Battlefield™ 6

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Battlefield™ 6
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Engineer

10 de octubre de 2025

A soldier holds an RPG with text that reads: Battlefield 6 Engineer

Core Strategy

Misunderstood as a role only meant for large team modes, the Engineer is a close-range combat and explosives specialist.

Its arsenal of launchers can decimate large structures or cause chaos on objectives. Its Repair Tool and EOD Bot can repair specific Gadgets from other classes, such as the Support’s Deployable Cover. And that Mini Frag Grenade? It can find its way across the map on small team modes, and when it does, it can humiliate an unsuspecting enemy.

Of course, playing as an Engineer in a game mode with vehicles grants them the total benefits of their Gadgets and Training Paths.

Gadgets

Note: you are unable to equip two Launcher Gadgets in the same Loadout.

Auto-Guided Launcher - The easiest lock-on launcher to use; aim towards an enemy vehicle, wait for the launcher to lock-on and fire away with a top-down attack. While other launchers have better damage profiles, its reliability and ease of use makes it a great introduction to anti-vehicle ordinances. Even after mastering other launchers, the Auto-Guided Launcher is great for firing, forgetting and immediately ducking into cover. Also, its rockets evade on-vehicle trackers longer than others, carving out a niche for getting that crucial hit against a shifty driver or pilot.

Air-Defense Launcher - An effective anti-air launcher that, upon aiming at a jet or helicopter for a short period of time, locks on and fires a tracking missile for a direct hit. Recommended for heavy use in Combat Zones with aerial vehicles. Highly-skilled jet pilots can dodge these at the last second, so coordinate lock-on efforts with other air defense means, such as stationary A-A guns or a friendly Fighter Jet, or with someone tagging the aerial vehicle with the Laser Designator or Tracer Dart.

Long-Range Launcher - Locks-on to specific targets before firing a heat seeking missile. Takes more time to lock-on than other launchers, but provides a powerful payload that hits fast even at long ranges. Great for Engineers with time to aim down range; consider locking onto points near objectives, as you can deliver a devastating unexpected explosion to enemy infantry. If your squad member has a Laser Designator or Tracer Dart put onto your target, you’ll lock on even faster, so look for that synergy in game.

Aim-Guided Launcher - This launcher throws rockets down range quickly, but does not have any lock-on capabilities. Instead, you are responsible for guiding the missile to its target by aiming down its sights and leading it with the crosshairs. It takes some practice to be accurate with this launcher, but once mastered, it can dart around cover and other obstacles to deal direct hits. It can also deal greater damage on the sides, top and rear of vehicles where armor is thinner, making it more impactful that lock-on launchers if its rocket hits that weak spot.

Unguided Launcher - The most effective launcher against infantry at the cost of zero lock-on capabilities and a slower rocket velocity. Its lightweight design and quick reloading process make it ideal for clearing paths by blasting obstacles away, including groups of enemy troops, or for flanking larger tanks. Aiming down sight grants range-finding capabilities to account for its arc; the most skilled Engineers can use it to snipe slow-moving targets that are out to a few hundred meters.

EOD Bot - Take control of a remote-controlled miniature war machine capable of arming or disarming objectives, planting mines and destroying hostile small ordinances, not to mention having a miniature version of the Repair Tool. Ideal for entering no man’s land - enemy-controlled territories - alongside an allied vehicle or solo, as well as being the mechanized scout to spot incoming enemy advancements and lay down mines to slow down their vehicles.

Vehicle Supply Crate  - Able to resupply or reduce cooldowns on vehicle munitions, but not repair health. Prolongs vehicle effectiveness, especially when paired with a Repair Tool; place it out of harm's way but still accessible to large ground vehicles.

Anti-Vehicle Mine - Blasts through even the heaviest armored vehicles from the ground up. Because the Engineer is built to advance quickly across the map, Anti-Vehicle Mines should be placed early and often in commonly-used roads and paths, including those directly between the enemy’s headquarters and objectives. This is also the only mine that avoids the Support Class’ Intercept Systems, but cannot be positioned too close to another Anti-Vehicle Mine owned by your team.

Acoustic Sensor AV Mine - Unlike the Anti-Vehicle Mine, the Acoustic Sensor locates vehicles within its coverage perimeter using audio sensors. Once the sensor detects a target, the mine shoots up a projectile that strikes down onto the vehicle, directly hitting its roof. Because the tops of vehicles have less protection than their undercarriages, the Acoustic Sensor AV Mine’s projectile can be a more devastating strike compared to an Anti-Vehicle Mine, but it can also be neutralized with an Intercept System. Knowing these intricacies will get you an advantage on players who don’t think to use Intercept Systems, as well as when to switch away from this Gadget against those who do.

Tripwire Sensor AV Mine - A cross between the Anti-Vehicle and Acoustic Sensor mines, the Tripwire Sensor’s proximity device shoots its explosive projectile once a vehicle crosses past its sensor. It can either be placed on the ground, which makes it act similar to an Anti-Vehicle Mine, or it can be thrown onto a wall, where it detects vehicles passing through and shoots at its side. Intercept Systems will neutralize these projectiles on sight, but if they are not around, then consider this a devastating way to punch through enemy ground vehicles.

