Battlefield 6 packs over 30 gadgets across four distinct classes, and each one brings something different to the table. Reconnaissance drones scan enemy positions while deployable cover creates instant fortifications. Some gadgets are absolute game-changers. Others are situational at best. A few don't even work properly yet. This guide breaks down every gadget in the game, explains how to unlock them, lists their exact damage values, and covers the best strategies for putting them to work.
How Gadget Unlocks Work
Battlefield 6 uses a dual progression system that tracks your overall player level alongside your class-specific rank. Every match you play earns experience that feeds into both your global rank and your active class rank simultaneously.
Global Rank Unlocks: Some gadgets become available for all classes once you hit specific overall ranks. The Long-Range Launcher (MAS 148 Glaive) opens up at Global Rank 25, and the Missile Intercept System (MP-APS) follows at Global Rank 30.
Class Rank Unlocks: Most gadgets are tied to individual class ranks. You'll need to play that specific class and earn XP through role-specific actions to unlock them. Reviving teammates speeds up Support progression, destroying vehicles helps Engineers, spotting enemies benefits Recon players, and aggressive objective play rewards Assault.
Challenge-Based Unlocks: Several of the best gadgets require completing specific challenges instead of just hitting a level threshold. These usually involve performing class-specific actions repeatedly or reaching certain combat milestones.
Assault Class
Assault players specialize in aggressive infantry combat, breaching defenses, and pushing objectives. The class toolkit emphasizes mobility and self-sustain, with gadgets that help you navigate terrain, clear space, and hold ground long enough to make an impact.
Adrenaline Injector (Signature Gadget)
Unlocked by default
The Assault signature gadget gives you a temporary sprint speed boost and resistance to explosive damage and stun effects. Pop it and you'll run at knife-speed while still holding your weapon. Frag grenades that would normally kill you will deal only 80 damage instead, and any active flash or stun effects clear immediately.
One thing to know: the speed boost only kicks in when you're sprinting with a weapon out. Running with your knife equipped gives you nothing extra. The effect window is pretty short, so you'll want to activate it right before engaging enemies for the best results.
Assault Ladder (Tarantula ALX)
Unlocked at Assault Rank 5
The Assault Ladder extends up to 10 meters horizontally or vertically. How it functions depends on the placement angle. At around 45 degrees, it transitions from a climbable ladder to a walkable ramp. Steeper angles require climbing; shallower angles let you just run up.
This gadget opens up some creative possibilities. Use it as a stepping stool to reach head-glitch positions where you expose almost nothing while getting a perfect angle on enemies. You can place ladders along walls for horizontal traversal or access areas that would otherwise be off-limits.
High-Explosive Launcher (M320A1 HE)
Unlocked at Assault Rank 2
A classic grenade launcher that clears cover and finishes weakened enemies. Direct hits one-shot infantry. Splash damage deals around 90 to targets nearby, dropping to roughly 10 damage at 5 meters out. You need to be accurate for this thing to really shine.
The launcher can break facades and some building elements, though not every structure type. Against vehicles, it's basically useless, dealing about 6 damage to tanks. Range is solid though, better than a thrown grenade. You can also run it underslung with the right weapon attachments for faster deployment.
Thermobaric Grenade Launcher (M320A1 THRM)
Unlocked at Assault Rank 8
This variant trades raw damage for a bigger blast radius that stuns and burns. Direct hits deal 50 damage with an extra 15 from fire effects. The stun pushes enemies out of corners and breaks up defensive setups, making it great for softening positions before your team storms in.
Like the standard launcher, you can run this underslung on rifles. Vehicle damage is negligible.
Deploy Beacon (QLink 6)
Unlocked at Assault Rank 12
Unlock Challenge: Earn 10,000 points and get 30 kills using the Adrenaline Injector
The Deploy Beacon lets you drop a personal spawn point behind enemy lines. Once it's down, you and your entire squad can spawn there. The beacon stays active even if you switch classes after placing it.
A rotating camera shows the surrounding area during the spawn screen, helping you spot nearby threats before you drop in. The beacon is loud though. It beeps, glows red, and dies to roughly 25 damage (about one shot). Hide it well.
