The following weapons can be found in the game Crysis 3:
WARNING: Some minor spoilers! Read at your own risk!
A successor to the Hammer from Crysis 2, the Hammer II is a handgun that fires (fictional) .50 Compact rounds from a 9 round magazine. It is the most common sidearm in the game, often being carried as a back-up weapon by CELL and Michael "Psycho" Sykes himself. Note however that there are very little differences between the Hammer and the Hammer II besides the new appearance and labeling. The front of the slide and the barrel are based on the Beretta 92FS, the rear of the slide, and the frame, notably the thumb safety, grip safety, trigger, and hammer, are based on M1911-style pistols, the size, the magazine size, and the large caliber round are based on the Desert Eagle. It also features a compensator in front of the slide. Interestingly, when the player reloads an empty Hammer (or M12 Nova) in stealth mode, the animation has the player pull back on the slide and release it, instead of using the slide stop. In this game, the player can now equip the Hammer with explosive rounds, which are smaller versions of the grenades used by the underbarrel grenade launcher in-game and a slightly reduced effectiveness on groups of enemies.
The Majestic, returning from Crysis 2, is a six-shot revolver resembling a both the Mateba 2006M and the Mateba MTR-8 firing .50 Compact rounds, the same as the Hammer. Unlike most revolvers, the weapon is reloaded by swapping magazine cylinders rather than simply replacing any spent rounds in the cylinder with fresh ammo. The Majestic also has an M16-style charging handle which is cocked to pull and lock the cylinder into position. In Singleplayer an Assault Scope can be attached. In Crysis 3, the Majestic can fire explosive, magnum rounds, which are slightly smaller than the grenades fired from the underbarrel grenade launchers on the assault rifles.
The M12 Nova, returning from Crysis 2, first appears in the level "Gods and Monsters" when Prophet takes one off a dead corpse of a rebel. It is a 9mm handgun with a 20 round magazine. The pistol is the same as Crysis' SOCOM pistol, which was based on a mixture of the H&K UCP prototype and Walther P99 with some features from the Heckler & Koch Mark 23 and Heckler & Koch HK45. The M12 Nova in Crysis 3 can now fire incendiary rounds. Interestingly, when the player reloads an empty M12 (or Hammer) in stealth mode, the animation has the player pull back on the slide and release it, instead of using the slide stop.
The AY69 from the previous games is used by Ex-Sgt. Michael "Psycho" Sykes in the post-credit scene when he confronts the CELL Board of Directors after eliminating their CELL escorts. The AY69 closely resembles the Heckler & Koch MP7, most noticeable changes are that it has an under-barrel rail instead of a folding vertical grip, much like the MP7A2, and it lacks a sliding stock and flash hider. One thing to note is that Psycho dual-wielded two AY69s on the cover art of Crysis: Warhead.
The K-VOLT from Crysis 2 returns and first appears in the level "Post-Human". It is an electrostatic pellet gun that fires 6mm electrostatic pellets from a 50 round magazine and functions like an electric airsoft gun, as opposed to a firearm, not needing to be chambered, even on an empty reload. This works because pulling the trigger cycles the "bolt", chambering a round, then firing it, and not cycling after, meaning there is never a round in the chamber. It also has ballistics closer to an airsoft gun than a true firearm. The pellets do minimal kinetic damage but fry the shields on stronger alien units, drain power from nanosuits, and stuns and/or electrocutes humans making it a situational weapon. It is very similar to a TDI Vector, but with a different type of magazine and a bulkier, FN P90-like front.
As Karl Earst Rasch discusses the premise of the massive incursion of the Lingshan Island as depicted in the first Crysis in the intro of Crysis 3, a flashback of the first game showed Nomad (the first Crysis's main protagonist and playable character) wielding the MPX8 during the level "Assault". The MPX8 resembles the Heckler & Koch MP7A1, although larger and utilizing an extended magazine carrying fifty 4.6x30mm rounds.
