Weapons

The weapon rules, primary and secondary gun pool, and the important source locations in Bridger Western.

Updated Apr 20, 2026

Weapons decide most early and midgame fights. The important part is not just raw damage, but where each gun fits into your money route and tier.

Core Weapon Rules

Three rules matter across almost every weapon route:

  • you cannot carry both a primary and a secondary weapon until tier 3
  • having a stand reduces your base gun damage
  • revolvers waste chambered rounds on reload unless you have the Veteran card

That means your choice is not just about raw strength. It also depends on your tier, your build, and how expensive your reload habits are.

Weapon Vendors And Shop Splits

Weapon shopping is split between two live vendors:

VendorWhereWhat it covers
Moe's Gun StoreB. Ridge County / Main Town areaCore gun progression, ammo packs, Bow, Sabre
Jim at Outlaw CampOutlaw CampColt Ocelot, Double Barrel, extra outlaw-side inventory
  • Somethin' that'll last. for the core sidearms
  • Somethin' a bit bigger. for the heavier gun options
  • Somethin' nifty. for Bow and Sabre

Ammo Economy

Small ammo purchases are easy to overlook but matter in route planning:

  • standard ammo packs are commonly sold for 5 moola
  • arrow packs are commonly sold for 5 moola
  • silver ammo packs are commonly sold for 70 moola

If you are planning anti-vampire routes, include silver ammo cost in your regular resupply loop instead of treating it as emergency-only spend.

Important Weapon Behavior

WeaponExtra behavior to track
BowRight-click switches arrow mode when silver/dynamite arrows are available
Malcom .70Fixed 50 headshot damage, does not scale by distance
Maverick 88Low-spread shotgun with 6-pellet pattern
DB ShotgunDouble-barrel two-shot cycle with high spread and strong movement feel
Mare's Leg7-round secondary after rusted drop is repaired at Flint
SpinSpecialty route that replaces both primary and secondary guns, but does not replace your stand

Weapon Vendor Visuals

The two live weapon sellers are worth recognizing on sight, because they split the whole gun economy.

Chia inside Moe's Gun StoreJim at the Outlaw Camp

Full Weapon List

Weapon Index

Core weapon pool with source, type, price, and a short practical note.

WeaponTypeSourcePriceNote
PrimaryMoe's Gun Store129Balanced starting revolver with decent reload speed.
PrimaryMoe's Gun Store350All-round revolver with a quick reload.
PrimaryMoe's Gun Store499High damage revolver with a slower reload cycle.
PrimaryMoe's Gun Store250Fast firing and fast reloading, but burns ammo quickly.
PrimaryMoe's Gun Store299Low recoil sidearm with a high fire rate and lower damage.
PrimaryJim at Outlaw Camp550Higher damage revolver with listed multi-bounce ricochet behavior.
PrimaryMoe's Gun Store600Mid-range projectile weapon; right-click switches to silver or dynamite arrow routes when corresponding items are owned.
SecondaryMoe's Gun Store800Reliable repeater with strong range and fire rate.
SecondaryMoe's Gun Store915Scoped rifle (4 rounds) with long range and listed fixed 50 headshot damage.
Bolt Action Rifle
SecondaryFuture obtainmentn/aCurrently unobtainable and slated for a future remodel.
SecondaryMoe's Gun Store750Pump shotgun with low spread and listed 6-pellet pattern.
SecondaryJim at Outlaw Camp450Wide-spread double barrel with two-shot cycle and strong mobility.
SecondaryMoe's Gun Store1049Large magazine spray weapon for sustained pressure.
SecondaryFishing + Flintn/aRusty fishing drop repaired by Flint for 1500 moola; listed as 7-round fast repeater-style secondary.
SecondaryMoe's Gun Store299Melee secondary with parry interactions and card synergy.

Treat prices as route-planning numbers; balance updates can move them.

How To Read The Weapon Pool

  • Gun Store covers most of the mainstream firearm progression.
  • Outlaw Camp is where more specialized outlaw-side gear starts showing up.
  • Fishing crosses into weapon progression because rusted Mare's Leg can be repaired into a usable secondary and then lands in bank storage. See Fishing for the drop route.
  • Spin is a specialty route from Gyro, not a normal gun-store purchase.

Spin Specialty Route

Spin is obtained from Gyro and costs 25,000 moola after the full requirement chain. It replaces both your primary and secondary gun slots, but it does not replace your stand.

Basic Spin controls:

InputFunction
LMBthrow right steel ball
RMBthrow left steel ball
Zcharge the Spin bar
E / Rcycle throw modes
Tthrow both steel balls

Throw modes include Straight, Curving, Ricocheting, and Drilling.

Spin mastery improves by repeatedly charging your Spin bar, reducing bar consumption and increasing charge speed. It also has horseback synergy: certain effects are stronger while mounted, and riding at high speed can passively charge Spin.

Spin steel ball routeSpin steel ball interface

Early Weapon Priorities

  1. Treat your early gun as a stability tool, not a final build.
  2. Do not chase raw damage without considering reload behavior and ammo discipline.
  3. If you are heading toward Stands, remember that your base gun damage is likely to drop.
  4. If you plan to lean on revolvers, Cards matters because Veteran changes reload economy.