Challenge Tip: The unlock challenge counts kills scored while the Adrenaline Injector effect is active. Since the window is short, inject right before engaging. Push contested objectives with it active or use it when flanking unaware enemies.
Breaching Projectile Launcher (X95 BRE)
Unlocked at Assault Rank 16
A flash launcher meant to blind enemies and breach fortified spots. When the projectile hits a soldier directly, they become a "super flashbang" after a short delay. The flash emanates from the hit player and blinds anyone nearby who's looking their way.
The intended wall-penetration mechanic (flashing enemies through surfaces) doesn't work reliably in current testing. The launcher barely scratches vehicles and has no effect on players inside them despite what the tooltips suggest. Hit detection is inconsistent, making this gadget pretty situational.
Incendiary Auto-Shotgun (SS26)
Unlocked at Assault Rank 20
This gadget works as a secondary weapon that fires incendiary rounds. Targets catch fire on impact, burning for about 10 damage. You can one-shot at very close range, and the fire blocks hallways or finishes enemies in cover.
The big problem: fire damage doesn't stack from multiple hits. This kills the weapon's sustained damage potential. Visual disorientation offers some tactical value, but overall output is questionable. Vehicles take no meaningful damage.
Assault Grenades
Stun Grenade: Forces affected enemies into hipfire with heavy bloom and slows their movement. Anyone within about 10 meters with line of sight gets hit. Targets can still crouch, prone, and climb. The Adrenaline Injector clears the effect.
Flash Grenade: Standard flashbang. Look at the detonation and you're blinded. Looking away still causes slight disorientation and a small flash. Works especially well in tight spaces where the effect lingers. Blindness intensity scales with how directly you're facing the explosion.
Third Gadget Weapon Option
Assault players can swap their third gadget slot for a carbine, DMR, or shotgun. The catch is a brutal ammunition penalty. Both the third weapon and your primary get drastically reduced magazine counts. Testing showed an M87A1 dropping from 40 rounds to just 8, with primary weapons going from around 7 magazines to 3. You'll need constant resupply from Support teammates to make this work.
Engineer Class
Engineers dominate anti-vehicle warfare and vehicle support, controlling armor flow across the battlefield. The class destroys enemy vehicles, repairs friendly ones, and locks down areas with traps and mines.
Repair Tool (Signature Gadget)
Unlocked by default
The classic Battlefield repair tool serves as the Engineer's bread and butter. It repairs roughly 525 HP per full charge and can damage both enemy players and enemy vehicles. Damaged vehicles go down faster than healthy ones when you're using the tool offensively.
Unguided Rocket Launcher (RPG-7V2)
Unlocked at Engineer Rank 2
The RPG still delivers the highest direct-hit damage in the game. It one-shots infantry, helicopters, jets, and most vehicles. Transport cars sometimes survive, but a center-mass hit usually kills everyone inside anyway.
Where you hit armored vehicles matters a lot:
| Vehicle Type | Front | Side | Rear | Top |
|---|---|---|---|---|
| IFV | 304 damage | 469 damage | 594 damage | 743 damage |
| Tank | 300 damage | 64 damage | 594 damage | Similar to rear |
Learning the rocket's arc is crucial for tagging moving targets at range.
Anti-Vehicle Mine (M15)
Unlocked at Engineer Rank 4
The classic AV mine controls roads and flanking routes against enemy armor.
One quirk to know: tanks won't trigger mines by driving over them with the hull center. The treads have to physically touch the mine. Place mines slightly elevated or position them where tank treads will make contact.
Two adjacent mines will one-shot tanks through chain detonation. The game won't let you place them too close together, but there's a technique for tighter spacing. Stand on a placed mine, walk away slightly until the new mine indicator turns white, start the placement animation, then turn around to drop the second mine as close as possible.
Mines persist after death. You can keep at least six active simultaneously.
Air-Defense Launcher (SLM-93A Spire)
Unlocked at Engineer Rank 7
The primary lock-on launcher for aircraft. You'll need to hold your lock for the missile to track. Damage lands at 50% against helicopters and 80-90% against jets.
