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Joint Operations: Typhoon Rising Equipment guide 
Version 1.0 
By J unit (Jayson on JO) 
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TABLE OF CONTENTS 
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I. Overview/Introduction 
II. Assault rifles & Attachments 
III. Sub Machine Guns 
IV. Heavy Machine Guns 
V. Sniper Rifles 
VI. Secondary Weapons 
VII. Hand-Grenades 
VIII. Heavy Explosive weapons 
IX. Mounted/Emplaced weapons 
X. The Equipment 
XI. Encumbrance Chart 
XII. Version information/Future updates 
XIII. Contact 
XIV. Legal information 
XV. Credits 

I. Overview/Intro. 
----------------------------------------------------------------------- 
 Let me first start by saying I was a little disappointed with this 
game. The programming is pretty screwy, multiplayer lacks server 
stability and there's other problems(mostly net code). But besides that, 
it's a pretty damn good game. I made this faq because the game didn't 
have one, and because I wanted something to do to suit me before I get 
Halo for PC. (the greatest 1st person shooter btw.) 
 This is my second faq, some of you may have read my multiplayer faq 
from blackhawk down; a prequel considered to Joint Operations. Anyway 
throughout this faq I've referred to Blackhawk down a couple of times 
since it's based on the same gameplay system. I only do that because 
it's pretty much the same, and cause I was a beast at that game.   
 This faq is intended to be a reference to you Joint Ops players out 
there who wish to know just a little more about the game. I've covered 
every single weapon in the game; rifles, grenades, mounted guns... 
everything. Throughout this faq I’ll give you tips and info you'll need 
to master every weapon in the game. Again, this is just reference all 
taken from the game, nothing you rookies out there have to study.   
 Note: I converted all the measurements for all you out there who failed 
the test on the metric system in 3rd grade math class. The US conversions 
are always in brackets: "( )". Didn't do encumbrance weights cuz I didn't 
know what system they used in JO, though it most likely is kg's. 
 Also note: This faq was delayed nearly half a year (since October.) When
I first finished the Faq, a defected floppy disk deleted 5/6 the data (might
as well taken the rest) and I had to start all over. The faq really didn't
take much time to finish, I just never got to doing it; with the hype on
Halo 2 and GTA:SA. I guess I can finally put this thing to rest...

I. Assault Rifles & Attachments 
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 The most popular type of weapon in the game, 3 of 5 classes use 
assault rifles. These weapons are really not special in any way. Just 
about 4/5 of teams will use these weapons. They can be used in many 
different tactical ways; from semi-automatic sniping to close range 
base raping.(whatever suits you best) 
 There are 4 assault rifles along with attachments for them in Joint 
Operations that are split into 2 groups; 2 for rebels and 2 for Joint 
operatives. Although these weapons fire differently, you'll find that 
there's really no advantage/disadvantage over any 2 weapons. (unless 
it's a m16 vs. a ak47/ak74, then there MIGHT be a mismatch) So when 
you're playing online, don't complain that your weapon is worse or 
not as fast as your opponents. Both sides use the best weapons in the 
world, and lethality of each weapon depends solely on the skill of 
the shooter. 

1:--Colt M4 Carbine AR-- 

Ammo type: 5.56 x 45mm (.219 x 1.77) FMJ 
Weight: 5.5 
Weight (mag): 1.5 
Magazine Capacity/Carried: 30/300 
Muzzle Velocity: 921 m/s (3019 fps) 
Rate of Fire: 12.4 rps 
Side/Classes: Joint Ops/Medic, Engineer, Rifleman 
Descrip: This assault rifle works best for close to medium ranges. 
It's an ideal weapon of choice if you plan on engaging the enemy in- 
close, or just trying to hold off a base or psp from attackers. 

2:--Colt M16A2 AR-- 

Ammo type: 5.56 x 45mm (.219 x 1.77) FMJ 
Weight: 6.8 
Weight (mag): 1.5 
Magazine Capacity/Carried: 30/300 
Muzzle Velocity: 990 m/s (3246 fps) 
Rate of Fire: 8.85 rps 
Side/Classes: Joint Ops/Medic, Engineer, Rifleman 
Descrip: A slightly heavier and slower shooter than the M4, the M16A2 
is best for semi-sniping, or stationary shooting. Due to it's 3-round 
bursts and low rate of fire, it's best not used in close ranges. It's 
my personal favorite weapon in the Assault Rifle class, and I would 
recommend using semi-automatic fire for trying to pick off enemies at 
longer ranges. 

