America's Army: Operations Weapons FAQ By: Mike Hamlin 6/15/04 cmhamlin@mchsi.com Table of Contents ================= 1. Copyright Info 2. Version History 3. US Weapons 4. M4 SOPMOD 5. OPFOR Weapons 6. IF Weapons 7. Other Equipment 8. Credits ================= 1. Copyright Info This document is protected by copyright, 2003. This FAQ may not be used to make profit. There is no illegal reproduction or distribution of this FAQ. If you want to use this FAQ on your site, please notify and make sure that the FAQ appears unaltered. ================= 2. Version History 5/21/03 - First version published. 5/24/03 - Fixed some errors and made some corrections to weapon specs. 8/09/03 - Added necessary info to cover America's Army v1.9. 11/30/03 - Added necessary info to cover America's Army v2.0. 6/15/04 - Added necessary info to cover America's Army v2.1 and fixed a minor formatting issue. ================= 3. US Weapons These are always available to you. Depending on how much training you have completed, you can choose which one you want by selecting a squad role. Sniper training is required to an Advanced Marksman and Medic training is required to be a Combat Medic. Number of magazines shows how many extra magazines you start with, magazine size shows how many rounds are in each magazine, modes of fire shows the different firing modes the weapon has, and roles show what squad roles use this weapon. M16A2 Rifle Number of magazines: 6 Magazine size: 30 Firing modes: Single and Burst Roles: Squad Leader, Fireteam Leader, Rifleman This is the basic infantry weapon that most soldiers in the team use. Basic training completion is the only requirement for it. It is easy to use and fairly accurate at long distance shooting. Single mode should be used when shooting at a distance in order to conserve ammo, but the Burst mode is better in close range situations. In Burst mode, the gun fires 3 rounds with each pull of the trigger. A solid, reliable gun that can be used for just about anything. Beware: the gun is delicate and more prone to jams than other weapons. M4 Carbine Number of magazines: 6 Magazine size: 30 Firing modes: Single and Burst Roles: Squad Leader, Fireteam Leader, and Rifleman The M4 is a lot like the M16 with the same specs and firing modes. This weapon is not available on every map. It replaces the M16 on some maps. M4A1 Assault Carbine Number of magazines: 6 Magazine size: 30 Firing modes: Single and Auto Roles: Squad Leader, Fireteam Leader, and Rifleman An improvement over the M4. This is available only on certain missions. This weapon features a fully automatic firing mode, making it better at close range combat than the M16 or M4. Also, the sight is a special reflex sight, allowing slight magnification. This allows you to fire at distant targets with a little more ease than the M16, but keep in mind that in auto, the gun eats up ammo very quickly, so make sure you're hitting the target. M249 SAW (Squad Automatic Weapon) Number of magazines: 3 Magazine size: 200 Firing modes: Auto and Supported Roles: Automatic Rifleman The SAW may look like a good close range weapon but it is actually meant for suppression. It's huge clip size and fast fire rate make it ideal for hitting/killing multiple enemies but beware it's inaccuracy at long distances. The gun is hard to use at medium to long distances because of how unstable it is when firing. To help against this, you can lie down and set the weapon up on it's bipod. This limits your range of motion and prevents you from moving but the weapon will be stabilized and you will get much better accuracy. It can also be used in quick bursts to suppress enemies and keep them from firing at you or your friends. M203 Grenade Launcher Number of magazines: 6 (rifle) 6 (grenade) Magazine size: 30 (rifle) 1 (grenade) Roles: Grenadier Firing modes: Single, Burst, and Grenade A devastating medium to long range weapon, the M203 grenade launcher is an attachment to an M16. The M203 handles just like the M16 with both Single and Burst modes of fire but it also features a grenade launcher. In Grenade mode, the weapon is elevated slightly and pulling the trigger launches a 40mm grenade with a wide blast radius. Since it is single shot, you must reload after each grenade is fired. Also, the grenades only arm after traveling around 20 meters or 9 full rotations, so it should be used to attack targets at medium to long distances. Launched grenades that strike an opponent without arming can hurt or kill them. Your supply of grenades is very limited, so make good use of each one. M24 SWS (Sniper Weapon System) Number of magazines: 45 individual bullets Magazine size: 5 rounds can fit in the chamber Roles: M24 Advanced Marksman Firing Modes: Single and Supported The M24 is a bolt action sniper rifle capable of hitting targets at extreme distances (300 to 800 meters). Although you can't even see that far, it's scope allows you to zoom in and scan an area for hostiles very easily. The weapon is single shot, requires recharge (ejecting the spent shell) after each shot, and reloads slowly so it is key that you kill your opponent quickly because the M24 has no reticule and is not suitable for close range combat. It's a one shot kill, however, so make use of the bipod. Lie down and support the weapon to increase accuracy. Like this, you can cover the area in front of you and snipe any enemies that you see. It is a deadly weapon in the hands of a skilled marksman. M82A1 Semi-Automatic Anti-Material Rifle Number of magazines: 4 Magazine size: 10 Roles: M82 Advanced Marksmen Firing modes: Single and Supported The M82 is sniper rifle