Most helicopters carry flares that defeat the first incoming missile. Either wait for targets to burn their flares during dogfights before firing, or use your launcher to force flare usage so friendly aircraft can land their guided missiles.
The launcher should also lock onto laser-designated ground targets, but this functionality seems buggy in current testing.
Auto-Guided Launcher (MBT-LAW)
Unlocked at Engineer Rank 11
A fire-and-forget launcher that guides itself toward enemy vehicles. On impact, missiles redirect for a top-down attack against weaker top armor, dealing bonus damage.
| Target | Damage |
|---|---|
| IFV | 294 damage |
| Transport car | 700 damage (may kill occupants without destroying the vehicle) |
| Tank | 294 damage |
| Infantry | One-shot on direct hit |
This launcher doesn't lock onto targets or painted vehicles. It just guides toward whatever it detects after you fire.
Long-Range Launcher (MAS 148 Glaive)
Unlocked at Global Rank 25
A specialized lock-on launcher built for extreme range engagements. Minimum lock range sits at 40 meters, but it extends past 500 meters. The launcher locks onto painted targets and deals over 1,000 damage to most aircraft (one-shot against jets and helicopters).
Ground vehicle damage runs around 90% against transport vehicles and roughly 350 damage against tanks and IFVs. You won't solo-kill heavy armor with this, but the extreme range makes it solid for supporting teammates from safe positions.
Aim-Guided Launcher (M136 AT)
Unlocked by completing the "Vehicle Hunter" class challenge (Destroy 50 enemy vehicles as Engineer)
This launcher lets you guide the missile to your target after firing, enabling precise hits on weak points or shots around cover.
| Target | Damage |
|---|---|
| IFV rear | 280 damage |
| Transport vehicle | 675 damage |
| Tank front/side | 186-282 damage |
No one-shot capability against aircraft. If your aim is solid, the RPG usually offers better value thanks to higher damage output.
EOD Bot (CSB IV)
Unlocked at Engineer Rank 15
A remote-controlled robot that repairs friendly vehicles, arms and disarms objectives (including M-COM stations in Rush), deploys cluster munitions, and destroys enemy mines. The bot has no range limit but runs on a battery that drains faster during movement.
The EOD Bot lets Engineers handle objective tasks without stepping into enemy fire.
Acoustic Sensor AV Mine (PTKM-1R)
Unlocked at Engineer Rank 19
An advanced "smart mine" that detects nearby vehicles and launches a top-down explosive payload. Damage hits around 600 against tanks and one-shots transport vehicles.
Activation needs vehicles at roughly 10 meters distance. Too close and the mine just detonates without launching. Line of sight is required too; obstacles between the mine and vehicle prevent activation.
The limitation: you can only carry one PTKM-1R at a time, which limits your sustained anti-armor compared to traditional mines.
Trip Wire AV Mine (M4A1 SLAM)
A trip wire mine that projects a laser beam. Vehicles crossing the beam trigger a projectile dealing around 250 damage to armored targets. Transport vehicles die instantly.
The 5-meter activation range lets you hide these alongside roads where tanks might not scan for traditional mines. Side-attack angles can potentially deal more damage than frontal hits. Mines persist after death and deal minor damage if enemies shoot them.
Engineer Grenades
Anti-Tank Grenade: Deals 140 damage to armored vehicles and 30 to infantry. Instant detonation on impact makes it useful for finishing damaged tanks after RPG hits. Short throwing range means you need to get close.
Mini Grenade: Extremely limited usefulness. Around 40 damage when standing directly on the explosion. You can throw it absurdly far, but there's minimal tactical value beyond entertainment.
Support Class
Support players keep squads alive, resupplied, and protected behind defensive fortifications. The gadgets aren't flashy, but they determine whether your team can sustain prolonged fights or not.
Supply Bag (Signature Gadget)
Unlocked by default
The most fundamental Support tool regenerates health and ammo for you and nearby teammates within about 5 meters. Healing pauses when you're suppressed or taking damage but resumes immediately once those conditions clear.
The bag heals multiple players at once. After taking damage, healing kicks in after roughly 2-3 seconds. Some inconsistency exists where the bag occasionally fails to heal players who aren't suppressed or taking damage. Picking it up and re-placing it usually fixes the issue.