3:--Kalashnikov AK47-- 

Ammo type: 7.62 x 39mm (.300 x 1.53) 
Weight: 9.4 
Weight (mag): 1.5 
Magazine Capacity/Carried: 30/300 
Muzzle Velocity: 710 m/s (2328 fps) 
Rate of Fire: 10.3 rps 
Side/Classes: Rebels/Medic, Engineer, Rifleman 
Descrip: The AK47 is a good choice for close range fighting. It has 
good accuracy and is quite strong because of its large round. However, 
the gun tends to lose its accuracy after about 60m, as gravity slowly 
pulls the rounds toward the ground. With some practice, you should be 
able to compensate for this affect and take out enemies at much longer 
distances. 

4:--Kalashnikov AK74M-- 

Ammo type: 5.45 x 39mm (.214 x 1.53) 
Weight: 7.2 
Weight (mag): 1.5 
Magazine Capacity/Carried: 30/300 
Muzzle Velocity: 900 m/s (2951 fps) 
Rate of Fire: 10.3 rps 
Side/Classes: Rebels/Medic, Engineer, Rifleman 
Descrip: Much like the AK47, the AK74M is automatic, but recoils less 
and is more accurate than the AK47. This gun rivals and resembles the 
M4, but it's not as strong. Still, it's accuracy and quick firing more 
than balances out for this. It seems to be a more common weapon on 
Novaworld too. 

5:--M203 Grenade Launcher-- 

Ammo type: 40mm (1.57)low-velocity HE grenades 
Weight: 3.0 
Weight (mag): 1.5 
Magazine Capacity/Carried: 1/6 
Muzzle Velocity: around 700 m/s (2295 fps) 
Rate of Fire: close to .3 rps 
Side/Classes: Joint ops/Rifleman 
Descrip: The M203 fires a 40mm grenade round like the one fired in a 
Mark-19 grenade launcher. This is a good weapon for taking out groups 
of 2-3, though it's still quite effective against low-protection 
vehicles like the jeep or atv. A good tip is to use the elevation 
settings when trying to take out an enemy from greater distances. So 
if your team is being nailed by an armored patrol boat shooting off 
grenades like an idiot, match the distances of your gun and enemy, 
and let one fly. You'll find it's very accurate, almost like a second- 
ary mortar. The M203 Grenade Launcher can be attached to the M4 or M16. 

6:--GP-25 Grenade Launcher-- 

Ammo type: *VOG-25 fragmentation or VOG-25P "frog" grenades (40mm, 1.57in) 
Weight: 3.3 
Weight (mag): 1.5 
Magazine Capacity/Carried: 1/6 
Muzzle Velocity: around 700 m/s (2295 fps) 
Rate of Fire: close to .3 rps 
Side/Classes: Rebels/Rifleman 
Descrip: This weapon is much like the M203. It fires at the same rate 
and velocity as the M203. There's really no difference in strength, 
speed or durability between the M203 and the GP-25. This Grenade 
launcher can be attached to the AK47 or the AK74M. 

III. SMG's (Sub Machine Guns) 
----------------------------------------------------------------------- 
 Unfortunately, there's only 2 smg's in all of Joint Operations, and 
they're basically the same thing. So if you were hoping to see an UZI, 
an Ingram, or Glock 17, you're out of luck. These guns, however, are the 
best guns used in the world today for CQB combat.(you can look it up 
if you don't believe me) You'll find that using these weapons requires 
you to take on a different approach than you would with an assault 
rifle. It takes time to learn how to use these weapons, but with 
practice you can get it right. 

1:--Heckler & Koch MP5A3 SMG-- 

Ammo type: 9 x 19mm (.354 x .74) 
Weight: 6.0 
Weight (mag): 1.5 
Magazine Capacity/Carried: 30/300 
Muzzle Velocity: 285 m/s (934 fps) 
Rate of Fire: 12.4 rps 
Side/Classes: Both/Medic, Rifleman 
Descrip: This silenced weapon is great in close combat. (obviously, it 
IS the best CQB weapon in the world) This is the weapon you'll want to 
use in an AAS urban map, with many places to hide and remain undetected. 
It is said that you can take out an enemy with as little as 3 clean body 
shots. You'll probably want to switch to your secondary shotgun (I 
recommend this as a secondary to the MP5) if things get a little too 
overwhelming for the MP5. It's a stealth weapon, NOT an offensive weapon. 

