Wiki

Weapons

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

Bridger WesternUpdated Apr 1, 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.

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:

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

Vendor screenshots

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.

ArtWeaponTypeSourcePriceNote
Taurus .357 art
Taurus .357PrimaryMoe's Gun Store129Balanced starting revolver with decent reload speed.
Schofield 6 art
Schofield 6PrimaryMoe's Gun Store350All-round revolver with a quick reload.
Whitney Dragoon art
Whitney DragoonPrimaryMoe's Gun Store499High damage revolver with a slower reload cycle.
Dual Derringers art
Dual DerringersPrimaryMoe's Gun Store250Fast firing and fast reloading, but burns ammo quickly.
Mauser art
MauserPrimaryMoe's Gun Store299Low recoil sidearm with a high fire rate and lower damage.
Colt Ocelot art
Colt OcelotPrimaryJim at Outlaw Camp550Higher damage revolver whose bullets can ricochet.
Bow art
BowPrimaryMoe's Gun Store600Mid-range projectile weapon with special ammo options.
Winchester Repeater art
Winchester RepeaterSecondaryMoe's Gun Store800Reliable repeater with strong range and fire rate.
Malcom .70 art
Malcom .70SecondaryMoe's Gun Store915Scoped rifle with long range and fixed headshot damage.
No art
Bolt Action RifleSecondaryFuture obtainmentn/aCurrently unobtainable and slated for a future remodel.
Maverick 88 art
Maverick 88SecondaryMoe's Gun Store750Pump shotgun with low spread and strong close-range burst.
DB Shotgun art
DB ShotgunSecondaryJim at Outlaw Camp450Wide-spread double barrel with strong mobility.
Tommy Gun art
Tommy GunSecondaryMoe's Gun Store1049Large magazine spray weapon for sustained pressure.
Mare's Leg art
Mare's LegSecondaryFishing + Flintn/aRusty fishing drop that Flint repairs for 1500 moola.
Sabre art
SabreSecondaryMoe's Gun Store299Melee 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

  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.