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Crysis: Difference between revisions

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(→‎Bauer SOCOM: I think it would be better if we just use the MK23 and P99 pics since it's more heavily on those two, it only has "some" features from the HK45. (removed UCP).)
(Naw, the levers and the underbarrel rail are from the UCP, which is a lot of thw weapon (mechanically at least). Really not seeing how the frame is necessarily more P99 than it is UCP or Mark 23.)
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== Bauer SOCOM ==
== Bauer SOCOM ==


Based on a mixture of the [[Heckler & Koch Mark 23]] (the slide, hammer, threaded-barrel, suppressor, and the under-barrel rail) and the [[Walther P99]] (the trigger and frame), with some features from the [[Heckler & Koch HK45]] (the shape of the front of the slide, the milling cuts, and the thumb-safety). It is the standard sidearm in the game, and is wielded by both North Koreans and US Marines; US Nanosuit soldiers carry it as a backup weapon. Some Koreans use modified Bauers to fire flares to call for reinforcements. It can be dual wielded, set to a two-round burst firing mode, suppressed and / or equipped with a laser / flashlight combination attachment. The weapon's name is a reference to ''[[24]]'', which the game's creators are apparently fans of; similarly, the game files refer to the highest difficulty setting called "Delta" as "Bauer."
Based on a mixture of the prototype 4.6x30mm [[Heckler & Koch UCP|Heckler & Koch "Ultimate Combat Pistol"]] and the [[Heckler & Koch Mark 23]], with [[Heckler & Koch HK45]]-like front slide and milling cuts, and the trigger and frame of a [[Walther P99]]. It is the standard sidearm in the game, and is wielded by both North Koreans and US Marines; US Nanosuit soldiers carry it as a backup weapon. Some Koreans use modified Bauers to fire flares to call for reinforcements. It can be dual wielded, set to a two-round burst firing mode, suppressed and / or equipped with a laser / flashlight combination attachment. The weapon's name is a reference to ''[[24]]'', which the game's creators are apparently fans of; similarly, the game files refer to the highest difficulty setting called "Delta" as "Bauer."


[[Image:Hk_ucp_3.jpg|thumb|600px|none|Heckler & Koch UCP prototype from 2004]]
[[Image:H%26KMk23ModwKnightsSuppressor.jpg|thumb|600px|none|Heckler & Koch Mark 23 with the Knights Armament suppressor the ''Crysis'' pistol suppressor is based on.]]
[[Image:H%26KMk23ModwKnightsSuppressor.jpg|thumb|600px|none|Heckler & Koch Mark 23 with the Knights Armament suppressor the ''Crysis'' pistol suppressor is based on.]]
[[Image:Walther-P99-Pistol.jpg|thumb|none|450px|Walther P99 - 9x19mm.]]
[[Image:CrysisSOCOM.jpg|thumb|600px|none|Bauer SOCOM with silencer and laser pointer; note UCP-like lever placement, with the trigger from a Walther P99 and a HK45-like groove at the front of the slide. The tube above the laser emitter is the flashlight.]]
[[Image:CrysisSOCOM.jpg|thumb|600px|none|Bauer SOCOM with silencer and laser pointer; note Mark 23-like slide with HK45-like milling cuts and the Walther P99 frame and trigger. The tube above the laser emitter is the flashlight.]]
[[Image:ScreenShot0196.jpg|thumb|600px|none|Nomad aims dual SOCOMs at the alien warship in the final mission of ''Crysis''. An oddity of ''Crysis''' inventory system is that sidearms are allocated their own slot in addition to the two main slots, meaning they are not discarded almost instantly by the player as in many first-person shooters.]]
[[Image:ScreenShot0196.jpg|thumb|600px|none|Nomad aims dual SOCOMs at the alien warship in the final mission of ''Crysis''. An oddity of ''Crysis''' inventory system is that sidearms are allocated their own slot in addition to the two main slots, meaning they are not discarded almost instantly by the player as in many first-person shooters.]]
[[Image:prophet.png|thumb|600px|none|Prophet, Aztec and Jester with Bauer SOCOMs in their thigh holsters during the introduction of ''Crysis''. Note the SMG ammunition on the left.]]
[[Image:prophet.png|thumb|600px|none|Prophet, Aztec and Jester with Bauer SOCOMs in their thigh holsters during the introduction of ''Crysis''. Note the SMG ammunition on the left.]]