The bag can also work as a visual distraction in smoke or dark areas. Enemies sometimes mistake it for a player model.
Defibrillator (PowerPulse)
Unlocked at Support Rank 2
The revival tool that prevents ticket bleed and keeps teammates fighting. Charging the paddles before use revives teammates to full health. Quick taps bring them back at 50 health.
Combat damage values:
- Fully charged hit: 60 damage
- Quick tap: 40 damage
You can sprint and slide while charging. The defibrillator also gives you full knife-sprint speed when equipped, which helps during fast rotations if you're carrying something slower like the sledgehammer.
Smoke Grenade Launcher (M320A1 SMK)
Unlocked at Support Rank 4
An underslung smoke launcher that deploys on impact, faster than thrown grenades. Range extends past 80 meters compared to around 40 for hand-thrown smoke. With the right trajectory, you can push it even further.
Portable Mortar (LWCMS)
Unlocked at Support Rank 7
A deployable mortar that fires HE or smoke shells to flush out entrenched enemies. Minimum range sits around 50 meters with a maximum of 300-400 meters.
Supply Pouch (Goliath Compact)
Unlocked at Support Rank 10
Unlock Challenge: Intercept 100 projectiles with the Grenade Interceptor and earn 40,000 points
A throwable pack that instantly restocks a teammate's primary and secondary ammo. When aimed at teammates, the pouch homes toward them from 10-20 meters out.
The pouch delivers roughly 10% instant healing and starts health regen (if the target isn't suppressed or taking damage), two magazines of ammo, and partial gadget cooldown reduction. You can also drop it for self-healing.
Cooldown runs significantly longer than the Supply Bag, limiting how often you can use it. Standing near a placed Supply Bag speeds up the recharge.
Deployable Cover (MaxGuard 900)
Unlocked at Support Rank 14
A ballistic shield that creates instant cover in open areas. The shield absorbs roughly three assault rifle magazines before breaking. Shooting the edges peels them away progressively.
Bullets are blocked and grenade explosions can be absorbed if the cover sits between you and the blast. RPGs and tank shells destroy the cover and kill anyone behind it. Engineers can repair damaged cover to extend its life.
You can have two active covers before the oldest disappears. The cover works for weapon mounting or bipod deployment. Creative uses include stepping on it to reach elevated positions or cutting off enemy sight lines.
Grenade Intercept System (GPDIS)
Unlocked at Support Rank 18
An automated defense that destroys incoming enemy grenades within a 5-6 meter dome. After intercepting the first grenade, the system stays active for about 8 seconds and can catch up to three total grenades before shutting down.
The system doesn't stop RPGs, tank shells, or other large projectiles. Intercepted grenades need line of sight to the device. Grenades flying past walls aren't affected. Enemies can destroy it with gunfire. You can run two active systems at once, and they persist after death.
Missile Intercept System (MP-APS)
Unlocked at Global Rank 30
An advanced intercept system that shoots down incoming missiles, RPGs, and tank shells. The dome extends to around 10-15 meters.
After the first intercept, the system stays active for roughly 5 seconds (shorter than the grenade version) but that's enough to block 1-2 tank shells during critical moments.
Incendiary Grenade Launcher (SICH G1 WP)
An incendiary launcher that detonates mid-flight at 25 meters (or closer if targets are nearer) and floods the area with fire and smoke. Flames burn enemies and block vision, forcing them off objectives or denying area access.
Targets staying in the fire zone take sustained damage and will die if they can't escape. Most have time to get out unless they're completely pinned down.
Support Grenades
Smoke Grenade: Creates a cloud lasting about 12 seconds with a 6-7 meter radius. Throwing range hits around 40 meters. You carry three by default. Smoke grenades rank among the strongest gadgets in the game because they completely shut down enemy sight lines and enable objective captures. Fill a point with smoke and your team can walk in and cap without resistance.
Incendiary Grenade: Creates a small fire zone that denies space and damages anyone who stays too long. Vehicles and occupants aren't affected despite the screaming you'll hear when you hit them. Great for locking chokepoints or forcing enemies out of positions.