2:--Heckler & Koch MP5/10 SMG-- 

Ammo type: 10mm (.394) 
Weight: 6.0 
Weight (mag): 2.0 
Magazine Capacity/Carried: 30/300 
Muzzle Velocity: 442 m/s (1449 fps) 
Rate of Fire: 12.4 rps 
Side/Classes: Both/Medic, Rifleman 
Descrip: This gun rivals the MP5 in its "CQB" ability. It fires a 
larger, more powerful round, and packs a punch at close range. It has 
low recoil and good accuracy so that you can easily pick off a target 
30-40m away, before your detection. In CQB, just a few well placed 
rounds on a target will rip 'em apart. It's so strong that in a way, 
you may even consider it like an Assault Rifle. 

IV. Heavy Machine Guns 
----------------------------------------------------------------------- 
 The strongest weapons (that you're able to hold) are the heavy machine 
guns. The strength of these guns can easily rip through hordes of 
opponents uncontested. In fact, if you have maybe 3 to 4 gunners shooting 
a chopper, they may be able to take them down. 

1:--M60E3 7.62 GPMG-- 

Ammo type: 7.62 x 51mm (.300 x 2.00) 
Weight: 24.4 
Weight (mag): 10.0 
Magazine Capacity/Carried: 100/300 
Muzzle Velocity: 853 m/s (2796 fps) 
Rate of Fire: 10.3 rps 
Side: Joint Ops 
Descrip: The M60's a heavy gas-powered machine gun. It doesn't have 
a quick firing rate, nor a lot of ammo, but the strength of this gun 
can decimate literally groups of rebels. A good weapon for taking 
out passengers in vehicles, but use the M240 for a faster rate of fire. 

2:--M249 SAW 5.56 MG-- 

Ammo type: 5.56 x 45mm (.219 x 1.77) 
Weight: 15.1 
Weight (mag): 10.0 
Magazine Capacity/Carried: 200/600 
Muzzle Velocity: 990 m/s (3246 fps) 
Rate of Fire: 12.4 rps 
Side: Joint Ops 
Descrip: Probably the most used Joint Ops gunner weapon due to its 
large amount of ammo. The SAW is pretty much a good balance between 
the M60's strength and the M240B's quick firing rate. It also has 
decent stability while scoping in and provides a good defense against 
light infantry vehicles and troops. 

3:--M240B-- 

Ammo type: 7.62 x 51mm (.300 x 2.00) NATO rounds 
Weight: 25.7 
Weight (mag): 10.0 
Magazine Capacity/Carried: 100/500
Muzzle Velocity: 853 m/s (2796 fps) 
Rate of Fire: 12.4 rps 
Side: Joint Ops 
Descrip: Not the most popular gun or one of the better weapons, but 
still this gun packs a punch in CQB battles. It's quick and 
widespread firing can take out Rebel opponents with weaker weapons. 
You'll have to be a front-runner to operate this weapon efficiently. 

4:--PKM-- 

Ammo type: M43 7.62 x 39mm (.300 x 1.53) 
Weight: 19.8 
Weight (mag): 5.0 
Magazine Capacity/Carried: 100/400 
Muzzle Velocity: 825 m/s (2705 fps) 
Rate of Fire: 12.4 rps 
Side: Rebels 
Descrip: It's almost as strong as the Joint Ops M60, but has better 
accuracy to compensate for that effect. This isn't the best gunner 
weapon for close range, but is very effective when in stationary 
positions. (like crouch or prone) Just be careful against Joint 
Operatives equipped with assault rifles because they can easily win 
from 20 or more yards away due to their accuracy. 

5:--RPK-74-- 

Ammo type: 5.45 x 39mm (.214 x 1.53) 
Weight: 15.1 
Weight (mag): 2.2 
Magazine Capacity/Carried: 45/540 
Muzzle Velocity: 732 m/s (2400 fps) 
Rate of Fire: 12.4 rps 
Side: Rebels 
Descrip: My favorite gunner weapon. The RPK-74 is just like a 
suped-up ak47. It doesn't come with a grenade launcher, but has 
great stopping power and accuracy. It also has a good amount of 
ammo for you to waste with quick reloading because of it's 45 round 
magazine. 

V. Sniper Rifles 
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 Everybody's favorite class...snipers are very dangerous in battle. 
Since they're often hidden and far away from you, you're pretty much 
in a losing battle unless you can get really close to a sniper. Even if 
you know where a sniper is, he/she probably sees you trying to kill them 
and are going to quickly relocate themselves. I'm not a big fan of snipers, 
so my descriptions are gonna be quite short. I might add more later... 
 Tip: If you're having trouble trying to guess the distance to your target, 
use your binoculars with the "B" key. Remember, when you match your 
elevation with your distance to the target, your bullet will got exactly 
where you point. 
  