Revision as of 10:32, 6 April 2011

The following weapons can be seen in the videogame Crysis and its add-on Crysis Warhead:

Note: Spoilers are present in some of the weapon descriptions.

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Crysis (2007)


Bauer SOCOM

Based on a mixture of the prototype 4.6x30mm Heckler & Koch "Ultimate Combat Pistol" and the Heckler & Koch Mark 23, with a Heckler & Koch HK45-like front slide and milling cuts, and the trigger and frame of a Walther P99. It is the standard sidearm in the game, and is wielded by both North Koreans and US Marines; US Nanosuit soldiers carry it as a backup weapon. Some Koreans use modified Bauers to fire flares to call for reinforcements. It can be dual wielded, set to a two-round burst firing mode, suppressed and / or equipped with a laser / flashlight combination attachment. The weapon's name is a reference to 24, which the game's creators are apparently fans of; similarly, the game files refer to the highest difficulty setting called "Delta" as "Bauer."

Heckler & Koch UCP prototype from 2004
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Heckler & Koch Mark 23 with the Knights Armament suppressor the Crysis pistol suppressor is based on.
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Bauer SOCOM with silencer and laser pointer; note UCP-like lever placement, with the trigger from a Walther P99 and a HK45-like groove at the front of the slide. The tube above the laser emitter is the flashlight.
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Nomad aims dual SOCOMs at the alien warship in the final mission of Crysis. An oddity of Crysis' inventory system is that sidearms are allocated their own slot in addition to the two main slots, meaning they are not discarded almost instantly by the player as in many first-person shooters.
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Prophet, Aztec and Jester with Bauer SOCOMs in their thigh holsters during the introduction of Crysis. Note the SMG ammunition on the left.
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A North Korean Special Forces wields a Bauer SOCOM at the start of the Crysis Warhead mission "All the Fury".

AY-69 SMG

Found only in Crysis Warhead, the AY-69 is a North Korean-made compact version of the MPX8 that takes up the handgun slot and can be dual wielded. Like the MPX8, it is based on the MP7, and is even more similar to that weapon than its larger cousin. The idea of a weapon family consisting of a full-size SMG and sidearm-scale 'pistol' is probably based on the Uzi and Micro Uzi.

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Heckler & Koch MP7A1 with factory magazine and iron sights - 4.6x30mm. This MP7 shown in Autopistol configuration.
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Psycho customises his AY69 mini-SMGs in Crysis Warhead. Note the fire selector is always in the "safe" position.
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A Korean soldier with his AY69 in "Call me Ishmael."

MPX8

The MPX8 is mostly used by more specialized North Korean units; night forest patrols and some combat teams make use of it, and is is usually carried as a close-ranged weapon by Korean Nanosuit soldiers and a primary one by men equipped with LAWs. It closely resembles a Heckler & Koch MP7A1 albeit somewhat longer and uses an extended magazine containing fifty 4.6x30mm rounds. The MPX8 has the same modification options as the SCAR, save that it lacks an under-barrel mount point.

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Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine
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Nomad holds an MPX8 with laser pointer and reflex sight as the gateway to the mountain's interior opens in Crysis.
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Psycho customizes his MPX8 in Crysis Warhead. Apparently nobody told Crytek that the MP7 works better with the safety off.
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A North Korean Special Forces flanker with a silenced MPX8 fitted with a laser module.

SCAR

The weapon used by the Marines and US Nanosuit soldiers, including both player characters, is actually a Heckler & Koch XM8 chambered for 6.8x45mm, this implies that in Crysis' world, the XM8 won the SOCOM SCAR competition rather than the FN Mk.16 and Mk.17 as in real life. As with the majority of weapons in Crysis, the SCAR can be customised in-game; the player can attach either a reflex sight [an EOTech-style dot scope], assault scope [an ACOG-style telescopic reflex sight, which, for some reason, has a TDS Plex reticle with the hash marks upside down] or a sniper scope [a x4 / x10 variable zoom precision scope with a built-in rangefinder] to the upper rail. The forearm side rail accepts a two-mode module that functions as either flashlight or laser sight. The underbarrel mount accepts a grenade launcher with a built-in rangefinding function that provides a reference point for aiming at a set target, or a bizarre device called the 'Tactical Attachment' that functions as a self-replenishing, completely silent dartgun. Finally, a suppressor can be attached.

