doors and clearing rooms.
  • M1014 — Semi-automatic and versatile; excellent for point defense and room clearing.
  • 18.5 KS-K — Very effective in hallway confrontations; forces you to cross short distances aggressively.

Pistols

  • P18 — Standard and reliable pistol as a secondary weapon for close combat.
  • ES 5.7 — Greater capacity and penetration; useful when you need to shoot and move.
  • M45A1 — Powerful and accurate; a 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 stealth takedowns.
  • Demolition Hammer — Greater range and damage; ideal for heavy assaults against unsuspecting enemies.
  • Hunting knife — Balance between speed and damage; useful on mixed maps.

Gadgets by class

Assault

  • SS26 Fire Shotgun — Offensive gadget for clearing rooms and denying entrances; very effective in close-quarters assaults.
  • Assault Ladder — Facilitates access to elevated areas or flanking positions; ideal for breaking through vertical defenses.
  • X95 BRE — Versatile gadget for forced entry; useful in quick assaults.
  • M320A1 HE — Launches explosive grenades to clear cover and deal area damage.
  • M320A1 THRM — Incendiary grenade to deny areas or force enemy sorties.
  • Deploy Beacon — Spawn point for the team; maintains offensive pressure.

Anti-tank / Sabotage

  • MBT-LAW — Portable anti-tank rocket for neutralizing light vehicles.
  • SLM-93A — Heavy ammunition for destroying armored vehicles or structures.
  • RPG-7V2 — Classic rocket launcher, a major threat against vehicles.
  • MAS 148 — High penetration anti-vehicle tool.
  • M136 AT — Lightweight anti-tank ambush system.
  • Supply Crate — Replenishment of ammunition or gadgets in forward positions.
  • AV Mine — Anti-vehicle mine to protect routes and crossing points.
  • PTKM-1R — Demolition explosive for eliminating vehicles and armored points.
  • EOD Bot — Robot for disabling and exploring dangerous routes.
  • M4A1 Slam — Adhesive charge for tactical demolitions.

Medium

  • Defibrillator — Instant resuscitation; essential to keep colleagues on their feet.
  • GPDIS — Map intelligence and control support device.
  • MP-APS — Active protection system for vehicles that reduces damage from missiles and explosives.
  • LWCMS (Mortar) — Support mortar for indirect fire on enemy positions.
  • M320A1 SMK — Smoke grenade to cover advances or extractions.
  • SICH G1 WP — Gas grenade for denying zones and controlling areas.
  • Portable cover — Temporary barrier to protect extraction points.
  • Supply Pouch — Ammunition supply pouch that keeps the team in combat.

Recognition

  • Laser Designator — Marks targets for air strikes or artillery; essential for coordinating support.
  • Recon Drone — Reconnaissance drone to gain vision and mark enemies without exposing itself.
  • Tracer Dart — Tracer dart for marking and tracking targets.
  • Claymore — Directional mine for covering entrances and flanks.
  • Sniper Decoy — Bait to distract or confuse enemy snipers.
  • C4 Explosives — Remote charges for ambushes against enemy vehicles or points.

 

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