The FBAA bestows upon its professionals an interesting array of equipment. Although they can get access to virtually any equipment given some notice - this is the regular build out for Ops and Intell people:
1) Machette - simple light-weigh steel sword. 2L + Str Roll damage and you can hide it in a jacket.
Ops will generally have one of the following depending on Overt/Covert
2) H&K Mk. 23 -
http://world.guns.ru/handguns/hg12-e.htm - gun used by the Navy Seals. This is the sidearm for Overt action/Ops teams. They carry the easily detachable silencer on their weapon harness, and the weapon has a laser light (+1 to hit at short range, 1/2 penalty at Medium) and flashlight attachment. Does 3L damage and has a 12+1 Capacity. About as concealable as the Machette. 30/60/120 range. Ammo - 2 Clips FMJ, 1 Clip Silver.
3) Beretta Model 92 -
http://world.guns.ru/handguns/hg07-e.htm - they use a compact version - hides easily under a shirt or in a shoulder holster - this is for covert ops. 2L damage and has a 15+1 Capacity. 20/40/80 range. Ammo - 2 Clips FMJ, 1 Clip Silver.
Ops will generally have one of the following (none if covert):
4) FN P90 -
http://world.guns.ru/smg/smg13-e.htm - the FBAA has some unusual needs - and its mainstay weapon shows it. This gun was chosen for its high armor pen (since several supernat have natural armoring), compact design and autofire capability. 2L damage, Armor Piercing 2, and can fire 3-rnd, medium burst and long burst. Please not - medium and long burst require Str of 3 or result in a -1 penalty. 50+1 Capacity. 40/80/160 range. 3 Clips FMJ, 1 Clip Silver.
5) KAC SR-25 -
http://matrix.dumpshock.com/raygun/firearms/sniper/kac_sr25.html - sniper rifle used by the SEALS. It is actually rare that they equip a sniper in a squad (they are rarely in the open), and at most one person/team is rated with one of these. On *very* rare occassions they will equip a team with a Barrett. KAC stats - 4L Damage, 9 Again on roll, 20+1 Capacity, 125/250/500 range. 2 Clips FMJ, 1 Clip Silver.
6) Benelli M3 Super 90 -
http://world.guns.ru/shotgun/sh15-e.htm - Shotgun with a pump or semi-auto capability (switches). Ops frequently carry shotguns while fighting things that require special attention - like Vamps or Weres. 20 rnds Slug, 20 rnds Buckshot (x2 Armor, +1 Damage at S Range, 1/2 range penalties), 4 Breaching Rounds, 4 (more if known Vamp) Flare Rounds (-1 to hit, no Roll Again, 4 Damage Fire on hit). This shotgun has a Str Min of 3, which means that shooting it un-braced results in a -1/to hit per point under 3.
All overt carry:
7) Multi-Purpose Knife - as backup for the Machette and for utiliy use - 1L.

Binoculars
9) Night-Sights - -2 Perception but can see in the dark.
10) Incendiary/Thermite Grenade (1) - -2 to hit (Dexterity + Athletics), 5L damage to everyone in area of effect (5 yds). AP-8. Fire Damage. Great against vamps - and also vault doors.
11) Frag Grenades (2) - +2 to hit, 6L damage to everyone in area of effect (10 yds).
12) Smoke Grenade (1) - 10 yrd area, -1 to hit, lasts 2 minutes
13) Flashbangs (3) - +1 to hit, 4B to 10 yrd area, victim loses next action (only first use), can severely damage senses.
14) Armor - if overt, full tactical armor - 2 armor vs. melee weapons, 3 armor vs. guns, guns are treated as bashing unless AP is greater then armor - if target is other than chest it is 1/2. In either case it gives a -1 to Defense because it is bulky. Another lighter armor exists that is 1/2 in the chest and 1/1 on the joints, but with no Def penalty. If covert, lined clothing - 1 armor vs. melee, 1 armor vs guns, guns are bashing unless they penetrate.