The SCAR is by far the more powerful of the two assault rifles when using normal ammunition, and also has a 40-round magazine as opposed to the FY71's 30; however, this is balanced in the campaign of Crysis with the scarcity of the SCAR or ammo for it; with the exception of the final level, SCAR magazines are almost exclusively restricted to a single location at the very start of a given mission. This was the source of some complaint, and in Crysis Warhead SCAR magazines are common enough that the weapon can be used as the player's main armament throughout the campaign.

The SCAR is also among the weapons usable in the missions set inside the "Sphere" created when the aliens emerge; the temperature of this anomaly is stated to be "200 below," and regardless of whether this is Fahrenheit or Celsius, at such a temperature atmospheric gases would have started to fall in solid or liquid states; at -200 Celsius, it would be raining liquid nitrogen. Obviously, a firearm could not reasonably be expected to function in such conditions.

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XM8 assault rifle
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Psycho encounters the unfortunate USS Maine, while armed with Warhead's SCAR. Of note is the capacity currently showing 41; unusually for a videogame, Crysis counts chambered rounds, allowing an additional shot as long as the weapon isn't empty when reloaded.
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Warhead SCAR showing all optional attachments and the new digital camo skin for the expansion. The original game's SCAR is flat black, as in the image below.
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During the campaign of Crysis, Psycho uses a black SCAR equipped with a sniper scope and suppressor. Oddly, he does not have this weapon at any point during Crysis Warhead. The aircraft they are preparing to jump from is referred to as a C-18A Skylord.

FY71

The FY71 is the main weapon for the North Korean soldiers in-game. It is actually based on the AK-74M, chambered for 5.45x39mm. Like the SCAR, it features the ability to be customised. It features all the same modification options as the SCAR, with a single addition; it can fire incendiary bullets as well as regular rounds.

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AK-74M assault rifle
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Crysis FY71 with all optional attachments shown. The FY71 in Warhead is retextured with a similar pale green tone to the Warhead SCAR on the lower reciever and furniture, though without any camo pattern.
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Crysis FY71 assault rifle with reflex sight, laser pointer and incendiary rounds.
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Korean soldiers with FY71s stand guard over a convoy of T-108 main battle tanks and HMLTV-998 Bulldog light trucks in the fortified town that forms the centrepiece of Crysis' second mission. The Bulldog is based on the Chinese Dongfeng EQ2050, itself a copy of the US Humvee, while the T-108 combines elements of the Russian T-72, Chinese ZTZ96, and the American M60A1 Patton.

XM2014 Shotgun

The shotgun in Crysis is based on the Benelli M4 Super 90/M1014 JSCS, but is operated by pump-action. It uses 12 gauge shells (fed from an 8-round integral tube magazine) and has an adjustable choke that can increase or decrease the spread. Unlike most video game shotguns the Crysis shotgun has fairly realistic accuracy. It can be equipped with all scopes and the laser / flashlight module. It is used by both KPA and US troops. In Crysis Warhead, the shotgun is semi-automatic like the Benelli M4 Super 90.

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Benelli M4 Super 90
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Nomad braves the elements with his XM2014 in Crysis' mission "Paradise Lost."
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Tactical Shotgun in Crysis Warhead. The choke is adjusted using the long sliding switch right above the trigger. Note that, as with the SCAR and FY71, the Warhead Tactical Shotgun is retextured in pale green.
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A Korean grunt firing his shotgun.

DSG-1

The DSG-1 Precision Rifle is a straight-pull bolt-action rifle, first encountered equipped with the assault scope during the second mission of Crysis. Seemingly an exclusively Korean weapon, it is used by their snipers [US snipers instead using the GK8 Gauss Rifle] and by most Korean Nanosuit soldiers. A very high-powered weapon, a single shot will kill regular soldiers, while a couple of rounds aimed at the tail rotor will even bring down a helicopter.

As the name implies, it is mostly based on the DSR-1 but with a forward mounted 10 round detachable box magazine and its overall shape is somewhat similar to the Heckler & Koch PSG-1.

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DSR-Precision GmbH DSR-1
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Heckler & Koch PSG-1
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Nomad watches as American carrier-based aircraft destroy a Korean munitions dump at the end of Crysis' mission "Phase Line Alpha," holding a DSG-1.
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Psycho operates the bolt of his DSG-1 in Crysis Warhead.
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Sgt. Michael "Psycho" Sykes giving sniper support for Nomad with his DSG-1 fitted with a laser module in "Assault."

