Buy Bridger Western weapons from Chia at the Main Town Gun Store or the Outlaw Camp Dealer, then check your character's weapon restrictions before planning a second purchase. You cannot carry both a primary and secondary weapon until tier 3, and specialties or tertiary weapons can occupy both slots. Learn the current firing and reload behavior before spending your full budget on a more expensive gun.
This guide follows the official weapon, vendor, ammo, and controls cards reviewed on October 15, 2026. Listed prices and mechanics describe that documentation, without live combat tests or measured damage comparisons. The purchase advice focuses on access, controls, and cost because the sources do not establish a universal best weapon.
01
Check your tier and available weapon slots
The general Weapons card says your character must reach tier 3 before combining a primary and secondary weapon. Check this restriction before buying two guns intended for different slots. Having enough Moola to buy them does not itself remove the tier requirement.
The same card mentions equipping two weapons of one category as a supposedly unresolved bug. That is a documented irregularity rather than a dependable progression rule. Build your purchase plan around the stated restrictions and the equipment the current interface actually permits.
Specialty classes replace both primary and secondary guns, and tertiary weapons take both slots as well. Read your current path and equipment state before deciding that a missing slot is an inventory error. The beginner guide helps place weapon purchases alongside the rest of your early progression.
02
Visit Chia for Main Town purchases
The Gun Store card places Chia in the main town and says the store sells most current guns. Its dialogue separates the stock into several purchase menus. Read the item name and price in the live offer, especially when a weapon appears in more than one dialogue list.
| Main Town stock | Documented price |
|---|---|
| Taurus .357 | 129 Moola |
| Schofield 6 | 350 Moola |
| Whitney Dragoon | 499 Moola |
| Dual Derringers | 250 Moola |
| Mauser | 299 Moola |
| Winchester Repeater | 800 Moola |
| Malcolm .70 | 915 Moola |
| Maverick 88 | 750 Moola |
| Tommy Gun | 1,049 Moola |
| Sabre | 299 Moola |
| Bow | 600 Moola |
| Coin Gun | 4,999 Moola |
These prices make the Taurus .357 the least expensive entry in this published store list. They do not establish a damage ranking, reload-time comparison, or a reason every character must choose that gun. Choose a purchase you can support with ammunition and the controls you are prepared to learn.
Keep enough money for your next practical need instead of treating the weapon price as your entire equipment budget. A first gun, ammunition, and transport may all compete for the same Moola. Use the money guide and map guide when organizing the shopping trip.
03
Check the separate Outlaw Camp stock
The Outlaw Camp Dealer sells a different set of guns. Its published list contains the Colt Ocelot for 550 Moola, Huot Automatic for 1,150 Moola, and Double Barrel Shotgun for 499 Moola. This gives you another vendor to check when Main Town does not list the item you want.
The dealer also sells Dynamite, Molotovs, Smoke Bombs, and Throwing Knives. Their single-item prices are 8, 25, 15, and 4 Moola, respectively, with larger purchase quantities documented on the card. The special dialogue lists a Steel Wireset for 350 Moola.
Keep gun purchases and throwable purchases separate when reading the dialogue. The source lists their availability and prices but does not turn those facts into a tested combat combination. Start with the item needed for your next task, then add other equipment when you understand its use.
04
Learn firing, aiming, and current revolver behavior
The weapon card assigns left mouse button to firing, right mouse button to aiming or scoping, and G to pistol whip or gun bash. The current Controls card lists R to reload. Practice these inputs with your equipped weapon before assuming every gun handles identically.
The primary-weapons card says revolvers received a single-action rework. Its description states that you pull the hammer and then shoot, with F entering fan-fire mode. Follow the game's prompts for that firing sequence rather than copying an older revolver guide that predates the rework.
F is context-sensitive across the game. It also blocks with fisticuffs or a Stand and performs a bash while riding a horse. Equip the intended item and confirm your current state when an F input produces a different action; the controls guide gathers those overlaps.
05
Manage reloads and ordinary ammunition
The general weapon card warns that most revolvers have wasteful reloads. Reloading with bullets still in the chamber does not return those rounds to reserve ammunition unless you have the Veteran Card. Check your remaining rounds before turning reload into a reflex after every shot.
The Ammo Packs & Silver card says ordinary ammo boxes replenish both primary and secondary guns. The amount depends on the gun, with 30 rounds for revolvers and 10 for shotguns given as examples. Reserve ammunition has a cap, but the card does not specify one universal numerical limit.
Use the ammunition type and reserve state shown in your interface when checking whether a box helped. A gun with a different replenishment amount is not necessarily receiving a broken reward. The source's examples should not be expanded into an exact ammo table for every weapon without another documented value.
06
Treat silver ammunition as a separate resource
Silver ammo uses a similar blue box model, but its purpose differs from ordinary replenishment. The ammo card says it makes your next bullets apply silver damage to vampires, with T used to toggle it. One silver ammo box provides 10 silver bullets.
The source also says silver ammo totals persist across death and leaving. That specific persistence statement applies to silver ammunition; it does not establish the same rule for every weapon resource. Check the vampire guide when deciding why you want silver ammunition in the first place.
07
Consider how a Stand or specialty changes your gun plan
The general card documents reduced base gun damage for Stand users: 15% for humanoid Stands and 5% for non-humanoid Stands. It immediately adds that some guns may be unaffected. Keep that exception with the figures instead of assuming the same penalty applies identically to every weapon.
The dedicated Spin card marks the Stand-related Steel Ball damage penalty as disabled, so the gun percentages above should not be applied universally to Spin. Your broader progression choice still affects equipment slots when comparing a gun setup with a specialty route. Use the Stand guide, Spin guide, and Cards guide to review those connected systems.
Removing a specialty through the Mud Witch requires a Dogbane Herb and resets experience and tier according to the weapon card. Treat that reset as a progression decision, not a routine step for trying a new gun. Buy toward a setup you understand, with the current slot rules and reset consequences checked before you spend.