used to destroy light vehicles or unexploded equipment from a distance. Like the M24, it has a powerful scope and a very long range. However, the 50 caliber rounds give this gun a huge recoil. Even though it's semi-automatic and magazine-fed, it's still quite slow to fire and is not a good choice for up close and personal conflicts. It is impossible to maintain your scope when you fire, so you must reacquire the target after each shot. Like the M24, lying down and using the bipod increases your accuracy greatly. SPR (Special Purpose Rifle) Number of magazines: 4 Magazine size: 20 Roles: Special Forces Advanced Marksman Firing Modes: Single and Supported A variant of the M16, the SPR is a sniper rifle far removed from the M24 and the M82. The SPR features a larger magazine size than both of the aforementioned sniper rifles and it is also semi-automatic. The fire rate is a little slower than the M16 but this weapon is built for long-range engagement. It also has a bipod for extreme distance shooting and a QD suppressor to muffle the sound and flash signature. M9 Semi-Automatic Pistol Number of Magazines: 2 Magazine size: 15 Roles: Advanced Marksmen Firing Modes: Single The M9 is the standard issue pistol in the US army. All Advanced Marksmen carry this weapon by default. The M9 is semi-automatic, so it has a good rate of fire but it is inaccurate and has a small magazine size. It is meant as a last resort, self-defense weapon for advanced marksmen, whose primary weapons are not suitable at all for close range combat. Note that the screen will not magnify at all when using the weapon's sights. This pistol is carried with a holster, you can have two weapons but still carry the pistol, it just won't be available until you dump one of your shouldered weapons. You will not drop this weapon if you are killed, so the M9 cannot be picked up and used by an enemy. M136 AT4 Number of Magazines: N/A Magazine size: Single shot Roles: Special Forces Firing modes: Single This is a recoilless anti-tank rifle used to destroy light vehicles. This bulky weapon is similar to the RPG7 in that you cannot fire it while moving or while in the prone position. The weapon has iron sights with 100, 200, 300, 400, or 500 meter range adjustment. Note that unlike the RPG7, the AT4 rockets tend to travel in a much more stable trajectory. The downside is that the AT4 is a one-use weapon so once you have fired, the weapon must be discarded. The AT4 is not available on all maps. ================= 4. M4 SOPMOD A new twist to the Special Forces class, is the M4 SOPMOD (Special Operation Peculiar Modification) rifle. This is much like the M4 except that it has several parts that you can change to fit your playing style. This is only available to you if you pass SF training and you can only use it on SF maps. Here are the different parts you can attach to the SOPMOD: SIGHTS: Iron Sights The standard iron sights found on almost any weapon. M68 Reflex Scope This sight limits your peripheral vision and provides a degree of magnification. This sight is suitable for medium range firing. Trijicon ACOG Reflex This ACOG (Advanced Combat Optical Gunsight) is used with the iron sights. It provides a small red dot for precise close range aiming. Because both eyes are used when aiming, you will retain most of your peripheral vision. Trijicon 4X ACOG A special 4X magnification scope. In long range combat, this sight is essential for accurate gun fire. BOTTOM: M203A1 A smaller version of the standard M203 found on the M16. This fires the same 40mm grenades. Note that a leaf sight is attached to the top of the M4, so you cannot use this with the Trijicon ACOG Reflex. M581A3 Flare Similar to the M203A1, except this launches flares. They illuminate an area for about ten seconds. Again, the leaf sight prevents you from using the Trijicon ACOG Reflex with this mod. Harris Bipod The bipod will provide more stable and accurate fire if you deploy it while in the prone position. BARREL: QD Suppressor This attachment will muffle the noise and flash signature of the M4 when it is fired. HEAT SHIELDS: Heat shields are the default parts for all sections. They protect the user's hands from the heat the gun generates but you don't have to worry about this when playing. ================= 5. OPFOR weapons These all appear to be Russian made. You can pick one up off of a dead enemy anytime you happen to find one lying around. Each one is a counterpart to one of the US weapons, so if an enemy was using an M16, you'll find an AK-47. I'm not going to list the number of magazines because the ammo you get with an OPFOR weapon depends on how much the original user has already fired. AK-47 Magazine size: 30 Firing modes: Single and Auto US counterpart: M16 This gun is obviously better suited for close range combat because of it's fully automatic firing mode but the M16 is more accurate at distance shooting. AK-74 Magazine size: 30 Firing modes: Single and Auto US counterpart: M4 A better close range weapon than the M4, this gun has a fully automatic firing mode. It doesn't have magnification on the sights and it tends to jerk around more than the M4, but it is a better close range weapon. AK-74su Magazine size: 30 Firing modes: Single and Auto US counterpart: M4A1 This weapon handles almost exactly like the M4A1 except that it doesn't have a reflex sight. Pick it up if you're running low on ammo. RPK Magazine size: 100 Firing modes: Single, Auto, and Supported US counterpart: M249 This weapon doesn't have as big a magazine size as the SAW, but it packs a tremendous close range punch. You can easily mow down enemies with this