GK8 Gauss Rifle

Used by US Marines and the player characters, this is a bolt-action EMAC gun that functions similarly to the sniper rifle, but with a substantially more potent round. In multiplayer, there's a Gauss Rifle that is seen mounted on vehicles. The Gauss rifle mounted on the vehicles has spade grips, unlimited ammunition, and an overheating system like the Type 88. The name and upper mount rail suggest it is based on the Heckler & Koch SL8 rifle, but in a bullpup configuration.

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Heckler & Koch SL8-1 rifle (New Version) - 5.56mm.
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Nomad right after recieving his first GK8 Gauss Rifle in the mission "Phase Line Alpha."
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Nomad on the deck of the USS Constitution in the final mission of Crysis, aiming a Gauss Rifle fitted with an Assault Scope at one of the large gunship-like alien craft. Note the ranging hash marks decrease in width as they get lower, when they should increase.
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A Korean soldier with a captured Gauss Rifle in "Below The Thunder."

Hurricane Minigun

A homage to Predator's hand-held M134 Minigun, the Hurricane Minigun can only be used by nanosuit soldiers (both the player and the North Korean commandos). It fires from a 500-round drum magazine and can be equipped with a laser sight (quite useful as the minigun doesn't have iron sights) or a flashlight. In Warhead, a mounted version can be seen on vehicles and in fixed installations, which does have an iron sight.

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Nomad holds up a Hurricane Minigun to customise it. The Hurricane uses a variation of the "chainsaw grip" seen in Terminator 2; it maintains the vertical top-mounted rear grip, but rather than a horizontal foregrip on top of the weapon, the foregrip is a vertical handle to the left of the barrels. The drum magazine is visible just below Nomad's hand.
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Psycho, holding his SCAR, examines a vehicle-mounted Hurricane in Crysis Warhead.
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Hurricane minigun in an emplacement; the iron sight is the small crosshair visible just above the glowing display bar in the middle of the weapon.
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Kyong unleashes his minigun on Nomad in the level "Awakening."
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An ASV opens up with its minigun in "Call me Ishmael."

FGL40 Grenade Launcher

The FGL40 is a Korean revolver-style six-round grenade launcher exclusive to Crysis Warhead and first found in the second mission, "Shore Leave." It fires either conventional high explosive rounds or special electro-magnetic pulse rounds that disable enemy electronic equipment, such as Nanosuits and vehicles. In addition, the rounds are next-generation 'smart' grenades, and can be set to either impact or command detonation; the user is able to lay down a number of grenades and set them all off with a single command, or use the command detonation to create lethal airbursts. For some reason, it can also mount a flashlight.

The FGL40 is based on the Milkor MGL grenade launcher.

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Milkor MGL grenade launcher
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FGL40 grenade launcher loaded with standard ammo and with the front mount point empty; detonation is set to impact.
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FGL40 grenade launcher loaded with EMP ammo [which for some reason requires an entire new cylinder with extra glowing things to be inserted] and flashlight on the front mount point; detonation is set to impact.
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Psycho shows some unsuspecting Koreans the many benefits of command-detonated explosives. Note the crosshair becomes a representation of an indirect fire sight for this weapon.

LAW Missile Launcher

The LAW missile launcher is partly based on the MBT LAW and partly on the multi-shot rocket launcher from Far Cry, which in turn was based extremely loosely on the M202 FLASH rocket launcher. The Crysis LAW is a pre-loaded, disposable three-shot anti-vehicle weapon which fires laser-guided missiles, fitted with an optic sight which stows by folding into the top of the weapon; the flared front of the device contains the missiles, which all share a single common exhaust tube. The rear part of the launcher tube is extended as part of the arming procedure, as with the real-life M72 LAW.

Soldiers seen carrying LAWs usually stow them on their back in the extended position; Korean soldiers are sometimes seen with them, and in Warhead an American Nanosuit team is encountered who are armed with LAWs and Gauss rifles.

