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 ClassOfficial base damageBest use
Blaster Rifle10Flexible medium-range turns
Repeater8Sustained fire when you can commit more AP
Blaster Pistol6Short-range movement and several 1 AP shots
Longarm Blaster12Long-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.