Recon Class
Recon players provide team-wide intel through scouting, spotting, and sabotage. Beyond sniping, the class ensures your team knows where enemies are coming from and can control the battlefield through information.
Motion Sensor (Signature Gadget)
Unlocked by default
A ground-placed device that spots moving enemies on the minimap within detection range. Drop sensors on popular flanking routes or near objectives to catch enemies before they surprise you.
Tracer Dart (TRCRV2)
Unlocked at Recon Rank 2
A pistol that fires darts sticking to enemy vehicles (or infantry), letting friendly lock-on launchers acquire targets faster from greater distances. Tagged targets become "painted" similar to the Laser Designator effect.
Hitting moving vehicles at long range is tough, and paint duration is shorter than the Laser Designator. Tagged infantry see a prompt letting them remove the dart. Testing couldn't confirm whether locked launchers can target tagged infantry.
Anti-Personnel Mine (M18A1 Claymore)
Unlocked at Recon Rank 5
The classic proximity mine that kills enemies crossing its laser beam. Two visible laser dots (and beams depending on lighting) project outward. Crossing either triggers detonation after a small delay.
Demolition Charge (C-4 Explosives)
Unlocked at Recon Rank 9
Versatile remote-detonated explosives for vehicles, walls, or infantry traps. C-4 one-shots infantry standing directly on the charge, dealing around 90 damage at slight distances with rapid falloff.
Three charges destroy armored vehicles. Where you stick them on the vehicle doesn't seem to matter as long as they attach properly. Suicide runs with C-4-laden jeeps can take out tanks, but execution is difficult and inconsistent.
You can stick C-4 to Recon Drones and fly them into targets. Each additional charge significantly increases battery drain. When the drone battery dies, it explodes and chain-detonates attached C-4.
Recon Drone (XFGM-6D)
Unlocked at Recon Rank 13
Alternative Unlock: Spot 250 enemies on an objective with the Recon Device and earn 10,000 points
A pilotable drone that spots enemies, disrupts gadgets, and provides aerial recon. No range limit exists, but battery drains during movement.
The drone automatically spots enemies in whichever direction it's facing, whether you're piloting in first-person or leaving it stationary somewhere high. It's loud enough that enemies will hear it from a distance and probably shoot it down, but you'll still get valuable intel before it dies.
The drone reveals enemy gadgets through walls when in view, including mines and defensive systems. Primary fire remotely detonates mines. Other functions against turrets or vehicles weren't confirmed in testing.
Laser Designator (LTLM II)
Unlocked at Recon Rank 17
Binoculars with thermal sight that spot targets in view and paint vehicles for lock-on weapons. You can hold them for manual scanning or place them on the ground for automated detection.
When using the binoculars or when placed, the designator auto-spots targets within line of sight. Holding primary fire while aimed at vehicles paints them, dramatically improving teammate lock-on capability. Painted targets create a prominent visual that grabs team attention.
A visible red laser alerts enemies when you're observing them, similar to sniper scope glint.
Sniper Decoy (Field Dummy NO.25)
Unlocked by completing the "Master Marksman" class challenge (Achieve 100 headshots with Sniper Rifles as Recon)
An inflatable dummy that copies your stance and produces fake scope glint, drawing enemy fire and revealing shooter positions. Enemies who shoot it get spotted, though wall-hack marking seems inconsistent.
You can place decoys standing, crouching, or prone. Multiple decoys can be deployed and maintained at once. They persist after death.
The description says decoys should take over your sniper glint when positioned nearby, but testing showed player glint often remaining visible and brighter than decoy glint.
Recon Detection Devices
Proximity Detector: A motion sensor grenade with around 5-meter range that stays active for 20 seconds. Requires line of sight and makes an audible sound when spotting. The device shows clearly on enemy HUDs, making it easy to find and destroy.
T-UGS (Tactical Unattended Ground Sensor): A motion scanner with a 15-meter detection dome. Catches walking or running enemies but misses those standing still, crouching, or crawling. Detection happens in waves with the pinging sonar creating small gaps where movement might slip through.