SAAB Bofors Dynamics MBT LAW rocket launcher, 150mm.
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Nomad aims a LAW at the alien Exosuit on the deck of the USS Constitution. Note that even though this weapon is from an American carrier's armoury, the lettering on the side is still in Korean.
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Nomad stands over a discarded LAW tube in the quarry. The stowed position is with the sight folded into the nearby hole, the cover closed, and the long smooth rear tube not extended.
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Psycho with the retextured Crysis Warhead LAW near the runway of the captured American airbase. Since the Crysis LAW was already pale green, the Warhead LAW is retextured in...flat black. This presumably made sense to somebody.
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A U.S. marine about to fire a LAW at a Korean tank in "Onslaught."

TAC Launcher & PAX Plasma Accumulator Cannon

The TAC Launcher is a large hand-held grenade launcher designed to fire a computer-guided nuclear round with a yield of several dozen tons, and is used by Nomad to fight Crysis' final boss; it is impossible to fire it without a lock. The launcher itself is largely a work of fiction, but the barrel bears a striking resemblance to that of the Mk. 47 Mod 0 grenade launcher, while the idea of a man-portable nuclear weapon is likely based on the "Davey Crockett" nuclear recoilless rifle. An even more far-fetched weapon seen in Crysis Warhead, the PAX Plasma Accumulator Cannon, recycles the TAC Launcher model verbatim with the sole addition of a laser pointer on the upper mount rail, though it functions as a short-ranged, slow-loading supergun.

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TAC cannon seen in storage on the USS Constitution. Note the barrel's obvious similarity to the Mk.47 grenade launcher.
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Nomad welcomes some aliens to Earth, Will Smith style.
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Psycho holding the PAX Plasma Accumulator Cannon on the runway during Crysis Warhead's final mission; the body of the weapon is identical to the TAC Cannon.

Type 88 "Shi Ten" Machine Gun

All mounted general purpose machine guns in Crysis and Crysis Warhead are the Chinese-made Type 88 GPMG; the only departures from the real weapon are a shortened barrel, extended gas piston and M2-style spade grips. The Type 88 is the most common armament on light vehicles and is used in both the hatch and coaxial mounts on tanks. They can also be seen in numerous fixed installations mounted on tripods or monopods. Their cover can be destroyed, but the guns themselves are invincible. Regardless of how they're mounted, they have infinite ammunition and are governed by a heat gauge.

Chinese Type 88 General Purpose Machine Gun.
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Type 88 MG mounted on a Korean Bulldog light vehicle in the opening mission.
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Type 88 MG mounted on an American M5A2 Atlas tank's commander's hatch during the mission "Onslaught."
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Nomad commands the same tank slightly later in "Onslaught" as he joins Major Strickland's tank squadron Idaho in an assault on Korean positions. As is often the case in video games, the player is assumed to be commander, driver and gunner during this sequence, while an NPC Marine mans the Type 88 on the commander's hatch. The Atlas tank is based on the American M1A1 Abrams, British Challenger I and Israeli Merkava 3; curiously, all outdated versions of the respective tank.
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Major Strickland uses a Type 88 machine gun mounted on a Korean Bulldog to distract the giant Hunter Exosuit at the end of Crysis' mission "Exodus," buying time for the VTOL carrying Nomad to take off.

ASV Anti-Vehicle 20mm

A Korean 20mm heavy machine gun is seen in Crysis Warhead mounted both in fixed positions and on vehicles, and fires high-explosive rounds. One of the deadliest weapons in the game, a handful of shots will take down almost anything, and the rounds have significant splash.

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Psycho uses a mounted ASV 20mm machine gun to protect an automated Korean train from being recaptured during the mission "From Hell's Heart."
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ASV 20mm machine gun on a tripod mount during the first level of Crysis Warhead. The 20mm is something of a Frankengun, combining parts of a number of machine guns and grenade launchers; most notably the Browning M2 and H&K GMG; the midsection is based on the same area of the Hughes M230 30mm chaingun mounted on the AH-64 Apache.

M242 Bushmaster autocannon and TOW-2 missile

Crysis' Korean infantry fighting vehicles are very closely based on the American M2A1 Bradley, and feature a nearly exact copy of the M242 Bushmaster autocannon, even down to the distinctive fluted barrel. In addition, they mount a box launcher for a pair of missiles; while these are not identified, the launcher is copied from the TOW-2 launcher on the Bradley.