Signature Trait, Weapon, Throwables and Training Paths

An Engineer in camouflage gear carries a large missile launcher in a battlefield setting, with debris and smoke in the background.

Signature Gadget: Repair Tool

Able to heal any allied vehicle - and some Gadgets - or gnaw away at enemy technology (or infantry), the Repair Tool is a Use it in spurts to prevent overheating, and ensure it’s placed right up to the vehicle or Gadget for proper effect. As for its effectiveness against enemies, think of it as a subtle way to chip away at their health, which can ultimately lead to an embarrassing way for them to go down in flames.

Signature Trait: Mechanized Infantry - Take less explosive damage when near friendly vehicles and prevent them from being occupied by hostiles in the event of all passengers exiting. Repair vehicle health to prevent enemies from occupying vehicles.

Engineers are defenders of allied vehicles: this trait incentivizes them to be near vehicles that are positioned close to or within enemy-controlled territory, as they have the “tank keys” to prevent enemies from hopping in allied vehicles. If there is a moment where you or your allies need to step away from a vehicle, be sure to use that repair tool to prevent tankjacking. Mitigating personal damage from explosives is nice to have, as most likely, you’ll face a fair share of blasts by the sheer nature of being near vehicles constantly.

Signature Weapon: Sub Machine Gun - Improved hip-fire control.

Combined with an SMG kitted for hip-firing (i.e. through use of a laser), the Engineer can run-and-gun their way through tight corridors and enclosed spaces. Alternatively, it’s a nice passive benefit when using an SMG more suited for mid-range fights, as the better control can allow for better “pre-firing,” or firing in the process of aiming down sights.

In Closed Weapon experiences, access to the SMG turns the Engineer into a close-quarters specialist with a usual effective range of about 7-25 meters out.

Get more intel on Sub Machine Guns in our dedicated loadout and weapon guide.

Exclusive Throwable: Anti Tank Grenade - A bane for ground vehicles, the Anti Tank Grenade will follow the trajectory of a typical grenade before releasing a parachute and dropping rapidly for a top-down attack. Use this as the engagement starter against a ground vehicle before hitting with a follow-up, such as a launcher missile. It will also cause damage to infantry, but you should prioritize lobbing these grenades at vehicles rather than individual soldiers.

Exclusive Throwable: Mini Frag Grenade - Building off the Engineer’s fast-paced playstyle, a Mini Frag Grenade can be thrown further than the traditional Frag with its reduced weight. Chuck this lightweight explosive across the map to poke enemies at long distance, or toss them in small rooms for increased chances at enemy eliminations, given its reduced blast radius.

Active Ability: Power Fix - Repair Tool fixes with 50% efficiency for 10 seconds.

Kick that Repair Tool into overdrive. Use this ability in high-intensity situations: pop Active Repair in moments when a ground vehicle is on its last legs, or when it will encounter heavy enemy resistance. For the latter scenario, stay behind the vehicle to avoid being picked off.

Anti Armor

Passive Ability - Extra Rockets: Rocket ammo increased.

From the beginning of a match to its final moments, having these extra rockets turns you into a major threat against enemy vehicles… Just remember to have at least one launcher as a Gadget in your loadout. Even if you trend towards the Combat Engineer Training Path, have at least one loadout with Anti Armor for moments when the enemy trots out a parade of aerial and ground armored machines.

Level 1 - Launcher Proficiency: Reload rocket launchers faster.

A reduced reload time allows for faster follow-up shots against enemy vehicles, or for quicker cover-taking maneuvers after firing a launcher. Again, make sure an Anti Armor Loadout has at least one launcher Gadget.

Level 2 - Devastating Impact: Vehicles you damage take longer to repair.

Regardless of if it’s a launcher Gadget, on-vehicle munitions, stationary cannon or a high-caliber handheld infantry weapon, a maxed-out Anti Armor Engineer should be ruthless against enemy vehicles. Shift all focus towards taking out enemy tanks, jets and helicopters to magnify your impact on team success.

Combat Engineer (Unlocked via Engineer Class Assignment)

Passive Ability - Gadget Fortification: Repairing a friendly Gadget permanently increases its maximum health.

Overhealing Gadgets, including your personal EOD Bot or an ally Support’s Deployable Cover, allows these tools to stay in the Combat Zone longer. Just as much as you focus on finding and repairing vehicles, remember to look around for repairable Gadgets as you move throughout the Combat Zone, because that extra bit of health can be the differencemaker for an ally in a firefight or an objective being captured.

Level 1 - Overheat Resistance: Heat buildup on gadgets and vehicle weapons is slower.

Advancing the Combat Engineer Training Path turns you into the “designated driver,” or at least, the one always riding shotgun. Be persistent when trying to enter ground or aerial vehicles, informing your squad and the team (politely) that you have this advantage when occupying them. Otherwise, this makes your Repair Tool, and your EOD BOT, much more efficient. 

Level 2 - Vehicle Regeneration: Occupy a vehicle to start regenerating its health. Will activate if above its critical damage state.

No need to hop out of a vehicle and risk death over a few bars of health. When Vehicle Regeneration is active, and whenever you are in a vehicle that isn’t about to explode, feel free to stay inside and focus on driving, gunning, or getting a free ride around the Combat Zone.

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