Starting Loadout
Slot |
Equipment |
| Primary Weapon | RO933 |
| Secondary Weapon | 92FS |
| Gadget One | First Aid Pack |
| Gadget Two | — |
| Grenade | M67 Frag |
| Melee | Police Baton/Baseball Bat |
Strengths: Well-rounded kit; heal/revive teammates
Weaknesses: Limited anti-vehicle capability
If you’re familiar with the assault class from other Battlefield games, then you’ll feel right at home with the operator. Thanks to its versatility, this is a great class to choose when starting out, or playing a new map or game mode for the first time. The assault rifles and carbines available to the operator are excellent choices at any range, with great damage output and impressive rates of fire. Beyond its impressive offensive capabilities, the operator class is responsible for healing injured teammates with their First Aid Pack and reviving downed teammates with the police Defibrillator or criminal Revive adrenaline shot. But the Defibrillator and Revive adrenaline shot gadgets aren’t immediately available—they must be purchased. Consider making these essential gadgets your first purchases for the operator. Reviving teammates isn’t only a huge help to your team, but it’s also a great way to rack-up some points.
Reputation Perks
Level 1
Perk |
Name |
Description |
| Extra Magazines | Increases the number of primary weapon magazines carried. | |
|
|
Fast Climb | Climb ropes, ladders, and walls faster. |
Level 2
Perk |
Name |
Description |
| Fast Ready | Practice allows you to bring your weapons to bear faster after sprinting. | |
|
|
Healing Upgrade | An improved First Aid Pack increases the rate of healing. |
Level 3
Perk |
Name |
Description |
| Fast Aim | All that time on the firing range has paid off—you can bring your weapon to bear faster when aiming down sights. | |
|
|
Revive Upgrade | Advanced training allows you to revive teammates at full health without needing a full charge. |
Level 4
Perk |
Name |
Description |
| Fast Reload | Practice makes perfect—you can reload your weapons much faster. | |
|
|
Fast Swap | Knowing your equipment and practicing transitions allows you to rapidly swap between weapons and gadgets. |
Operator Weapons
Carbines
Carbines bridge the gap between assault rifles and SMGs, ideal for a variety of situations. Their compact design makes them easy to maneuver in tight quarters. The shorter barrel length mean, less muzzle velocity, accuracy, and range than their assault rifle counterparts, but they still have the stopping power to take down opponents quickly.
RO933
$0
With its rifle caliber and 11.5” barrel, the RO933 bridges the gap between SMGs and assault rifles. This weapon is great in close quarters, but is capable out to medium range.
SG553
$21,600
The SG553 is a compact select-fire assault rifle firing from a closed bolt. The SG553 is more maneuverable than other ARS, meaning it’s a good choice when you’re up close and personal.
ACWR (pre-order)
The Adaptive Combat Weapon Rifle is a lightweight, modular rifle platform that features a short-stroke gas system. The ACWR is useful in a wide range of engagements, making it a highly versatile rifle.
AK5-74U
$21,000
A variant of the AK-47, a short barrel and rifle caliber allow this rifle to bridge the gap between SMGs and ARs. Firing a lower-recoil 5.45x39 cartridge, this rifle is controllable in full-automatic fire.
Car-556 (pre-order)
The design of the CAR-556 borrows from the AK-47 with a modified gas diversion system to help mitigate recoil. The CAR-556 has a larger magazine capacity than many other rifles, giving it a slight advantage.
G36C
$42,000
A compact variant of the G36 assault rifle that is highly maneuverable with a high rate of fire. Even in full-automatic fire, the rounds fired by the G36C deviate less horizontally than other ARs.
Assault Rifles
Assault rifles are the most versatile primary weapons available, useful in a variety of situations. Although bulkier and slightly less maneuverable than the compact carbines, the assault rifles benefit from greater stopping power, particularly when engaging targets beyond intermediate range. When engaging targets at long range, switch to semi-auto mode. A 4X optic can also help.