1:--L115A1 "Super Magnum"-- 

Ammo type: 8.60 x 70mm (.338 x 2.75) Lapua 
Weight: 11.0 
Weight (mag): 1.0 
Magazine Capacity/Carried: 10/40 
Muzzle Velocity: 800 m/s (2623 fps) 
Rate of Fire: around 1-1.8 rps 
Side: Both 
Descrip: A good sniper rifle with power and rate of fire. It's not 
as strong as the Barret, but will still serve you well. 

2:--M82A1 Barret light (UXM-107)-- 

Ammo type: 12.70 x 99mm (.50 x 3.90) Caliber BMG 
Weight: 25.1 
Weight (mag): 1.0 
Magazine Capacity/Carried: 10/40 
Muzzle Velocity: 853 m/s (2796 fps) 
Rate of Fire: 1 rps 
Side: Both 
Descrip: An exceptional rifle that offers increased range, accuracy 
and power, at the expense of weight. It fires a huge .50 Caliber 
round which is actually designed to penetrate light armor. You get 
hit with this, and you're not gonna live. 

3:--M-24 SWS-- 

Ammo type: M118 7.62 x 51mm (.300 x 2.00) Winchester 
Weight: 10.1 
Weight (mag): 1.0 
Magazine Capacity/Carried: 5/50 
Muzzle Velocity: 792 m/s (2596 fps) 
Rate of Fire: .6 rps 
Side: Joint Ops 
Descrip: A very long-range sniper with decent power. It fires 
a magnum round capable of taking down enemies with precision 
accuracy. 

4:--SR-25-- 

Ammo type: 7.62 x 51mm (.300 x 2.00) 
Weight: 6.7 
Weight (mag): 1.0 
Magazine Capacity/Carried: 20/60 
Muzzle Velocity: 800 m/s (2623 fps) 
Rate of Fire: 2 rps 
Side: Joint Ops 
Descrip: This fast, semi-M4 sniper rifle rivals the m21 the 
rebels use. It doesn't have great accuracy, but can stop the 
enemy quickly from advancing. It's also very lightweight, so 
the enemy 

5:--Dragunov SVD-- 

Ammo type: 7.62 x 54Rmm (.300 x 2.12) 
Weight: 9.4 
Weight (mag): 1.0 
Magazine Capacity/Carried: 10/50 
Muzzle Velocity: 830 m/s (2721 fps) 
Rate of Fire: around 1.2 rps 
Side: Rebels 
Descrip: A pretty balanced sniper rifle between power and accuracy.
It's not a personal favorite so I wouldn't really recommend it.

6:--XM21-- 

Ammo type: 7.62 x 51mm (.300 x 2.00) 
Weight: 13.4 
Weight (mag): 1.0 
Magazine Capacity/Carried: 20/60 
Muzzle Velocity: 777 m/s (2547 fps) 
Rate of Fire: 2 rps 
Side: Rebels 
Descrip: A very fast-shooting sniper rifle. It doesn't have good power
or accuracy, but it's abundance of ammo and speed clearly compensate
for that. I suggest using this weapon if you plan to snipe really close
to bases, and can easily escape if detected.

VI. Secondary Weapons 
----------------------------------------------------------------------- 
 There are 4 secondary weapons in Joint Operations. They include the 
Shotgun, the revolver, the berretta and the .45. These weapons should 
only be used when things get extremely tight; a situation not common 
to the vast maps of Joint ops. Use this if you're low or out of ammo, 
but only after you've wasted your grenades. 

1:--Colt M1911A1-- 

Ammo type: 11.4mm (.45) ACP 
Weight: 1.5 
Weight (mag): 1.0 
Magazine Capacity/Carried: 7/28 
Muzzle Velocity: 253 m/s (829 fps) 
Rate of Fire: 4 rps 
Side/Classes: Both/All 
Descrip: A handgun used since 1911, the Colt .45 has decent stopping
power and accuracy. It'll still take you a good 4 shots to take down 
an opposition but it's still a good gun.

2:--M9 Beretta-- 

Ammo type: 9mm (.354) NATO 
Weight: 2.5 
Weight (mag): 1.0 
Magazine Capacity/Carried: 15/45 
Muzzle Velocity: 341 m/s (1118 fps) 
Rate of Fire: 4 rps 
Side/Classes: Joint Ops/All 
Descrip: The M9 pretty much replaces the Colt .45. (just as it did a
few years ago.) It's got a bit more power and ammo, which makes it 
more favorable in game than the .45.

3:--Smith & Wesson Model 27 N-Frame Magnum-- 

Ammo type: 9mm (.357) spl. 
Weight: 2.4 
Weight (mag): .4 
Magazine Capacity/Carried: 6/36 
Muzzle Velocity: 440 m/s (1442 fps) 
Rate of Fire: 3-4 rps 
Side/Classes: Rebels/All 
Descrip: A magnum six-shooter with force. Nothing else special.