Mk.20 Superior Combat Assault Rifle
The SCAR, which is heavily based on the Heckler & Koch XM8 with some elements from the Remington ACR, returns from the previous Crysis games and is wielded by CELL troopers and Prophet throughout the game. It appears to have some slight changes from the ones in Crysis 2, notably the text on the side of the weapon.
Mk. 21 Superior Combat Assault Carbine
The compact variant of the SCAR, the SCARAB, returns from Crysis 2 and has very few changes in its design other than the lack of a carrying handle, a shorter handguard, a faster rate of fire, and a collapsible stock.
Mk.22 Combat Lightweight Assault Weapon ("CLAW")
A light-support weapon variant of the SCAR family of assault rifles similar in role and function to the Heckler & Koch M27 IAR, the CLAW is a fully automatic light support weapon fitted with a 60 round drum magazine and is available if the player purchases The Lost Island DLC. Unlike the SCARAB, the CLAW features a slower rate of fire and more heavier recoil than the SCARAB.
The Grendel is a 6.8mm SPC assault rifle that holds 24 rounds per magazine and fires in 3 rounds bursts. It heavily resembles the Magpul Massoud. The Grendel can fire two types of ammunition - armor-piercing and standard SPC rounds. The armor-piercing round does more damage and can penetrate multiple targets simultaneously, but it is very rare and is only obtainable from CELL special ops soldiers, who only appear in certain portions of the game.
AS Karl Earst Rasch discusses the premise of the incursion of the Lingshan Island in the intro, Nomad (the main protagonist and playable character of Crysis) is seen wielding an FY71 in a flashback. The FY71 is based on the AK-74 and chambered for 5.45x39mm.
A darker-finished version of the FY71 from the previous games similar to the AK-74 and the AK-74M that the gun is based on, the FY71M makes a small appearance in the level "Only Human" and is obtained at a VTOL crash site if Prophet (in other words, the player) chooses to rescue pilots from a downed VTOL. It is the same as the FY71 in the previous games, only that it is rechambered in 7.62x39mm rounds. It is based on the AK-74M and the Norinco QBZ-03. Like Crysis, the FY71 can also use incendiary rounds. As of 2047, North Korea, one of the enemies of the Unites States in Crysis, created an export version of their FY71 that is used by the New York rebels, which is strange since North Korea was very unfriendly with the United States in Crysis.
Gauss Sabot Gun
The M2014 from Crysis 2, now designated as the "Gauss Sabot Gun", is an electromagnetic, anti-material, gauss sniper rifle, firing 10mm solid slugs from a 4 round magazine. Its overall shape is very similar to a Walther WA 2000.
The "DSG-1" from the previous games returns and is seen as the primary weapon (and favorite weapon since Crysis) of Michael "Psycho" Sykes. It is a precision rifle firing .405 caliber rounds from a 6 round magazine. As the name implies, it is based on the DSR-1 but with the layout and semi-auto operating system much like that of the PSG-1 or similar HK rifles. In the only error in weapon operation in the game, when reloading an empty DSG-1 the player will operate it as if it was an open bolt weapon, which it clearly isn't. After the animation the bolt will remain in the locked back position, however switching away from the rifle and then back puts the bolt back forward where it should be.
Like the Feline, the Jackal full-auto shotgun from Crysis 2 returns, which is now referred to as the "Alpha Jackal". This possibly hints that the Jackal is still in the prototype stage. It will be unlocked early if you pre-order the Hunter Edition. The Alpha Jackal is based on a Hawk Semi-Auto Tactical, has an HK-style trigger group, and has an M4 crane stock. In Crysis 3, the Jackal can now fire buckshot rounds, slugs and high-powered rounds laced with electricity.
The Marshall, returning from Crysis 2, is a 12 gauge, 10 shell capacity, pump-action shotgun based on the Benelli M4 Super 90. Through the use of the latest (fictional) 12 gauge rounds it can even be suppressed for covert operations. In Crysis 3, it can now fire buckshot rounds, slugs and high-powered rounds laced with electricity.