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M242 Bushmaster 25mm autocannon.
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Korean IFV on the runway in Crysis Warhead's final mission. The IFV is slightly different in Crysis, particularly in how the main gun handles. The departures from the M2A1 Bradley are relatively minor; more obviously, the Korean IFV has no coaxial machine gun, an Abrams-style bustle stowage rack, and a somewhat less prominent trim vane.
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Another shot of the same IFV. Note the unusually detailed vehicle damage physics; this IFV has thrown a track due to battle damage.

Helicopter gatling guns

A three-barrel rotary gun bearing some similarity both to the M197 Vulcan and the Mi-24 Hind's Yakushev-Borzov Yak-B gatling gun [sharing the triple layout and length of the former and the untapered barrel cluster and twin barrel clamps near the muzzle of the latter] is seen mounted on Korean WZ-19 helicopters and US Marine Corps VTOLs.

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Korean WZ-19 attack helicopter; these are troop-carrying gunships with design elements from the Russian Mi-24 and Chinese CAIC WZ-10, and carry a three-barrel gatling in their chin installation. Note also the Warhead retextured FY71, fitted with an Assault Scope.
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American Marine Corps VTOLs are armed with a vulcan cannon, and serve a similar purpose to the Korean helos. Note that this is a pre-release screenshot; in the final game the Constitution's air wing consists of F-36A Spectres [F-35 clones], with only a handful of VTOLs seen on the carrier's deck.

General Electric M61 20mm Vulcan cannon

General Electric M61 Vulcan rotary guns are seen in Phalanx naval CIWS mounts on US carriers in both games, and in Crysis are also used by the Constitution's escorts to fire at the swarms of attacking aliens after the nuclear strike against the Sphere. They are also the main weapon for the auto-turrets in multiplayer, though the land version has a side-mounted rocket launcher.

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Phalanx CIWS mounting for 20mm M61 Vulcan
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A Phalanx CIWS mounting is visible on the superstructure of the carrier USS Constitution (CVN-80) in Crysis' final level.

C4 Demolition Pack

A remote-triggered demolition charge that can be thrown or attached to surfaces. The M112 shown on the game's charge is in fact the real name of a US C4 demolition charge; the Crysis C4 is made from three blocks attached together with duct tape.

Real-life M112 C4 block; note the first two lines of text are identical in the image below
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Nomad having just made good use of an M112 C4 charge pack in Crysis' mission "Phase Line Alpha."

Anti-Tank Mine

The Crysis anti-tank mine is based on the Croatian TMRP-6. A very similar model is used in Crysis as a Korean antipersonnel mine, though the device is substantially smaller; these mines flip up into the air prior to detonating, and are used as part of the layered defences of a Korean-fortified town. The anti-tank mine itself is only usable in Crysis' multiplayer, but is available in Crysis Warhead's singleplayer.

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A cache of anti-tank mines in the first level of Crysis Warhead.
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A few well-placed mines near a KPA checkpoint close to a torn-up ground in "Onslaught."

Claymore Mine

The M18A1 Claymore in Crysis is depicted as a directional proximity triggered antipersonnel mine, and is used by Korean forces to booby-trap fences in one of their outposts. In Crysis Warhead, it is usable by the player.

M18A1 Claymore anti-personnel mine
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Psycho uses his suit's telescopic zoom to spot a pair of Claymore mines in Crysis Warhead. Above is a C4 charge and to the left is an AY69 mini-SMG and a box of hand grenades.
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Psycho holds a Claymore mine in Crysis Warhead during Korean amateur pilot hour.

Fragmentation Grenade

Crysis' basic frag grenades are based on the M26 hand grenade, though for some reason they lack both safety levers or, more worryingly, pins.

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Psycho feels something is missing as he examines the hand grenades.

Flashbang Grenade & Smoke Grenade

Both of these grenades are variations of the same model, which is based on the American M84 flashbang grenade; smoke grenades are marked with a red stripe across their midsection, while flashbangs have a grey-blue stripe. Both are used to incapacitate enemies; the smoke is effectively a portable wall as far as the AI is concerned, totally blocking line of sight, while flashbangs will render enemies in their blast range completely defenceless for a moment. Oddly, these grenades have both pins and safety levers present. The grenades appear to be M84 stun grenades, although the smoke grenade's design is a recolored version of the M84 stun grenade.

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Flashbang and regular grenades found in a filling station in the mission "Shore Leave."
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Psycho happens upon a case of smoke grenades in the same mission.