HandgunsSix-Shooter
A balanced sidearm. Hold your aim to prepare Trigger Moment, then fan the hammer when an enemy gets close.
6 ROUNDS HandgunsBulldog
A quick-draw, double-barrel pocket pistol. Best up close; do not waste either shot.
2 ROUNDS HandgunsColt Lightning
A Colt that fires without manually cocking the hammer. Fast follow-up shots, but it empties quickly.
6 ROUNDS HandgunsEngraved Colt
Heavy rounds and a hard kick. Pick your shots; this Colt cannot be fanned.
6 ROUNDS HandgunsLeMat
A large capacity keeps the pistol fight going. Reloads one round at a time; do not get caught unprepared.
9 ROUNDS HandgunsSchofield
Its break-action frame reloads in one motion. Accurate at medium range, slower when fanning up close.
6 ROUNDS HandgunsVolcanic
A brass-framed lever-action pistol. Fast shots and a large magazine; light rounds lose strength at range.
10 ROUNDS RiflesAK Carbine
Built for sustained medium-range fire. Recoil grows with longer bursts, and running spreads your aim.
30 ROUNDS RiflesEvans
Its large magazine keeps the fight moving. Use it at close to medium range and allow time to reload.
22 ROUNDS RiflesHenry 1860
Fast shots and a large magazine. Keeps pressure up close; loses power against distant targets.
16 ROUNDS RiflesMauser Carbine
Fires while the trigger is held. Suited to mobile close-range fights; power and accuracy fall off at range.
20 ROUNDS RiflesSpencer
A cavalry carbine firing heavy rounds. Strong at medium and long range, with a slower rate of fire.
7 ROUNDS RiflesWinchester
A balanced lever-action rifle for close and medium range. Useful on the move; loses strength over distance.
8 ROUNDS ShotgunsBurgess
A pump-action shotgun for repeated close-range fights. Find cover while loading shells one by one.
6 ROUNDS ShotgunsGreener
A short double-barrel with a wide spread. Devastating around corners, weaker as distance grows.
2 ROUNDS ShotgunsModel 1887
A tighter spread reaches a little farther. Stay out of the open while cycling the lever.
5 ROUNDS ShotgunsStagecoach
Two barrels and a quick second shot. Use it up close, then find a corner to reload.
2 ROUNDS Sniper riflesCreedmoor
A scoped target rifle. Accurate at range with follow-up shots; cumbersome in narrow streets.
4 ROUNDS Sniper riflesKar98
A bolt-action long rifle with iron sights. Keep your distance; cycling the bolt takes time up close.
5 ROUNDS Sniper riflesRolling Block
A quick-shouldering hunting rifle with iron sights. Take your time between shots.
3 ROUNDS Sniper riflesSharps
A scoped, single-shot buffalo rifle. Hits hard; missing leaves you with a lengthy reload.
1 ROUND Sniper riflesWhitworth
A long-range sniper rifle with a brass scope. One round; choose your moment to aim and reload.
1 ROUND MeleeArkansas Knife
A light dagger for quick strikes and frequent throws. Does not hit as hard as heavier blades up close.
MeleeHatchet
A heavy woodcutter's axe with a long reach. Hits hard, but takes time to raise and recover.
MeleeBowie Knife
Light in the hand, quick to strike. Throw it or circle behind an opponent.
MeleeBlacksmith Hammer
A heavy hit with a short reach. Can be thrown; a miss takes time to recover from.
MeleePickaxe
A long-reaching melee weapon with strong knockback. Heavy to carry and cannot be thrown.
MeleeMachete
A broad blade with a long reach. Moves quickly in hand; follows a slower, curved path when thrown.
MeleeCavalry Saber
A long lunge knocks opponents back. Use it to close the gap; this blade cannot be thrown.
MeleeTomahawk
A broad-headed axe made for throwing. In melee, wind up a little earlier than you would with a knife.
Heavy weaponsHand Gatling
Once the barrels spin up, it keeps a corridor under fire. Heavy to carry with a long reload.
80 ROUNDS Heavy weaponsZalinski
Fires arcing explosive rounds to shake up enemies behind cover. Do not get caught unprepared up close.
1 ROUND EquipmentDynamite
Disrupt cover with a blast and knockback. Can also set off TNT barrels.
EquipmentTrap
Set it in narrow passages. Briefly holds an opponent who steps on it.
EquipmentMolotov
Leaves fire where it lands. Block a route or force an opponent out of cover.
EquipmentDust Bomb
Creates a dust cloud that blocks sight. Buys time to approach or retreat.
EquipmentTar Bomb
A sticky patch slows opponents and prevents sliding. Place it on a route.
EquipmentShrapnel
Injures and stuns opponents over a wide area. Does not knock them back like dynamite.
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Images are rendered from the actual in-game item models.