M16A3
$37,500
The lightweight, air-cooled, magazine-fed assault rifles of the M16 are iconic and well known. The A3 variant is adapted for semi-automatic and full-automatic fire, allowing it to engage at diverse ranges.
M416
$43,800
The M416 is an AR-15 style rifle that sports a short-stroke gas piston system similar to the G36. The makes the M416’s rate of fire slightly higher than traditional blow-back operation.
AKM
$12,000
A modernized version of the infamous AK-47, the AKM is the most ubiquitous variant of the entire AK series of firearms. A hard-hitting but heavy recoil weapon, the AKM takes practice to master.
L85A2 (pre-order)
The British-made L85A2 is a bullpup design, meaning the magazine is located behind the trigger. This makes the weapon harder to reload, but has the benefit of increasing controllability without adding weapon length.
arm
operator SYNDICATE 
Based on a modified AK-47, the ARM operates with a select-fire gas-driven piston system with no regulator. The ARM has a larger magazine capacity than other comparable assault rifles.
Handguns
The handguns available for the operator class serve as solid back-ups to their carbines and assault rifles. When your primary weapon runs dry, switch to one of these capable sidearms to finish the fight. Each handgun has a relatively large magazine capacity, giving you more than enough ammo to neutralize nearby threats.
92FS
$0
A common sidearm for military and law enforcement for many years, the 92FS is a double/single-action semi-automatic pistol. This pistol is highly accurate.
P226
$17,400
Ergonomics and balance make this pistol easy to handle. High damage and stability make this weapon a great choice for accuracy during medium- and close-range combat.
CZ-75
$6,000
The CZ-75 features a staggered-column magazine and a double-action trigger. The CZ-75 has the most consistent unaimed accuracy of its class.
G17
operator Assignment 2 
The G17 is a highly popular pistol. The G17 has almost no muzzle climb, which makes it possible to rapidly unleash a string of accurate rounds.
Operator Gadgets
First Aid Pack
$0
Deployable First Aid Pack. Nearby combatants slowly heal to full health, even in combat. Teammates can interact with anyone carrying a First Aid Pack for healing.
Field Notes
The First Aid Pack is the default gadget available to the operator class, and costs nothing to unlock. The law enforcement and criminal teams have slightly different looking packs, but they function identically. Simply drop these on the ground near wounded teammates to heal them. The longer you (or an injured teammate) stands next to a First Aid Pack, the more health you receive. The First Aid Pack has a small healing radius, requiring players to stand very close to it.
Healing team and squadmates earns you a healing bonus. Critically injured teammates have a white cross icon flashing above their head—the same icon appears on the minimap. These icons are only visible to friendly assault players so look for them to locate and heal teammates before they die. All teammates have a life meter below their name, allowing you to see exactly how much health they have. Even if a teammate isn’t critical, offer them a First Aid Pack to fully replenish their health. When deployed, a First Aid Pack can heal multiple teammates at once. However, players must stay within the pack’s healing radius, potentially making them vulnerable if the gadget is deployed in a dangerous location. Pay close attention to where you drop these. You don’t want teammates rushing out into incoming fire just to access your First Aid Pack in the middle of a street. Make a habit of dropping them at corners or behind other pieces of cover. However, new to Hardline, you no longer have to drop a First Aid Pack to heal teammates. Simply interacting with an operator carrying a First Aid Pack gives a wounded teammate health.
Survivalist
$7,800
You’ll be given the opportunity to revive yourself from a roadkill or explosive attack. It does not bring you back from deaths caused by bullets, fire, gas, melee, stun, or falling damage.