Detected enemies get briefly spotted and revealed to teammates through walls (no line of sight needed). Enemies hear the pinging. T-UGS persist after death with no confirmed maximum duration.
Recon Combat Tools
Throwing Knife: A skill weapon dealing 50 body damage and 100 to the head (one-shot kill). Spread is significant, making accuracy unreliable even when your aim doesn't move between throws. Hits appear to apply a healing delay similar to frangible rounds, slowing target regeneration.
Sledgehammer: A melee weapon dealing 60 damage per hit (compared to 35 for standard knives). Breaks structures in 1-2 hits, creating unique paths for your team. Backstab takedowns still one-shot. Movement speed drops while the hammer is equipped. Switch to other gadgets for normal speed.
Priority Unlock Challenges
Several of Battlefield 6's most powerful gadgets require specific challenges rather than level thresholds. Knocking these out early gives you faster access to the best tools.
Assault: Deploy Beacon (QLink 6)
Challenge: Earn 10,000 points and get 30 kills using the Adrenaline Injector
The respawn beacon is one of the strongest utility tools in the game. Since the challenge counts kills while the injector effect is active, you'll need to inject right before engagements. Activate before pushing contested objectives or when flanking enemies who haven't spotted you.
Support: Supply Pouch (Goliath Compact)
Challenge: Intercept 100 projectiles with the Grenade Interceptor and earn 40,000 points
This requires heavy use of the GPDIS grenade interception system. Deploy it in areas with frequent enemy grenade spam, particularly contested objectives and chokepoints.
Engineer: Aim-Guided Launcher (M136 AT)
Challenge: Destroy 50 enemy vehicles as an Engineer
Standard Engineer gameplay progression. Focus on vehicle-heavy modes and consistently engage enemy armor with rockets and mines.
Recon: Sniper Decoy (Field Dummy NO.25)
Challenge: Achieve 100 headshots with Sniper Rifles as Recon
Dedicated sniping practice. The decoy provides counter-sniping tools once unlocked.
Recommended Class Loadouts
Assault Loadout
- Assault Ladder: Creates unexpected flanking routes and elevated positions
- Deploy Beacon: Lets your squad spawn behind enemy lines for sustained pressure
- Combine the ladder with the beacon to position spawn points in normally unreachable spots
- Rooftops become permanent spawn areas for your Recon teammates
Engineer Loadout
- Anti-Vehicle Mines: Two well-placed mines instantly destroy tanks through chain detonation
- RPG-7V2: Maximum direct-hit damage against everything, one-shots aircraft
- SLM-93A Spire: For dedicated anti-air work when enemy aircraft dominate
Support Loadout
- Defibrillator: Instant revives prevent ticket loss and keep your squad at strength
- Deployable Cover: Creates instant fortifications for reviving allies or holding positions
- Supply Bag: Continuous health and ammo regen for extended fights
- Run smoke grenades as your default since they deny entire sight lines
Recon Loadout
- Recon Drone: Zero-risk enemy scanning with gadget disruption
- C-4 Explosives: Anti-vehicle capability and close-range sabotage
- Laser Designator: Provides persistent automated spotting from elevated positions
Weapon Unlock Requirements
Most weapons unlock by dealing damage with their respective categories (rifles, assault rifles, snipers, LMGs, shotguns). Check the menu for specific damage thresholds.
Exceptions with specific challenges:
- L85A3: Deal 4,000 damage by shooting nearby enemies without aiming
- KTS100 Mk8: Perform 300 suppression shots with a machine gun
- 18.5KS-K: Get 25 shotgun kills in one match
- PSR: Land 150 headshots beyond 200 meters with a sniper rifle
Progression Tips
To speed up gadget unlocks:
- Lean into role-specific actions: Reviving grants Support XP, vehicle kills grant Engineer XP, spotting grants Recon XP, and objective aggression grants Assault XP
- Target challenges early: Many powerful gadgets require specific challenges rather than level progression
- Use your signature gadget consistently: The Adrenaline Injector challenge for the Deploy Beacon requires regular signature gadget usage
- Play objective modes: Higher point accumulation speeds up both global and class rank progression