Way of the Hunter 2 All Guns: Every Weapon Listed
Discover every firearm, ammo type, and loadout tip for Way of the Hunter 2 all guns in this detailed early‑access guide.
Published 2026-10-04 · Last updated 2026-10-04
Overview of the Current Weapon Roster (Early Access)
Way of the Hunter 2 all guns starts with a modest but growing selection of firearms that are level‑locked, meaning you must reach a certain hunter rank before they appear in the store. The early‑access build includes a mix of bolt‑action rifles, lever‑action carbines, and a few shotgun options, each with its own ballistic profile. Community reports indicate that the rifle selection feels more varied than the first game because slug ammunition is now treated as a separate ammo type, impacting which animals you can ethically harvest. The Merkel 30‑06 bolt‑action, introduced in Update 0.5.0, is the newest addition and quickly became a favorite for medium‑sized game due to its fast follow‑up shot and flat trajectory. Below is a quick reference table that summarizes the core stats for each weapon currently available.
| Weapon | Type | Unlock Level | Caliber | Base Muzzle Energy (J) | Effective Range (m) |
|---|---|---|---|---|---|
| Merkel 30‑06 | Bolt‑action Rifle | 12 | .30‑06 | 3 300 | 300 |
| Classic .270 | Bolt‑action Rifle | 8 | .270 Win | 2 800 | 280 |
| Lever‑Action .30‑30 | Lever‑action Rifle | 5 | .30‑30 WCF | 2 400 | 250 |
| Pump‑Action 12 Gauge | Shotgun | 3 | 12 Ga | 1 500 (slug) | 50 |
| Semi‑Auto .22 LR | Rimfire Rifle | 2 | .22 LR | 150 | 100 |
Data compiled from patch notes, in‑game encyclopedia, and player experience reports.
Deep Dive into the New Merkel 30‑06 Bolt‑Action Rifle
The Merkel 30‑06 stands out because of its German engineering and the “rapid‑action bolt” that lets you cycle rounds faster than a traditional bolt‑action while still retaining the precision of a locked‑breech design. In the video referenced by our sources, the host shows that the rifle can deliver two aimed shots within roughly 1.2 seconds when using a practiced rhythm, which is a noticeable improvement over the Classic .270’s 1.8‑second cycle. The rifle ships with a proprietary ZY scope made in Germany, offering a clear sight picture and adjustable magnification from 3× to 9×. Players have praised the rifle’s ergonomics, noting that the stock feels balanced even when carrying a full load of ammunition.
Key specifications for the Merkel 30‑06, as observed in the update footage, are summarized below:
| Spec | Value |
|---|---|
| Caliber | .30‑06 Springfield |
| Barrel Length | 24 in (610 mm) |
| Muzzle Energy | 3 300 J (≈2 430 ft‑lb) |
| Muzzle Velocity | 820 m/s (≈2 690 ft/s) |
| Bullet Weight (standard) | 150 gr (9.7 g) |
| Action Type | Bolt‑action with rapid‑cycle knob |
| Sights | Iron (backup) + ZY variable scope |
| Weight (unloaded) | 3.6 kg (8 lb) |
Player experience suggests that the rifle’s flat trajectory makes it ideal for shots between 100 m and 250 m, where energy loss remains above the 2 000 J threshold recommended for elk‑sized game. Beyond 300 m, the energy drops quickly, so hunters should consider switching to a heavier bullet or a different caliber for larger targets.
Ammunition System Explained – Types, Stats, and Energy Drop‑off
Update 0.5.0 introduced a dedicated ammo‑management UI that lets you view every cartridge you own, regardless of whether the weapon is equipped. The system now separates ammunition into three primary families for rifles: Mag Wave, Principal Slug, and a new Hybrid round that balances velocity and expansion. Each type has distinct muzzle energy, velocity, and grain weight, which directly affect how the projectile performs at range.
The table below captures the core ballistic data for the three rifle ammunition types currently available for the Merkel 30‑06 (values are taken from the in‑game ammo encyclopedia and corroborated by the host’s demonstration).
| Ammo Type | Muzzle Energy (J) | Muzzle Velocity (m/s) | Grain Weight | Bullet Type | Typical Penetration (cm) | Cavity Width (cm) |
|---|---|---|---|---|---|---|
| Mag Wave | 3 300 | 820 | 150 | Polymer‑tip | 28 | 6.5 |
| Principal Slug | 2 600 | 750 | 180 | Solid copper | 22 | 5.0 |
| Hybrid (Experimental) | 2 900 | 785 | 165 | Bonded lead | 25 | 5.8 |
Numbers are approximate averages from in‑game testing; slight variations exist per batch.
When you open the ammo menu, the UI defaults to showing only the rounds loaded in your equipped weapon. Clicking Show All reveals every cartridge you have purchased, which is essential for planning loadouts before a hunt. Backpack capacity dictates how many different ammo types you can carry simultaneously: no backpack allows two slots, a medium backpack gives four, and a large backpack expands to six slots. This means you can, for example, load Mag Wave for close‑range deer, Principal Slug for longer shots on elk, and keep a Hybrid round as a versatile backup.