4:--Remington 780 (Mossberg) Shotgun-- 

Ammo type: 00 Buck 
Weight: 7.9 
Weight (mag): 1.1 
Magazine Capacity/Carried: 7/21 
Muzzle Velocity: 388 m/s (1272 fps) 
Rate of Fire: 2 rps 
Side/Classes: Both/ 
Descrip: Probably the strongest cqb weapon in terms of secondary 
weapons. Since it's rounds scatter, it's a lot easier to take headshots,
or to take down an enemy by hitting them with multiple rounds. This gun
will save you in situations no longer than a good 20m.

VII. Hand Grenades 
----------------------------------------------------------------------- 
 Roll em, chuck em, ricochet... whatever, just get rid of them. The 
Grenades they give you in Joint Operations aren't just for show. They 
can easily eliminate groups of enemies. Just remember to use them, 
however. In many CQB situations they prove more effective than any other 
weapon. 
 Tip: Hold both the fire and scope button (the two buttons on the mouse) 
and use the preload meter to set how far you want to throw your grenade. 
100% is of course a normal left-click throw and anything below will vary 
in throwing distance depending on how much you set it to. If you think 
you're advanced with grenades (like me) then try and match the distance 
with the power on the preload meter to make the grenade detonate as soon 
as it hits the ground or as it gets really close to the ground. 
 Note: With sniper/gunner there's a glitch where you take away all their
equipment and they're still set to a 3.3 encumbrance. This is probably
due to the fact that they cannot hold smoke grenades, and nova probably
messed up something on the code that makes it seem like they're still
holding it. (it's only 3.3, it wouldn't bring you back much)

1:--M67 Fragmentation Grenade-- 

Body: Steel 
Filler: 6.5 ounces (composition b charge) 
Fuse: M213 
Weight: 1.1 
Length: 89mm (3.53 in.) 
Blast radius: 15m (49.1 ft.) 
Descrip: Your basic and probably most common used grenade. It's got as 
much force as a M203 grenade round, but the difference is that it can
be thrown past nearly any obstacle within a good 25-yard throwing range.
It was actually supposed to disable vehicles (destroy them) in the beta-
version, but Nova took that out too. Instead, just look forward to chuck’ in
these into crowds of unsuspecting idiots.

2:--XM84 Stun Grenade-- 

Body: Metal (alloy unknown) 
Filler: Pyrotechnic metal-oxidant mix of Magnesium & Ammonium 
Fuse: M201A1 
Weight: 1.1 
Length: 133mm (5.25 in.) 
Blast radius: 15m-25m (49-81 ft.)max. casualties 
Descrip: Doesn't actually hurt anyone; just sets you up to use your
primary weapon with ease. The "flash bang" grenade makes you sort of
"blackout" whenever it explodes near you for a good 5 seconds. The
length of time you're stunned depends on how far you were from the 
grenade going off. This doesn't actually hurt your enemies, so remember
to take out that shotgun or M60 or whatever you have for cqb purposes.

3:--AN-M8 HC Smoke Grenade-- 

Body: Sheet Steel cylinder 
Filler: 19 ounces of Type C, HC smoke mixture 
Fuse: M201A1 
Weight: 1.1 
Length: 144m (5.7 in.) 
Blast radius: Varies (Depending on wind conditions) 
Descrip: Really doesn't do much anymore. Unlike in DF:BHD, the maps
are solo spread out now that a smoke probably wouldn't save you from
fire. In that game there was always one central area of battle, but
in Joint Ops there's just hundreds of skirmish areas. Use it to lower
your encumbrance. :)

VIII. Heavy Explosive Weapons 
----------------------------------------------------------------------- 
 The deadliest weapons in the game, period. These special weapons can 
take down the largest vehicles or the widest fleets. Weapons like the 
AT-4, RPG-7 and Stinger can take down those attack helicopters nearly 
uncontested. The Mortar is very effective in stopping an advancing fleet, 
or to take over a base. Then there's the satchel charge and claymore, 
which prove to be excellent stealth weapons against unsuspecting enemies. 

1:--M18A1 Claymore-- 

Body: Plastic Covering 
Filler: C3 Explosives 
Fuse: Radio/Proximity (sorry, only proxy available) 
Weight: 3.5 
Length: *Don't matter 
Blast radius: 1 enemy, 90 degrees in front 
Side/Classes: Both/Sniper, Rifleman 
Descrip: Kills one enemy instantly and may hurt another that’s nearby.
Place them around a corner, in a large vehicle near the seat (Chinook,
halo) or even in an armory. Again however, the claymore is almost 
never used due to the size of the maps.


