Red Dead Redemption - Weapons

The period arsenal of Red Dead Redemption, from the single-action revolvers carried by every outlaw to the scoped rifles used for long-range work and the thrown weapons and emplaced guns that finish fights. Guns are bought from gunsmiths, taken off corpses, or earned through challenges, and the rost...
of 28 entries · updated 2026-09-15

Revolvers and Pistols

Sidearms, spanning the cheap single-action revolvers of the frontier to the imported semi-automatic pistols that appear once the story reaches Mexico.

Name Type Description Stats Source
Cattleman Revolver Revolver The plain single-action revolver that most of the frontier carries, and John's starting sidearm. Ammo: Revolver Ammo Action: Single-action Accuracy: Reliable at close and medium range Starting weapon and stocked by all gunsmiths
Schofield Revolver Revolver A break-action revolver favoured by lawmen and bounty hunters for its quicker, cleaner reload than the Cattleman. Ammo: Revolver Ammo Action: Break-action single-action Accuracy: High Sold by gunsmiths from New Austin onward
Double-Action Revolver Revolver The fastest-cycling revolver in the game, able to be fanned out in a hurry. Ammo: Revolver Ammo Action: Double-action Rate Of Fire: Very fast Sold in New Austin and Nuevo Paraíso gunsmiths
Volcanic Pistol Pistol A lever-action pistol that hits noticeably harder than the revolvers while carrying a larger cylinder of rounds. Ammo: Pistol Ammo Action: Lever-action Accuracy: Medium Purchased from gunsmiths once the weapon tiers widen
Semi-Automatic Pistol Pistol A modern self-loading pistol that cycles faster than any revolver, giving John rapid follow-up shots. Ammo: Pistol Ammo Action: Semi-automatic Rate Of Fire: Fast Gunsmiths in Nuevo Paraíso and West Elizabeth
Mauser Pistol Pistol The top of the handgun ladder: a large-magazine automatic pistol with strong damage and a rate of fire no revolver can match. Ammo: Pistol Ammo Action: Automatic Rate Of Fire: Very fast Expensive late-game gunsmith purchase

Repeaters

Lever-action repeaters, the all-purpose rifle of the western frontier: quick to fire, generous on ammo, and effective at the ranges most gunfights happen.

Name Type Description Stats Source
Repeater Carbine Repeater The cheap workhorse lever gun that recruits its way into John's saddle early on. Ammo: Repeater Ammo Role: General-purpose Accuracy: Medium Affordable gunsmith purchase in New Austin
Winchester Repeater Repeater The classic rifle of the era and the balanced middle of the repeater line: solid damage, good range, and dependable accuracy, making it the weapon most players ride with through the whole story. Ammo: Repeater Ammo Role: All-round rifle Accuracy: High Gunsmiths across New Austin, Nuevo Paraíso, and West Elizabeth
Henry Repeater Repeater A heavier, better-finished repeater that trades a little rate of fire for cleaner accuracy at distance. Ammo: Repeater Ammo Role: Accurate repeater Accuracy: Very high Gunsmith stock once the story leaves New Austin
Evans Repeater Repeater The high-capacity repeater, built to keep firing long after its rivals run dry. Ammo: Repeater Ammo Role: High-capacity repeater Magazine: Largest of the repeater family Available from gunsmiths later in the campaign

Rifles

Long-range rifles used for sniping, hunting, and dropping enemies before they close the distance.

Name Type Description Stats Source
Springfield Rifle Rifle A single-shot military rifle with strong damage at range but a slow reload between shots. Ammo: Rifle Ammo Action: Single-shot Accuracy: High Gunsmith purchase from the New Austin chapter onward
Bolt Action Rifle Rifle The all-round scoped rifle of the frontier, balancing damage, range, and a workable rate of fire. Ammo: Rifle Ammo Scope: Yes Accuracy: Very high Sold by gunsmiths in all three territories
Rolling Block Rifle Rifle A heavy scoped rifle built for extreme-range work, capable of dropping targets from across a valley. Ammo: Rifle Ammo Scope: Long-range Rate Of Fire: Slow Gunsmith purchase as the rifle tier widens
Carcano Rifle Rifle A scoped bolt-action rifle that fires faster than the other dedicated sniper rifles while retaining long-range punch. Ammo: Rifle Ammo Scope: Yes Rate Of Fire: Moderate Late-game gunsmith stock in West Elizabeth and Nuevo Paraíso

Shotguns

Close-range guns for clearing rooms, storming forts, and surviving ambushes, from break-action doubles to the pump and semi-automatic models used by the army.