Field Notes
The Survivalist is a new gadget to Hardline, giving operators a second chance at life when they’ve been downed by an explosion or speeding vehicle. When the Survivalist occupies one of your gadget slots and you get knocked to the ground by one of these events, you’re given the opportunity to accept a revive or return to the deployment screen. This interaction is identical to being revived by a teammate using a Defibrillator or adrenaline shot. If you accept the revive, your character automatically plunges the Survivalist into their arm, and returns to their feet. However, after reviving yourself with the Survivalist, your health is reduced to 10%, making you extremely vulnerable. Get to cover and heal yourself with a First Aid Pack. Given the limited application of this gadget, it probably isn’t a priority purchase unless you’re playing a lot of Hotwire, where roadkills are common. But in most game modes, your deaths are caused by gunfire. The Survivalist cannot bring you back from those wounds.
Defibrillator
$14,400
The AED (Automated External Defibrillator) is a portable electronic device that can bring downed teammates back into the fight. Spending time preparing the AED brings teammates back with increased health. Fully charged, it can also take down an enemy.
Field Notes
The Defibrillator, available only to law enforcement, functions a little differently than it did in Battlefield 4. You’re no longer limited to three charges. You can now use the Defibrillator continuously, with no cooldown period. However, there is a cooldown period when reviving the same teammate, preventing players from spamming revives. To use the Defibrillator, hold down the trigger to charge it, then release the trigger to deliver an electrical jolt to your target at pointblank range. A partially charged Defibrillator restores only partial health to a downed teammate. Hold down the trigger to give the Defibrillator full power before deploying to revive a teammate with 100% health. A full charge is also necessary to score a kill with the Defibrillator. Defibrillator kills are still as satisfying (and hilarious) as they’ve always been. If your operator is also equipped with a First Aid Pack, consider using partial charges to get your teammates back in the action. Once your teammate is revived, drop a First Aid Pack nearby to get them back to full health. While it takes your teammate a bit longer to reach full health, using a partial charge is much faster than charging the paddles, allowing you to switch back to your weapon.
Revive
$14,400
The adrenaline shot has a wickedly long needle and can be used to bring downed teammates back into the fight. Spending time preparing the adrenaline shot brings teammates back with increased health. Once prepared, it can be used to take down an enemy as well.
Field Notes
The adrenaline shot is the criminal team’s answer to the Defibrillator and it functions the same way. Jab this long needle into downed teammates to revive them. The longer you hold down the trigger, the more health your teammate receives. You can also turn this gadget against opponents, but you need a full dose from this gadget to score a kill. Like the Defibrillator, the adrenaline shot is very effective when combined with the First Aid Pack. Use quick, partial doses from the shot to revive teammates with partial health, then drop a First Aid Pack to heal them. Partial doses are much faster to deliver than the long wind-up a full dose. This gets your teammate back to their feet while allowing you to quickly swap back to your primary weapon. If you purchase the Defibrillator for law enforcement or the Revive adrenaline shot for the criminals, both are unlocked—you only need to buy one.
Operator Tactics
The operator is a great class for players of all levels. Keep the First Aid Pack equipped as often as possible and support your team when they get hit, you save your team tickets, and possibly determine whether an objective is captured or lost.
Purchase an assault rifle as soon as they are unlocked, because they provide you with a more stable weapon for shooting at a much wider variety of distances, while still doing enough damage to drop enemies in a timely manner.
The operator is best at a medium range, so don’t get too close to your enemy if given the choice. Your primary weapons do far more damage than the mechanic’s SMGs or the enforcer’s shotguns at this distance and have a better rate of fire than any battle rifle, making the medium range, the Operator’s sweet spot.
Playing as an operator, you are doing most of the running around and taking down ground forces, reviving fallen teammates, and unloading your rifle into enemy vehicles. On game modes such as Hotwire, Conquest, and Blood Money, consider taking the Survivalist gadget with you because you get run over or bombarded by a wide range of explosives at some point. This gadget pops you right back on your feet and you’ll be back in the fight without a moment’s delay.
As one of the main foot-mobile classes, the operator’s role is not to charge into danger looking for some bad guys to kill. Use your armament and optics to scope out the situation before making your move. Equipped with 3.4X and 4X scopes, you are able to see what’s going on while staying hidden at a distance.