2:--M183 Satchel Charge-- 

Body: Plastic Covering 
Filler: 16 M112 Composition C4 demolition blocks 
Fuse: Radio detonator 
Weight: 17.6 
Length: *Again, it doesn't matter 
Blast radius: 30m (98 ft) 
Side/Classes: Both/Rifleman 
Descrip: A heavy-professional-like explosive used to kill masses of
enemies or disable large vehicles like tanks or turrets. If you're 
really stealthy you can get away with using this on an enemy base. It
has about the strength of 3 or 4 hand grenades. So detonating these
with a grenade will add even more force. Remember that.

3:--XFIM-92A Stinger-- 

Ammo type: Stinger Rocket 
Weight: 12.5 
Weight (mag): 22.0 
Magazine Capacity/Carried: 1/3 
Muzzle Velocity: Supersonic in flight
Rate of Fire: .25 rps 
Side/Classes: Both/Engineer 
Descrip: Takes out helicopters with a deadly missile. Aim, wait for
lock-on, and fire. The rocket will track down the helicopter and hit
it almost every time unless the pilot is lucky enough to escape behind
an object (mountain, tree, etc., in which case the rocket will hit that
instead.) or cause he pulled off a couple chaffs before the attack. 
Note: chaffs give off heat which distract the heat-seeking missile
from its initial target.

4:--M224 Mortar (LWCMS)-- 

Ammo type: 60mm (2.364) Shell 
Weight: 46.5 
Weight (mag): 3.7 
Magazine Capacity/Carried: 1/4 
Muzzle Velocity: also Supersonic 
Rate of Fire: .2 rps 
Side/Classes: Both/Engineer 
Descrip: Eliminates opposition with bombs that rain down from the sky.
The target designator should be used with this to pin point targets
for engineers. The enemy can't stop this weapon, so it's a good choice 
against attacking a base from a safe secluded area. When using the 
Mortar, use the mouse to direct the circle to your target. If someone
has designated a target for you (you'll hear 2 beeps and see who did it
in orange) then you can match your circle up with the one on set on 
your radar map. Aiming for designated targets greatly improves mortar
accuracy.

5:--M136 AT-4-- 

Ammo type: 84mm (3.30) HE anti-armor 
Weight: 14.8 
Weight (mag): 14.8 
Magazine Capacity/Carried: 1/2 
Muzzle Velocity: 290 m/s (950 fps) 
Rate of Fire: .4 rps 
Side: Joint ops/Rifleman 
Descrip: Shoots out a deadly rocket at nearly any target; boats, cars,
choppers, bunkers, anything that basically can be shot at. 
Note: The whole 14.8 mag and gun weight thing is a glitch in the game.
The weapon itself weighs nothing. The rounds are only counted as weight.  

6:--RPG-7-- 

Ammo type: 40mm (1.57) Heat Grenades 
Weight: 15.2 
Weight (mag): 4.3 
Magazine Capacity/Carried: 1/2 
Muzzle Velocity: 120 m/s (393 fps) 
Rate of Fire: .4 rps 
Side: Rebels/Rifleman 
Descrip: Same as the AT-4. Nothing special about it. 

IX. Mounted/Emplaced weapons 
----------------------------------------------------------------------- 
 The strongest gun-weapons you can find in Joint Ops. These weapons 
are found mounted on vehicles, or placed around the map at various 
locations. Each one has it's own advantages depending on the situation. 
Master these weapons and you'll be unstoppable. 
 Note: Everyone thinks that there’s only 3 emplaced or "fixed" weapons. 
Well, they're WRONG. There's actually six of them. How? Read on and I'll 
explain. 

1:--Browning M2 "Ma Duce" Machine Gun-- 

Ammo type: 12.7mm (.50) Caliber 
Muzzle Velocity: 887 m/s (2908 fps) 
Rate of Fire: 7.8 rps 
Mounted/Emplaced: Both 
Vehicles: Dune Buggy, AAV, Stryker, Mark V, Armored Patrol Boat, Armored 
Jeep, Large Amphibious Assault Boat 
Descrip: Pretty much the "anti-everything" weapon. It's fast, very strong
and accurate to top it off. It's the ideal weapon of choice against 
heavily armored vehicles or ground troops. It's .50 caliber round will
easily rip through even the toughest of armor.

