Guns, Guns, Guns
And now the good stuff.
First, most if not all weapons will have a secondary fire of some kind. Even if that's just switching the mode the gun is firing in, or using different ammunition. In addition, many weapons will have modifications, essentially after-market additions, that one can find on missions or possibly pick up between them to increase their efficacy or produce a desired effect. Lastly, "penetration" is how well the given weapon or its ammunition punches through damage-resistant objects (such as mech armor), while "damage" is what it does once it actually gets through. Both are rated, from low to high: poor, moderate, average, good, excellent.
Close combat
Close combat is a new feature; if he's out of ammo or doesn't have any weapons that are really effective close up, or simply wants a relatively silent takedown, the Silencer can get his hands dirty. This feature is included because, except against truly elite soldiers, a Silencer should be able to kill with relative ease when out of ammunition or explosives.
Unarmed: With nothing more than his fists and feet, a Silencer is lethal. The idea is based on Oni's excellent system. The Silencer can choose from several styles of combat, dealing poor to excellent damage and even changing how well he penetrates armor, to some extent (though he really shouldn't try using direct physical force against mechs, even with armored gloves).
The Pointy Stick Theory: There's a military theory that says that every weapon is a variation of either the pointy stick or the blunt stick. Well, both are available in this game, and depending on the weapon, the style can vary wildly--he will be use different attacks and defenses when fighting with a nightstick as opposed to, say, a combat knife, and that will be different against from a riot prod. With weapons, he can do good or even excellent AP in close combat.
Pistols
BA-40 "Patriot" .40 semi-automatic pistol: The original pistol from Crusader: No Remorse. I found it very annoying that the Silencer's figure in No Regret still showed the pistol and its holster on his left (I think) hip... You can now carry two of these pistols (but not two of the BA-41s; trying to fire two pistols is bad enough, but two automatic pistols?) akimbo, a la John Woo. 20-round clip. Good damage, good penetration. Modifications: Silencer (heh). A silencer quiets the gun's firing sound significantly, but reduces penetration. Can applied or removed during missions.
BA-41 "Peacemaker" .40 automatic pistol: The BA-40's big brother. The 41 can now alternate between one- and two-round bursts. 30-round clip, though it can also use the BA-40's clips. Good damage, good penetration.
PA-21 "Arbitrator" laser pistol: A common sidearm for officers and politicians. May be linked directly to a shield's or power armor's energy source, or mount an internal battery. Good damage, average penetration. Modification: pulse-fire. Though a bit more expensive, energy-wise, pulse-fire released a constant, visible beam of energy, rather than a bolt. This effectively makes it easier to track targets, and once a target is locked can result in more damage. May only be applied or removed between missions.
Shotguns
SG-A1 "Conformer" combat shotgun: The Conformer is the archetypal pump-action combat shotgun. 12-round clip, available in a variety of ammunition: buckshot (standard), flechette (more damage at close range, less at long range), sabot (armor-piercing slugs; decrease damage to average against unarmored targets, but penetration to good against all targets). Modification: sawed-off. A sawed-off shotgun is more easily concealable, and may also do slightly more damage at extreme close range. May only be applied between missions; irreversible.
AC-88 "Reaper" automatic riot gun: Huge and unwieldy, the Reaper is perhaps the ultimate close-range weapon short of a flamethrower. The gun may be set to single-shot or autofire. The last really shouldn't be fired without something to brace oneself against. 20-round rotary magazine, available in a variety of ammunition: buckshot (standard), flechette (more damage at close range, less at long range), sabot (armor-piercing slugs; decrease damage to average but penetration to good).
Rifles
RP-22 "Conciliator" .30 semi-automatic rifle: The basic infantry rifle that many guards are now armed with. The Conciiliator can be switched between single-fire and autofire presets. Good damage, average penetration. Modifications: Laser sight. The laser sight, within moderate range, can turn the RP-22 into a makeshift sniper rifle in a pinch. Can be applied or remove during missions.
RP-32 "Pacifist" .30 assault rifle: The most commonly-used assault rifle in 2196 CE. The weapon can switch between single shot, three-round burst, and autofire. Good damage, average penetration. Modification: Extended clip. The Pacifist can now mount 100-round magazines, in addition to the standard 60. 100-round magazines are found in and between missions, but may also be jury-rigged during a mission if the user has enough rounds. (I.e. After loading a fresh 60-round mag, reload again to get a 100-round mag if you have the ammo.) May only be applied between missions.
MAG-3 "Predator" railgun: The Predator fires a heavy, armor-piercing slug at hypersonic speeds, enough to pierce several enemies or even punch through walls and doors. 6-round magazine. Good damage, excellent penetration. Modification: Infrascope. Using an infrared imager, the wielder of the Predator can literally see through walls for the perfect assassination attempt. May be applied or remove during missions.
PA-31 "Adjudicator" laser rifle: The bigger, meaner, faster-firing brother of the Arbitrator. Good damage, average penetration. Modification: pulse-fire. Though a bit more expensive, energy-wise, pulse-fire released a constant, visible beam of energy, rather than a bolt. This effectively makes it easier to track targets, and once a target is locked can result in more damage. May only be applied or removed between missions.
PL-1 "Unifier" plasma rifle: A huge, heavy beast of a weapon. The plasma rifle can fire an almost-continuous stream of superheated plasma using an internal power source. However, if hooked up to a greater external power source, such as the ones used to power high-end personal shields, the Unifier may also perform a plasma discharge--that is, charging the plasma coils up to maximum capacity and then releasing in a massive blast. Excellent damage, good penetration.
