Wiki
Weapons
The weapon rules, primary and secondary gun pool, and the important source locations in Bridger Western.
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.
Global 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.
Vendors and shop splits
Weapon shopping is split between two live vendors:
| Vendor | Where | What it covers |
|---|---|---|
| Moe's Gun Store | B. Ridge County / Main Town area | Core gun progression, ammo packs, Bow, Sabre |
| Jim at Outlaw Camp | Outlaw Camp | Colt Ocelot, Double Barrel, extra outlaw-side inventory |
Somethin' that'll last.for the core sidearmsSomethin' a bit bigger.for the heavier gun optionsSomethin' nifty.for Bow and Sabre
Vendor screenshots
The two live weapon sellers are worth recognizing on sight, because they split the whole gun economy.


Full weapon list
Weapon Index
Core weapon pool with source, type, price, and a short practical note.
| Art | Weapon | Type | Source | Price | Note |
|---|---|---|---|---|---|
![]() | Taurus .357 | Primary | Moe's Gun Store | 129 | Balanced starting revolver with decent reload speed. |
![]() | Schofield 6 | Primary | Moe's Gun Store | 350 | All-round revolver with a quick reload. |
![]() | Whitney Dragoon | Primary | Moe's Gun Store | 499 | High damage revolver with a slower reload cycle. |
![]() | Dual Derringers | Primary | Moe's Gun Store | 250 | Fast firing and fast reloading, but burns ammo quickly. |
![]() | Mauser | Primary | Moe's Gun Store | 299 | Low recoil sidearm with a high fire rate and lower damage. |
![]() | Colt Ocelot | Primary | Jim at Outlaw Camp | 550 | Higher damage revolver whose bullets can ricochet. |
![]() | Bow | Primary | Moe's Gun Store | 600 | Mid-range projectile weapon with special ammo options. |
![]() | Winchester Repeater | Secondary | Moe's Gun Store | 800 | Reliable repeater with strong range and fire rate. |
![]() | Malcom .70 | Secondary | Moe's Gun Store | 915 | Scoped rifle with long range and fixed headshot damage. |
No art | Bolt Action Rifle | Secondary | Future obtainment | n/a | Currently unobtainable and slated for a future remodel. |
![]() | Maverick 88 | Secondary | Moe's Gun Store | 750 | Pump shotgun with low spread and strong close-range burst. |
![]() | DB Shotgun | Secondary | Jim at Outlaw Camp | 450 | Wide-spread double barrel with strong mobility. |
![]() | Tommy Gun | Secondary | Moe's Gun Store | 1049 | Large magazine spray weapon for sustained pressure. |
![]() | Mare's Leg | Secondary | Fishing + Flint | n/a | Rusty fishing drop that Flint repairs for 1500 moola. |
![]() | Sabre | Secondary | Moe's Gun Store | 299 | Melee secondary with parry interactions and card synergy. |
Prices here are reference values and may change with live updates.
Reading 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. See Fishing for the drop route.
Early weapon priorities
- Treat your early gun as a stability tool, not a final build.
- Do not chase raw damage without considering reload behavior and ammo discipline.
- If you are heading toward Stands, remember that your base gun damage is likely to drop.
- If you plan to lean on revolvers, Cards matters because
Veteranchanges reload economy.