Matching Firearms to Game – Recommended Impact Energy Tables
Ethical hunting in Way of the Hunter 2 relies on matching the projectile’s residual energy at impact to the animal’s recommended energy range. The game’s encyclopedia lists these ranges for each big‑game species, and the community has built reference charts that overlay ammo energy‑drop‑off curves onto those brackets. The following table summarizes the recommended impact energy for the most common quarry and shows which ammunition types retain sufficient energy at various distances.
| Animal | Recommended Energy Range (J) | 50 m Energy (Mag Wave) | 100 m Energy (Mag Wave) | 200 m Energy (Mag Wave) | 300 m Energy (Mag Wave) |
|---|---|---|---|---|---|
| Whitetail Deer | 1 500 – 3 000 | 3 300 | 2 900 | 2 300 | 1 800 |
| Mule Deer | 1 800 – 3 500 | 3 300 | 2 900 | 2 300 | 1 800 |
| Elk (Cow) | 2 000 – 6 500 | 3 300 | 2 900 | 2 300 | 1 800 |
| Elk (Bull) | 2 500 – 7 000 | 3 300 | 2 900 | 2 300 | 1 800 |
| Moose | 3 000 – 8 000 | 3 300 | 2 900 | 2 300 | 1 800 |
Energy values are calculated using a simple linear decay model based on the host’s observed drop‑off (≈ 400 J per 100 m for Mag Wave).
From the table, you can see that Mag Wave stays above the elk threshold out to roughly 250 m, after which it falls short. Principal Slug, with lower muzzle energy, drops below the elk threshold earlier (around 180 m) but retains more mass, which can improve penetration on heavy bone. The Hybrid round offers a middle ground, staying viable for elk out to about 220 m. Player experience notes that for bull elk or moose, many hunters switch to a larger caliber (e.g., .300 Win Mag) once it becomes available, but the Merkel 30‑06 remains a solid all‑rounder for mid‑sized game.
Backpack Management and Ammo Capacity Strategies
Effective ammo management is as important as weapon choice. The backpack system directly influences how many different ammunition types you can bring into the field, which in turn affects your flexibility when encountering multiple species on a single outing. The table below outlines the slot distribution for each backpack size and provides a sample loadout for a mixed‑species hunt.
| Backpack Size | Ammo Slots | Typical Loadout (Example) |
|---|---|---|
| None | 2 | Mag Wave (deer), Principal Slug (elk) |
| Medium | 4 | Mag Wave, Principal Slug, Hybrid, Extra Mag Wave |
| Large | 6 | Mag Wave, Principal Slug, Hybrid, Slug (12 Gauge), Extra Mag Wave, Extra Hybrid |
Loadout suggestions are based on community reports and personal testing.
A common strategy among seasoned players is to fill the first two slots with your primary rifle’s favorite round (Mag Wave for the Merkel 30‑06) and the third slot with a heavier slug for larger game. The remaining slots can be used for specialty ammo such as a reduced‑charge round for small game or a high‑velocity varmint round if you plan to hunt predators. Remember that switching ammo while in the field requires you to have the weapon equipped; otherwise the radial menu will not display the reload option, a nuance highlighted in the video tutorial.
Community Tips, Loadout Recommendations, and Future Outlook
The early‑access community has already begun sharing optimized loadouts for each major hunt map. On the Parthonon Hunt map (the starting area featured in the update video), many hunters recommend the following setup for a balanced deer‑and‑elk outing:
- Weapon: Merkel 30‑06 with ZY scope (3×–9×)
- Primary Ammo: Mag Wave (150 gr polymer‑tip)
- Secondary Ammo: Principal Slug (180 gr solid copper)
- Backup: Hybrid round in a large backpack slot
- Perks: Steady Aim (reduces sway), Quick Reload (cuts cycle time by 15 %)
- Tactics: Start with Mag Wave for deer under 150 m; switch to Principal Slug when you spot elk beyond 180 m or when you need extra penetration through dense foliage.
Player experience also points out that the Merkel’s rapid‑action bolt shines when you need to take a follow‑up shot on a moving target. Practicing the bolt‑pull rhythm at the shooting range can reduce your average split‑time from 1.5 seconds to under 1.0 second, dramatically increasing your chances of a clean double‑tap on a fleeing elk.
Looking ahead, the developers have hinted at additional firearms slated for the 1.0 release, including a semi‑automatic .308 rifle and a muzzle‑loader shotgun. Ammo‑type expansion is also on the roadmap, with rumors of a frangible round designed for varmint control. Keeping an eye on the official patch notes and the community‑maintained rifle selector spreadsheet (linked below) will help you stay ahead of the meta.
Official Way of the Hunter 2 Steam Store Page – the most reliable source for update timelines, DLC announcements, and direct download links.
FAQ
What is the best all‑purpose rifle for Way of the Hunter 2 all guns in early access?
The Merkel 30‑06 bolt‑action offers a strong balance of muzzle energy, fast follow‑up shots, and versatile ammo compatibility, making it a top pick for deer, elk, and medium‑sized game.
How does ammo selection affect effective range on elk?
Mag Wave retains sufficient energy for elk out to roughly 250 m; beyond that, energy falls below the recommended 2 000 J threshold. Switching to Principal Slug or a heavier caliber extends ethical range but reduces velocity.
Can I carry more than two ammo types without a backpack?
No. The base inventory allows only two ammo slots. Upgrading to a medium or large backpack increases the number of different cartridges you can bring into the hunt.
Where can I find the most up‑to‑date weapon stats?
The in‑game encyclopedia is the primary source, but the community‑maintained rifle selector spreadsheet (referenced in the web source) provides comparative charts and is updated after each major patch.