EM-4 "Vortex" electromagnetic pulse rifle: Compact and almost comical in design. The Vortex is effective only against mechanical targets. It can destroy even heavy anti-personnel platforms in one or two shots, but on humans an electromagnetic pulse has only a slight effect. It may briefly numb an organic target, or at best (in the case of a head shot) stun them for a short time by disrupting the eletric impulses of their brains. The Vortex may also release all of its energy in one mass EMP burst, disrupting all electronics within the blast radius and perhaps stunning unarmored human victims. Someone wielding powered armor must be careful, though, as it could temporarily disable their armor's onboard systems. Excellent damage (vs. mechanical targets)/negligible damage (vs. organic targets), excellent penetration. Modification: "Ball lightning". The Vortex may be altered to produce fast-moving orbs of electricty, rather than EMPs; this allows it to affect organic targets. However, while increasing damage to good for human targets, it decreases damage against mechanical targets to good, as it is no longer specifically designed to affect their systems. The secondary fire becomes a lightning surge, affecting organic targets, but otherwise is unchanged. May only be applied between missions.
UV-9 "Pulsar" ultraviolet rifle: Perhaps the most powerful single-user non-mounted weapon ever constructed, the Pulsar deals horrendous damage to anything it's shot at. Thus far only powered-armor grade batteries or better can allow it to fire more than one or two shots. Excellent damage, excellent penetration.
Explosives/Munitions
GL-303 "Thunder" rocket-powered grenade launcher: The GL-303 is a favorite choice for police and anti-terrorist units. It may fire a rocket powered grenade that explodes on contact or an unpowered grenade timed to detonate based on a variable fuse that can be determined by the wielder. 8-round magazine. Excellent damage, good penetration. Modification: Ammo versatility. The GL-303 may use grenades not designed for it as ammunition (see below). However, they may only be used with the fuse-timed secondary, as they do not come with their own rocket propulsion. May only be applied or removed between missions.
AR-7 "Rico" rocket launcher: Immediately after clearing the barrel, the unique round fired by the AR-7 splits into a "fan" of three micro-missiles. Each missile deals significant damage individually; together, the effect is quite pleasing to the psychopathic eye. 7-round magazine. Moderate damage (individual missile), average penetration. Modification: The Rico can be given an alternate fire option, launching the missile so that it the micro-missiles don't separate and can be laser-guided to the target by the wielder. Only one rocket may be in flight at one time in this mode.
Fragmentation grenade: Frag grenades are the stereotypical grenade: they make a big boom and throw shrapnel and raw concussive force around. Excellent damage, average penetration.
EMP grenade: Designed specifically to destroy electronics. The EMP grenade is cheap and effective. Excellent damage (mechanical), negligible damage (organic), excellent penetration.
Plasma grenade: Designed to penetrate hard targets, the plasma grenade unleashes a burst of superheated plasma many times hotter than napalm. Though it burns out much more quickly than napalm, it also deals a horrendous amount of damage; nothing short of a starhip hull, or the utterly inert casing the grenade uses, can even begin to resist it. Excellent damage, excellent penetration.
Incendiary grenade: Using thermite, the incendiary grenade is essentially the opposite of the plasma: burn hot for a very long time, so the fire will spread and ignite as much as possible, as opposed to just vaporizing it on contact. Excellent damage, moderate penetration.
Detpac: Standard field use explosive charges. They may be detonated from up to 10 meters away in enclosed areas, or 50 meters in open areas or outdoors. Good damage, good penetration.
Limpet mine: Lightweight proximity mine. May also be detonated remotely or on a timer. Average damage, good penetration.
Spider bomb: Ambulatory munitions. It may simply be "fired and forgotten" in a given direction, or guided to a target with a joystick.
Spider mine: Ambulatory munitions. The ultimate "fire and forget" weapon, a spider mine is set down, where it stays in place or can "patrol" an area (walking in a circle no greater than 5 meters in diameter). Upon spotting anything within 10 meters its tiny onboard computer has designated as an enemy, it walks toward the target so long as it has line of sight. They even have a self-powered shield that can absorb two or three shots from heavy anti-personnel weapons, such as the GL-303 or UV-9.
Pocket betty: "Chain-reaction" explosive. The pocket betty may be remotely detonated; when it is done so, it flings out four "bomblets" in the four cardinal directions (relative to how it was set down) to a distance of 3 meters.
Disrupter: A disrupter is a new weapon, designed by the WEC to kill Rebels incoming through teleporters on a pirated signal, but in less-protected facilities, the Resistance has learned to turn them against the WEC, placing them on teleporters in areas they operate to prevent reinforcements from being teleported in. A disrupter scrambles the signal between teleporters, so that on arrival it's assembled in a random collection of biomatter that quickly dies.
Experimental weapons and/or crimes against humanity
BK-16 "Crystallizer" molecular inhibitor: The BK-16 creates a motion-inhibition field so strong that atomic motion actually stops for about a second. This has the effect of almost instantly freezing the target. 9-round clip. Good damage, excellent penetration.
LNR-81 "Liquifier" catalyitic cartridge: The LNR-81's unique and classified ammunition dissolves a solid target's atomic bonds in a viral pattern, reducing a target to its base elements. Done carefully, the Liquifier may also be used to dissolve obstacles in one's path, such as doors. 8-round clip. Excellent damage, average penetration.
XP-5 "Broiler" microwave projector: The XP-5 fires tightly-focused microwaves that cook a target from the inside out. It may also fire its energy in a cone, dealing less damage but affecting a large swath of targets. Good damage, good penetration.
FLR-7 "Firestorm" flame projector: Originally created as a symbolic "purification" device, the firestorm is perhaps the most effective close-quarters weapons ever built. Uses external tanks. Excellent damage, poor penetration.