2:--Mark 19 Grenade Launcher-- 

Ammo type: MOD 3 40mm (1.57) Grenades 
Muzzle Velocity: 790 m/s (2590 fps) 
Rate of Fire: 5.8 rps 
Mounted/Emplaced: Both 
Vehicles: AAV, Mark V, Armored Patrol Boat, Armored Jeep, Large 
Amphibious Assault Boat 
Descrip: A near unstoppable weapon, the Mark 19 grenade launcher shoots
out grenades similar to those in your m203 or gp-25's, but fires them
extremely fast and can decimate both land and air vehicles.(air vehicles
if you're good at aiming) The only down side is that it can't be fired
everywhere at once, and you're a primary target when you take one of these
weapons emplaced around the map.

3:--M134 Minigun-- 

Ammo type: 7.62 x 51mm (.300 x 2.00) 
Muzzle Velocity: 869 m/s (2849 fps) 
Rate of Fire: 8.9 rps 
Mounted/Emplaced: Mounted 
Vehicles: MH-6 Blackhawk, AH-6 Littlebird ver. 2, Chinook, Super Puma, 
NBO-105 ver. 2 
Descrip: Fires quite but not so accurate rounds from a 6-barrel gattling-
like gun. It's not that good on the blackhawk, Chinook or super puma, so
is best used on the attack choppers instead. 

4:--M60E3 7.62 GPMG-- 

Ammo type: 7.62 x 51mm (.300 x 2.00) 
Muzzle Velocity: 853 m/s (2796 fps) 
Rate of Fire: 10.3 
Mounted/Emplaced: Mounted /(Held) 
Vehicles: Zodiac 
Descrip: First thing's first...this IS a mounted weapon. It fires slightly
differently from the M60 the Joint Ops gunner holds, but still gets the job
done. It isn't that strong, and comes with a limited amount of ammo, so don't
expect this to take out a Patrol boat or Mark V. Try to keep on the move when
using this weapon. You're very unprotected if you're just in the water alone
with a gun that doesn't have much help at longer ranges.

5:--70mm (2.75)Folding Fin Unguided Rockets-- 

Ammo type: HYDRA 70 M260 Mark 66 rockets 
Muzzle Velocity: Supersonic 
Rate of Fire: 3 rps 
Mounted/Emplaced: Mounted 
Vehicles: AH-6 Littlebird ver. 1, NBO-105 ver. 1 
Descrip: The rockets the attack helicopters use. You only get around 20 or so
(I haven't yet counted) of these rounds, but that's a good amount considering
how much damage you can do. It's got the strength of an AT-4 or RPG-7 round, so
attacking a base with this will do some heavy damage.

6:--BMP-Z autogun-- 

Ammo type: 2A42 30mm (1.18) rounds 
Muzzle Velocity: 850 m/s (2787 fps) 
Rate of Fire: 4 rps 
Mounted/Emplaced: Mounted 
Vehicles: BTR-80 
Descrip: This is the weapon mounted on the BTR. It fires a small anti-infantry
tank round, though it would put up a fair fight against a Stryker. It doesn't 
fire a super-powerful M1A2 SABOT or HEAT round, but can still take out other
vehicles quite easily. The only problem with this weapon is that it has huge
blind spots around the tank so keep moving. You wait too long and a Joint op
will come by and lay a satchel under ya. 

X. The Equipment
-----------------------------------------------------------------------

  Use these universal items in game to help you survive...that's it.

--RADAR--

  It stands for something...I forget what each letter means. Anyway, the
radar tells you more than just your position. It also tells you what 
direction the shooting is coming from, from what direction were you shot,
waypoints, teammates, vehicles, and various objects of interest on the
map. I can't tell you every single aspect and icon that's on the map, but
trust me you'll pick it up and learn in a matter of minutes. If you can
understand everything on the radar/map, then you'll know how to do things
like coordinate attacks, or flank-off fleets; it depends on what you see.

--M9 Bayonet/Machete--

  The two shanks of Joint Ops. It's the perfect weapon for extreme CQB. 
Kills an enemy with a single swipe, no matter where you hit them. The 
only problem you'll have with these knives is actually getting close to
the enemy. Joint Operations is a game based on wide-spread battles between
choppers and such; not on single-skirmish areas like in Blackhawk down.
The only 2 ways you'll find knifing easy is sneaking up behind a sniper, or
flash-banging a bunker then running in to finish them off. Use the knife
by pressing the 1 key on default settings.

--AN/PVS NVG's--

  Incase you don't know, these are the night vision goggles. In multiplayer,
there are some times when it is too dark to see and night vision goggles come
in handy. In some cases, however, it even may depend on your computer's video
card and settings. For example, on my labtop's geforce 420 go video card, I
really never had to use the nvgs. On my geforce 5700le I had to use them,
because the video resolution brought out more of the darkness. 
  Night vision goggles don't give you much visibility, however. You can't look
around as much and when in sights/scope modes you won't be able to see as far.
Also, if you're having trouble seeing around with the NVG's, try adjusting
the gain resolution by holding ctrl and pressing + or -. It usually helps in
very dark situations to higher the gain. N key is to equip NVG's.

