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Weapons & Weapon Banks
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There are many weapons and items which are available to the various classes.
Weapon Banks 1-7 are bound to the keys 1-7 above the letters on the keyboard.
Weapon Bank 1 - Dagger
Your basic blade for in close fighting in desperate needs. Should you be able to sneak up behind opponent and see knife hit (shown to right), it will inflict 100 damage from behind.
Weapon Bank 2 - Colt Dragoon Pistol
This is you're basic 6 Shooter side arm. It has a faster rate than your riffle but is less accurate than your riffle.
Ammo: Mag 6 / 30 Reload time: 1 seconds
  Weapon Bank 3 - Main Riffle
You will have a choice of 2 basic rifles, the Colt and the Henry, each with their own qualities.
Colt Rifle - This rifle has a higher rate of fire than the henry but is less accurate. It does have less recoil than the henry.
Ammo: Mag 6 / 30 Reload time: 2 seconds
Henry Riffle - This is the counterpart to the colt. It has more kick & damage than colt, but slower fire rate. It is slightly more accurate than colt.
Ammo: Mag 8 / 32 Reload time: 2 seconds
Weapon Bank 4 - Tossed Weapons
Note - All missile weapons are fused (light then tossed) so that if they land in water they will go out.
There are 3 types of missile weapons:
Bombs - (primitive clay pot filled w/ gunpowder) These can be held for up to 5 seconds before they explode (but be careful)
TNT Stick - This has a much bigger blast than the grenade. For this reason the TNT stick is lit then immediately tossed. (similar to smoke grenade of lut's in RtCW.)
Moltovs - looking like a bottle w/ a rag they are just that. The moltov is lit then tossed immediately and will break on impact, scattering flaming liquid in the area. More damage on direct hit but also can inflict damage on anyone running through. Flames last about 2 seconds. This is a weapon that is given out by the Doc's and if Doc uses it then it draws on his energy bar (used for med packs).
Starting missile weapons and max per class are as follows:
Class
Soldier 1 (max 2) 1 (max 1) 1 (max 2)
Miner 3 (max 5) 1 (max 2) None
Doctor 1 (max 2) None *Special
Captain/Sheriff 1 (max 2) 1 (max 2) 1 (max 2)
*Doctors draw on 50% of the power bar to toss Molotov's. They can not pick up bottles on ground.
  Weapon Bank 5 (Special Hand Held Item)
Doctor - Cure-All Tonic bottle for reviving the 'mostly dead'
Miner - this is your pliers and flint. You use it for both lighting and disarming dynamite. Hit fire key to light dynamite. hold activate key (F default) and hit fire too snip fuse (deactivate).
  Weapon Bank 6 (Special Dropped Item)
Miner - Drop a dynamite bundle. 100% energy bar. Will automatically switch to pliers after dropped.
Doctor - Drop a med bag and moltov cocktail. 25% energy bar
Sheriff/Captain - Drop an ammo pack containing one round of various ammunition (full load or 3 shots for musket). 25% energy bar

Note, players will not pickup ammo/med bags/moltovs if they are at full. Also there will be about a one second delay between pickups (6 for medics and health) to prevent rapid rearming or patching up.
  Weapon Bank 7 - The Big Guns
These are the special guns of the wild west. The sheriff can use the Volley Riffle and Dual Colts and the Soldier can use all of them.
Volley Riffle - The up close Bad boy of the wild west. This is an early scatter-gun firing 7 bullets at once. Up close it will usually kill who ever is hit, but (like shotguns) the bullets spread out and is very difficult to hit an individual at medium - long range. It will however inflict multiple hits on a cluster of targets (caution when firing into hand to hand). It must be manually Reloaded after each shot. (This weapon is paired with the colt riffle)
Ammo: Mag 7 (at once) / 42 Reload time: 4.5 seconds
Dual Paterson Pistols - The 'Two Toten' weapon. The patersons are just that, 2 pistols which are the fastest firing weapon in the wild west (close to gatling but w/ no lag). Their accuracy isn't that great but the volume of bullets make up for that. Dangerous at close - medium range in the right hands. (This weapon is paired with the henry riffle)
Ammo: Mag 10 / 30 Reload time: 1.5 seconds
Harper's Musket - The Sniper riffle of it's time. The musket is the only weapon with a 'focus' (primitive zoom) on it. It delivers an incredible punch with an incredible kickback. It must also be manually reloaded. When in weapon focus mode (mouse2) you will not be able to move it around as fast but will have a more accurate shot.
Ammo: Mag 1 / 10` Reload time: 4 seconds (Ammo 3/pack)
Gatling - The first machine gun (designed by a pacifist who though that it would end war). This is a hand cranked, rapid fire gun. This weapon has serious firepower and rate but, needs to be wrestled into firing (about a one second delay) to get it going. Unlike the venom in RtCW, this can not be idled for rapid firing (it's the 1820's). It is also much more accurate crouched than standing, and if fired in short bursts. Like the volley rifle this will do nicely as an 'area of affect' weapon at range scattering bullets all over the area.
Ammo: Mag 24 / 24 Reload time: 3 seconds

Telescope - Only the Captain or Sheriff has these. Hit the B key to look through your telescope.