The Rhino is a 10-shot semi-automatic shotgun that is available when the player purchases The Lost Island DLC. It is an average weapon, bridging the gap between the Marshall and the Alpha Jackal shotgun. The Rhino resembles the Kel-Tec KSG, although featuring a longer barrel and lacking the two side-by-side tube magazines of the latter.
The Typhoon is a new handheld machine gun in the game. Unlike the Mk.60 from Crysis 2, the Typhoon has a larger magazine capacity, features a tube-like chamber for the "magazine", and sacrifices accuracy and damage for a higher rate of fire. This weapon seems to be highly destructive, being capable of mowing down hordes of infantry in just a few seconds. The weapon oddly features ten barrels that hold 72 rounds of 4mm caseless ammunition; this means some barrels hold fewer rounds than others. The reloading animation shows the barrels being replaced simultaneously, since the barrels themselves are attached together. The weapon's design seemed to be inspired by the M41A Pulse Rifle from the Aliens series, although slightly bulkier, featuring smaller rounds in a larger magazine, and lacking the grenade launcher seen on the latter. Conceptually it is based on Metal Storm weapons.
An underbarrel and compact form of the Typhoon, designated as the "Mini Typhoon", can only be mounted on the SCARAB and the Grendel. It is basically the same as the full-sized Typhoon, except the smaller magazine and shorter range.
Heavy Machine Gun
The .50 Cal machine gun from Crysis 2, the "HMG" returns from Crysis 2 and is seen being mounted on makeshift covers and as the weaponry of the automated sentry guns and drones employed by CELL. The heavy machine gun, like Crysis 2, heavily resembles the experimental XM307 / XM312 Advanced Crew Served Weapon.
Automatic Grenade Launcher
A special variant of the HMG, the Automatic Grenade Launcher or the AGL, is used in "Welcome to the Jungle" by Prophet when Psycho is being defended from several feral and animal-like Ceph Stalkers while fabricating an exfiltration plan from the CELL Liberty Dome. It is basically the same as the HMG, only that it fires explosive grenades and is very similar to the XM307 in design. Also worth noting is that the AGL was originally intended to be in Crysis 2, but in the final version, it was removed from the game, although it can still be found in the in-game files and added into the game via the use of mods and the CryEngine 3 Sandbox Editor.
The Mk.60 is a medium machine gun firing 7.62mm Armor-Piercing rounds from a 100 round box magazine at 550 rounds-per-minute returning from Crysis 2. It seems to be a future version of the M60. As of 2047, CELL apparently adopted the 7.62x51mm NATO rounds of the Mk.60, as hinted by the "7.62x51mm CELL" rounds the Mk.60 is using.
A six-barreled 20mm cannon is seen mounted on many of the VTOLS in the game and can be used by Prophet in the level "Only Human".
Six-barreled miniguns are mounted on the sides of the CELL attack helicopters throughout the game.
Type 88 Machine Gun
The C4 from the previous Crysis games returns and is now referred to in-game as the "REX (Remote EXplosive) Charge".
Joint Anti-Tank Weapon
The JAW is a one-shot, laser-guided, disposable rocket launcher that fires HEAT warheads. Its appearance and function, plus that it can fire only one shot, along with being made by a Swedish company is similar to the M136 AT4.
M242 Bushmaster Chaingun and TOW-2 missile
Crysis 3' CELL 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. Many of the CELL assault buggys in the game (all based on sandrail buggys) are armed with the TOW-2 launcher present on the CELL ICV, although they are weaker and more inaccurate than the CELL ICV's TOW-2 launcher and are only effective at attacking infantry and damaging light vehicles.
Launcher - Tactical Airburst Grenades
The L-TAG (Launcher - Tactical Armed Grenades) returns from Crysis 2 and is renamed as "Launcher - Tactical Airburst Grenades", which is strange considering that the grenades only explode on impact and/or by proximity. It is first obtained in the level "Welcome to the Jungle". It is a lever-action grenade launcher that can hold 5+2 (fictional) 60mm smart grenades of various types. The grenades can be bounced around corners or deployed like a minefield. However, the extra technology in each grenade makes them heavier and more complex, while also limiting the amount of propellant, giving them reduced range compared to other rounds. The grenades also feature an IFF proximity sensor that reduces the likelihood of friendly fire. It is similar in design and function to the M79 grenade launcher, and even has a similar distinctive noise when fired. The L-TAG, unlike the M79, is a bit smaller, features an enlarged trigger guard, and in a bullpup configuration like the Feline.
