The Blaster Rifle is the best general starting weapon because it balances range, damage, and Action Point flexibility. Its first shot can be a 1 AP Fast action, while later shots cost 2 AP. [ea-class-guide]
The other three classes become better when the plan is narrower:
| Weapon Class | Official base damage | Best use |
|---|---|---|
| Blaster Rifle | 10 | Flexible medium-range turns |
| Repeater | 8 | Sustained fire when you can commit more AP |
| Blaster Pistol | 6 | Short-range movement and several 1 AP shots |
| Longarm Blaster | 12 | Long-range precision from prepared positions |
Raw damage does not settle the choice. A 12-damage Longarm shot costs 2 AP and depends on position; a Pistol can preserve actions for movement, abilities, or objectives. Match the weapon to the Operator's Specialization and the turn you expect them to take.