--Binoculars--

  A small item with about 3x scope, though the target designator has more.
Binoculars come in handy when you either have to scope out a base before the
assault, or just to check the distance to fine-tune your sniper adjustments.
People can actually see you using your binoculars, so it doesn't look like
you're just staring off into space. Not the best item, but it definitely helps
you out.

--Target Designator--

  The only real purpose this has is to designate a target for engineers so
they can hit them with their mortars. It has a 2x scope, though I usually use
it while on the run so i'm not instantly shot while trying to spot a target. 
Tip: Try not to target bunkers because that's not helping engineers at all. 
Think about it: what does the bunker do for the people inside? Incase you can't
figure it out, the bunker protects them, so of course aiming directly at the
bunker wouldn't help much right?
Try to aim for heavy-lift helicopters, or choppers without that many seats or
seats located on the outside. (like the littlebird) Teammates will be drawn
to these vehicles, so be sure to designate these vehicles so the enemy won't 
use them against you.
  
XI. Encumbrance chart
-----------------------------------------------------------------------
  This chart I created because some people had a little trouble figuring out
what was considered light, normal and heavy encumbrances. I could just explain
it in words, but charts are fun to look at. :)  This chart isn't amazingly
helpful, but it's still good to refer to if you're a beginner. Also, I
don't know if they fixed this, but there’s a glitch in the game in which
rebel forces have different encumbrances than Joint ops.
  As for the chart itself, I tried to make it as easy as possible, if you're
having trouble understanding, heres an example: Suppose you want to know
the heavy encumbrance for a Rebel Gunner. You go to the rebel column,
scroll down to the "Gunner" row, and match it up again with the "Heavy"
column. Hopefully you see " 67+" which means a heavy encumbrance for
a rebel gunner is anything higher than 67.

+---------------------------+---------------------------+
|                           |                           |
|  J O I N T - F O R C E S  |  R E B E L - F O R C E S  |   
|                           |                           |
+---------+--------+--------+---------+--------+--------+
| CLASSES | NORMAL | HEAVY  | CLASSES | NORMAL | HEAVY  |    
+---------+--------+--------+---------+--------+--------+
|Rifleman | 3 4 +  | 6 7 +  |Rifleman | 3 3 +  | 6 6 +  |
|         |        |        |         |        |        |
|Sniper   | 3 3 +  | N / A  |Sniper   | 3 3 +  | N / A  |
|         |        |        |         |        |        |
|Gunner   | 3 3 +  | 6 6 +  |Gunner   | 3 4 +  | 6 7 +  |
|         |        |        |         |        |        |
|Engineer | 3 2 +  | 6 6 +  |Engineer | 3 3 +  | 6 7 +  |
|         |        |        |         |        |        |
|Medic    | 3 3 +  | N / A  |Medic    | 3 4 +  | N / A  |
|         |        |        |         |        |        |
+---------+--------+--------+---------+--------+--------+

XII. Version Information/Future Updates
-----------------------------------------------------------------------
Version 1.0:

-Spell checked...several times
-Up to date material (based on game updates)
-Fixed metric conversions
-Finished all weapons/exquipment

XIII. Contacts
-----------------------------------------------------------------------

Anyone wanna reach me online my Aim/Aol address is SkyRacerj8@aol.com I'm
usually on pretty frequently. You can email me if you have any questions/
comments.

XIV. Legal Nonsense
-----------------------------------------------------------------------
Ugh...here we go...

This guide is restricted to private use only, and is not to be distributed to
the public without permission. Permission is required for this to be 
distributed to any website. Use of this guide on any other web site or as a 
part of any public display is strictly prohibited, and a violation of copyright.

At the present time, http://www.gamefaqs.com/ is the only site that can use
this FAQ.

All copyrighted material are those of their respective copyright owners.

XV. Credits
-----------------------------------------------------------------------

-1st Marine Division squad: Helped me make that transition from BHD to JO.
I'm a former member though they're still my friends.
-105thops: My Joint Ops squad. Disbanded a while ago but they helped me out
too.
-about 12 people who’s names I don't want to bother putting down here.(sry guys)
-Fans of Joint ops: Reminded me to finish this guide.
-Novalogic: producing a phenomenal FPS.
-Gamefaqs: where else would I post this?


check ya spot.