Underbarrel Grenade Launcher
Predator Bow - Advanced Hunting Weapon
The Predator Bow is primarily used by Prophet during the game. It is first given to him by Sgt. Michael "Psycho" Sykes in the level, "Post-Human", which Prophet stubbornly refused to take before realizing the bow's fullest potential. The compound bow, unlike most suppressed weapons, can be fired in cloak mode at no cost of suit energy, which can be exploited to the player's advantage. This is strange since the player does heavy movements with the bow, which are much heavier than most of the weapons the player can handle. The composite bow can be adjusted to fire a variety of arrows - carbon-impact, super-thermite, airburst-frag, and electric-charge arrows. However, it can only carry three of each arrow with the exception of the carbon-impact arrow, of which nine of them can be carried. The carbon-impact arrow is the default arrow used by the player. The carbon-impact arrow, unlike the other arrows, can be employed in situations where the player is required to employ stealth tactics and/or eliminate targets from a distance without alerting other enemies. The second arrow, the super-thermite arrow, is a high-explosive arrow that is used to penetrate armor and disperse and eliminate groups of enemies. It is an excellent tool for providing an explosive punch to the more heavily armored Ceph units and CELL troopers later encountered near the end of the game. The third arrow, the electric-charged arrow, is an anti-material arrow that unleashes high-voltage electricity to the target on impact. The arrow will usually kill enemies instantly, but for larger enemies like the Ceph Devastator, it can only incapacitate them, which can buy the player enough time to retreat and assess the frequently changing combat situations. In addition to that, the high-voltage electric attack of the arrow can also be amplified to chain through multiple enemies if the player shoots one in areas that contain water. The fourth and last arrow is the airburst-frag arrow. This arrow acts as an anti-infantry proximity-triggered explosive, similar to a landmine. It is very effective in covering a player's flanks and/or dealing with fast-moving enemies.
Another feature that can be modified is the draw weight. Medium draw weight, the default draw weight, has normal draw speeds and does regular damage. The low draw weight increases the draw speed, but lessens the damage of the bow. The strong draw weight, on the other hand, increases the power of the bow, but decreases the draw speed.
Ceph Incinerators are the primary weapons of the Ceph Scorchers in the game. They are first encountered in "Roots of All Evil" and can be scavenged off of them if Prophet (in other words, the player) dispatches them with headshots, electrocutes them with specially designed rounds, or brutally melee them to death, although the latter is very difficult to achieve due to the heavy armor and the Scorcher's powerful melee attacks. When obtained, the Incinerator has very limited ammunition and cannot be reloaded. The only way to replenish ammunition is if Prophet overcharges his nanosuit with raw, Ceph energy or acquires several Ceph power packs from certain slain Ceph units. For the latter, the Ceph units must be incapacitated in order to obtain the power packs, although later on in the game, they tend to spawn randomly near Ceph corpses. Although not as powerful and efficient as the MIKE, it is much more abundant than the latter.
The MIKE, a finalized version of the X-43 MIKE from Crysis 2, makes its first appearance in a CELL Emergency Service Unit (small supply drops shaped like a small, red-orange pyramid scattered throughout the game) in "Gods and Monsters". It is a battery powered weapon that fires concentrated microwaves which cook the target from the inside out, and can pass through most objects and set flammable ones alight, like plants. It is best described as a "Flamethrower 2.0". Unlike the Incinerator (its Ceph counterpart), it is more accurate, stable, and has more range, although it is rarely seen in the campaign compared to the former. Unlike the X-43 MIKE from Crysis 2, the MIKE can be customized with different types of scopes and sights, albeit the sight attachments (with the exception of the Laser Sight) do not make a difference in the accuracy stats due to the MIKE's short range.