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.
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:
| 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
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
| Weapon | Extra behavior to track |
|---|---|
| Bow | Right-click switches arrow mode when silver/dynamite arrows are available |
| Malcom .70 | Fixed 50 headshot damage, does not scale by distance |
| Maverick 88 | Low-spread shotgun with 6-pellet pattern |
| DB Shotgun | Double-barrel two-shot cycle with high spread and strong movement feel |
| Mare's Leg | 7-round secondary after rusted drop is repaired at Flint |
| Spin | Specialty 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.


Full Weapon List
Core weapon pool with source, type, price, and a short practical note.
| Weapon | Type | Source | Price | Note |
|---|---|---|---|---|
| Primary | Moe's Gun Store | 129 | Balanced starting revolver with decent reload speed. | |
| Primary | Moe's Gun Store | 350 | All-round revolver with a quick reload. | |
| Primary | Moe's Gun Store | 499 | High damage revolver with a slower reload cycle. | |
| Primary | Moe's Gun Store | 250 | Fast firing and fast reloading, but burns ammo quickly. | |
| Primary | Moe's Gun Store | 299 | Low recoil sidearm with a high fire rate and lower damage. | |
| Primary | Jim at Outlaw Camp | 550 | Higher damage revolver with listed multi-bounce ricochet behavior. | |
| Primary | Moe's Gun Store | 600 | Mid-range projectile weapon; right-click switches to silver or dynamite arrow routes when corresponding items are owned. | |
| Secondary | Moe's Gun Store | 800 | Reliable repeater with strong range and fire rate. | |
| Secondary | Moe's Gun Store | 915 | Scoped rifle (4 rounds) with long range and listed fixed 50 headshot damage. | |
Bolt Action Rifle | Secondary | Future obtainment | n/a | Currently unobtainable and slated for a future remodel. |
| Secondary | Moe's Gun Store | 750 | Pump shotgun with low spread and listed 6-pellet pattern. | |
| Secondary | Jim at Outlaw Camp | 450 | Wide-spread double barrel with two-shot cycle and strong mobility. | |
| Secondary | Moe's Gun Store | 1049 | Large magazine spray weapon for sustained pressure. | |
| Secondary | Fishing + Flint | n/a | Rusty fishing drop repaired by Flint for 1500 moola; listed as 7-round fast repeater-style secondary. | |
| Secondary | Moe's Gun Store | 299 | Melee 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:
| Input | Function |
|---|---|
LMB | throw right steel ball |
RMB | throw left steel ball |
Z | charge the Spin bar |
E / R | cycle throw modes |
T | throw 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.


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.