gun. It also has a bipod for accurate distance shooting. GP-30 Magazine size: 30 (rifle) 1 (grenade) Firing modes: Single, Auto, and Grenade US counterpart: M203 An all purpose weapon, the GP30 is suitable for just about anything. Featuring both single and automatic firing modes, it can be used to fire at close range and medium range targets. In grenade mode, you can engage targets at long distance and since you are using an enemy 203, your grenades, which are actually more like rockets, will be difficult to hear or see by the enemy. The grenades are muzzle-loaded, giving the GP30 a slightly faster reload time and it seems that the trajectory for the grenade is a little lower than the M203. Mosin Nagant Magazine size: 5 can fit in the chamber Firing modes: Single US counterpart: M24 The Mosin is a sniper rifle that operates exactly like the M24. It has no bipod and the scope doesn't zoom in as close, making the gun far less accurate. SVD Magazine size: 10 Firing modes: Single US counterpart: M82 The big SVD is exactly like the M82 in terms of speed and recoil. Like the Mosin, however, the scope doesn't zoom in as far and there is no bipod. Note, however that you can maintain your sights after firing this weapon. ================= 6. IF Weapons The Indigenous Forces use a variety of OPFOR weapons, even though they are on your team. These include the AK-74, RPK, and SVD. There are also some weapons that are exclusive to the Indigenous Forces: RPG-7 Number of magazines: Varies depending on mission Magazine size: 1 Roles: RPG7 Indigenous Forces Firing modes: Single This rocket launcher is capable of killing multiple enemies from a distance but it has its limitations. First of all, you cannot fire the weapon while moving or while in the prone position and you cannot sprint with the weapon at the ready. Secondly, the rocket tends to travel off course; it becomes worse the longer the rocket has to go before reaching the target. Lastly, it requires a good portion of time to reload. Make sure no one is behind you because the backwards discharge from firing can kill team mates if they were behind you. Always do a quick check of your back before firing. New to version 2.1 is the addition of iron sights with 100, 200, 300, 400, or 500 meter range adjustment. VSS Vintorez Number of magazines: 7 Magazine size: 10 Roles: VSS Indigenous Forces Firing Modes: Single and Auto This is the OPFOR equivalent to the Special Forces SPR. Compared to the SPR, the VSS has a smaller magazine size and no bipod, making the weapon far less accurate. However, it features a fully automatic firing mode and its suppressor is automatically attached. The Special Forces Marksmen carry M9 pistols with the SPR while the IF soldier wielding a VSS comes equipped with an AKS74-u. ================= 7. Other Equipment This gear is extra and not available on all mission. Sometimes only one team can get it, others only certain leader roles are issued special equipment. All roles come equipped with grenades. M67 Frag Grenade This weapon has a blast radius of about 10 meters. You can throw the grenade around 80 meters, but the angle and topography can affect the outcome of your throw. The weapon has a 5 second fuse. Soldiers caught in the blast radius can be killed or severely injured. When a frag goes off, there is only a certain amount of fragments. If a solider covers a frag with his body, there is a good chance that others in the blast radius will survive or even walk away unscathed. M83 Smoke Grenade This weapon creates a thick cloud of smoke that is nearly impossible to see through. You can use it as cover or a distraction. It has a 5 second fuse and the smoke lasts for about 15-20 seconds. M84 Flash Grenade Sometimes called "flash-bangs" these grenades make a blinding flash and loud bang. It can disorient and dizzy soldiers in the radius. The closer to the center of the blast, the more severe the effects. Flash grenades can cause the victim to lose sight and his ears will ring, making it difficult to hear anything. It can cause a little damage but you have to be very close to be hurt by it. This grenade has a 2 second fuse. M14 Thermite Grenade Available only to the SF class, this grenade is for anti-equipment use. When it explodes, it covers a small area with flames that burn for around 40 seconds. This grenade is used on some missions to destroy equipment. It can be used to injure or kill enemy soldiers but keep in mind that the flames can still hurt you or your team mates. Binoculars A good solid pair of binoculars can be your best friend on some missions. With these, you can view the areas around you in detail. It's always a good idea to scout out an area for hostiles with your binoculars before you move through it. Night Vision Goggles Essential on night time missions, the night vision goggles let you see in the dark. However, target identification can be difficult with the goggles and your vision narrows quite a bit. Medical Supplies New to version 1.9 is the Combat Medic, and with that, medical supplies. Medics are given enough supplies to treat three people only. ================= 8. Credits Just a thanks section here. If you find anything wrong or if you have a suggestion/question, please e-mail me. Note that I will add the Stryker turret and Remington 870 breacher when I get around to it, so please don't e-mail me with questions concerning either of those two weapons. Big thanks to those on the gamefaqs message board, especially Dark Supreme Kai. Gamefaqs.com - for hosting my FAQ. Dark Supreme Kai - pointed out some corrections for weapon specs. You - For reading my FAQ. =EOF=