Name Type Description Stats Source
Sawed-Off Shotgun Shotgun A cut-down shotgun carried one-handed for close work, especially from horseback. Ammo: Shotgun Ammo Range: Very short Riding: Can be fired from horseback Common on outlaws and sold at gunsmiths
Double-Barreled Shotgun Shotgun The honest two-shot scattergun: immense damage across a wide cone, then a reload that feels very long when a gang is closing in. Ammo: Shotgun Ammo Capacity: Two shells Damage: Very high Gunsmith purchase in New Austin
Pump-Action Shotgun Shotgun A repeat-firing shotgun that keeps shells coming without breaking the gun open. Ammo: Shotgun Ammo Action: Pump-action Rate Of Fire: Moderate Gunsmith stock from the mid-game onward
Semi-Automatic Shotgun Shotgun The fastest firing shotgun in the arsenal, cycling a fresh shell with every pull of the trigger. Ammo: Shotgun Ammo Action: Semi-automatic Rate Of Fire: Fast High-cost gunsmith purchase in West Elizabeth and Nuevo Paraíso

Thrown and Melee

Explosives, thrown weapons, and the blades and ropes John carries for close work and hunting.

Name Type Description Stats Source
Dynamite Explosive A thrown bundle of explosives that clears clusters of enemies, blows open crates, and takes down groups in gang hideout assaults. Type: Area explosive Effect: High blast damage in a radius Sold at general stores and found in crates
Fire Bottle Thrown A liquor bottle stuffed with a burning rag, thrown to set an area alight. Type: Incendiary Effect: Burning area damage over time Purchased from general stores and looted from gangs
Throwing Knives Thrown Silent, recoverable blades for picking off sentries without raising the alarm. Type: Thrown blade Recovery: Can be retrieved from a body or the ground Sold at general stores and carried by hunters
Tomahawk Thrown A thrown hatchet that kills on contact at short range and can be reclaimed afterward. Type: Thrown blade Recovery: Can be retrieved after a throw Added with the Legends and Killers multiplayer pack
Hunting Knife Melee The blade John always carries, used for skinning kills, silent takedowns, and desperate close-quarters fighting. Type: Melee blade Uses: Skinning, stealth kills, close combat Carried from the start of the game
Lasso Melee / Tool A rope used to capture rather than kill: it hogties targets for live bounties, breaks wild horses, and holds a man still for interrogation. Type: Capture tool Uses: Live bounties, horse breaking, restraint Carried from the start of the game

Emplaced Weapons

Crew-served guns mounted at forts and hideouts that can be turned on whoever holds them.

Name Type Description Stats Source
Gatling Gun Emplaced Gun A hand-cranked multi-barrel gun mounted on a tripod or wagon, capable of shredding a charging force. Type: Emplaced machine gun Rate Of Fire: Very fast Ammo: Unlimited while mounted Mounted at forts, hideouts, and mission set-pieces

Undead Nightmare Arms

The improvised weapons the expansion adds for fighting the undead, from the four-barrelled Blunderbuss to fire and holy water.

Name Type Description Stats Source
Blunderbuss Special Shotgun The expansion's signature gun: a wide-bore muzzle-loader loaded with scavenged ammunition types instead of shells. Ammo: Undead Bait, Boom Bait, Phosphorus Coating Range: Short Effect: Ammo-dependent area effects Recovered during the Undead Nightmare campaign
Holy Water Thrown A flask of blessed water that burns the undead on contact and clears plague nests. Type: Thrown holy item Effect: High damage to undead Found and bought around the plague-struck frontier
Torch Melee A burning brand used to set the undead alight and, crucially, to burn plague graves and cleanse sacred sites as part of the expansion's town-saving loop. Type: Improvised fire Uses: Burning graves, lighting the undead on fire Used during the Undead Nightmare campaign
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