Cattle baron John Chisum joins forces with Billy the Kid and Pat Garrett to fight the Lincoln County Land War in the New Mexico Territory of 1878.
A former gunslinger is forced to take up arms again when he and his cattle crew are threatened by a corrupt lawman.
When a crooked sheriff murders his employer, William "Billy the Kid" Bonney decides to avenge the death by killing the man responsible, throwing the lives of everyone around him into turmoil, and endangering the General Amnesty set up by Governor Wallace to bring peace to the New Mexico Territory.
A weary gunfighter attempts to settle down with a homestead family, but a smouldering settler and rancher conflict forces him to act.
Three of the original five "young guns" — Billy the Kid, Jose Chavez y Chavez, and Doc Scurlock — return in Young Guns, Part 2, which is the story of Billy the Kid and his race to safety in Old Mexico while being trailed by a group of government agents led by Pat Garrett.
A posse discovers a trio of men they suspect of murder and cow theft and are split between handing them over to the law or lynching them on the spot.
Dan Evans, a small time farmer, is hired to escort Ben Wade, a dangerous outlaw, to Yuma. As Evans and Wade wait for the 3:10 train to Yuma, Wade's gang is racing to free him.
A Texan traveling across the wild West bringing the news of the world to local townspeople, agrees to help rescue a young girl who was kidnapped.
Young Travis Coates is left to take care of the family ranch with his mother and younger brother while his father goes off on a cattle drive in the 1860s. When a yellow mongrel comes for an uninvited stay with the family, Travis reluctantly adopts the dog.
An oppressed Mexican peasant village hires seven gunfighters to help defend their homes.
A wagon train heads for Denver with a cargo of whisky for the miners. Chaos ensues as the Temperance League, the US cavalry, the miners and the local Indians all try to take control of the valuable cargo.
When a handful of settlers survive an Apache attack on their wagon train they must put their lives into the hands of Comanche Todd, a white man who has lived with the Comanches most of his life and is wanted for the murder of three men.
Will Kane, the sheriff of a small town in New Mexico, learns a notorious outlaw he put in jail has been freed, and will be arriving on the noon train. Knowing the outlaw and his gang are coming to kill him, Kane is determined to stand his ground, so he attempts to gather a posse from among the local townspeople.
A New Mexico cattle man and his strong-willed daughter clash over land and love.
Ross Bodine and Frank Post are cowhands on Walt Buckman's R-Bar-R ranch. Bodine is older and broods a bit about how he will get along when he's too old to cowboy. Post is young and rambunctious and ambitious for a better life than wrangling cows. When one of their fellow cowboys is killed in a corral accident, Post suggests a way into a better life for himself and his friend: robbing a bank. Bodine reluctantly joins in the plan and the two contrive to rob the local bank. They make good their escape initially, but Walt Buckman and his two sons, John and Paul, are incensed at this betrayal by their own trusted employees. John and Paul set out to bring Bodine and Post to justice.
Lawman Wyatt Earp and outlaw Doc Holliday form an unlikely alliance which culminates in their participation in the legendary Gunfight at the O.K. Corral.
American gunslinger Sean Rafferty—aka The Montana Kid—is unable to find someone to duel in a Canadian town where no one understands the brutal code of the American Wild West.
A scout leading a wagon train through hostile Indian country gets involved with a Sioux chief's daughter.
In this strange western version of Moby Dick, Wild Bill Hickok hunts a white buffalo he has seen in a dream. Hickok moves through a variety of uniquely authentic western locations - dim, filthy, makeshift taverns; freezing, slaughterhouse-like frontier towns and beautifully desolate high country - before improbably teaming up with a young Crazy Horse to pursue the creature.
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