The official weapon guide publishes class baselines for Blaster Rifle, Repeater, Blaster Pistol, and Longarm Blaster. These values describe weapon classes, not separate stats or unlock locations for each named model or cosmetic appearance.

Official weapon class baselines
| Weapon class | Damage | Critical Damage | Critical Chance | Range | Published Action Point rule |
|---|---|---|---|---|---|
| Blaster Rifle | 10 | +6 | 5% | Medium | The first shot once per turn costs 1 AP; additional shots cost 2 AP. |
| Repeater | 8 | +4 | 5% | Medium | Rapid Fire damage increases as more AP is invested; the official table does not publish one fixed AP value. |
| Blaster Pistol | 6 | +4 | 5% | Short | Each shot costs 1 AP. |
| Longarm Blaster | 12 | +12 | 5% | Long | Each shot costs 2 AP. |

Models, Mods, and Mod Slots
Each weapon class has approximately four to six cosmetic models. Every weapon has Modification Slots; Modifications alter weapon stats and apply effects, and the number of slots can increase during the campaign. The Fully Geared Steam achievement confirms that one weapon can equip four Weapon Mods.
Do not turn this class table into a named-weapon database: official sources do not currently publish a verified damage card, Mod count, or unlock location for every named weapon model.
Armory, Black Market, and Utilities
Each Operator has a default weapon that can be changed in the Armory. Weapon Mods and Utilities can be purchased from the Black Market with Credits. Officially named Utility examples include Impact Bombs and Concussion Grenades.

For the current character and company context, see the class guide, Operators and Companions guide, and beginner guide.
Sources
Weapon baselines, Action Point rules, Mods, Black Market, and Utilities are based on the supplied official evidence package, EA Help's Specialization and weapon class guide, EA's gameplay overview, and the official Steam achievements page.