Every weapon-class guide in this series has ended at the same place: the smallest shelf in the shop. The shotgun guide took that crown with twelve entries. Today the crown changes heads. The launcher class — the tab your Turkish client labels with a single word, Roketatar — sells exactly five weapons, and they may be the five most characterful cards in the whole catalog: an antitank rocket, a wolf-sniffing rocket, a pair of six-shot grenade launchers and a flamethrower.

The launcher shelf at a glance

The Launcher tab gathers the 8501-and-up ID range, and the shop lists five entries in it: EM-72A5 LAW, WT RL-2, EM-32, EM-32 MC and GD AWFL. Three facts shape everything else in this guide.

All five are Gold weapons. Not a single launcher is sold for Wolf Coin — the launcher shelf joins the shotgun shelf as the only classes we have profiled with zero Wolf Coin entries, while the sniper and SMG shelves each keep exactly one.

All five share the standard Gold ladder: 1,200 / 7,200 / 24,000 / 60,000 / 108,000 / 216,000 Gold for 1 / 7 / 30 / 90 / 180 days or permanent ownership. The price philosophy behind that single ladder is the subject of our best weapon guide, so we will not re-argue it here.

And all five carry collector-card lore in the client — no nameless fallback entries like the AAA-12 and M-1014 on the shotgun shelf. Five products, five cards, five stories.

Two rocket launchers: EM-72A5 LAW and WT RL-2

The EM-72A5 LAW is the lighter of the two rockets: 5.2 kg on the card, with "1 round x 3" on the ammunition line. Its card tells a small design story: an antitank missile rebuilt around a brand-new launcher, with A4 and A5 editions "specialized for man-to-man battles" once intensified Pride soldiers started walking the battlefield. The best line is pure legacy charm — the launcher's endurance was fortified "so that it is no longer under constraint as the one-time equipment." The one-shot tube grew up.

The WT RL-2 is the shelf's heavyweight at 15.7 kg. Its card calls it a rocket launcher "secretly developed by G.D. based on PIzF 4-XN-900", and then gets genuinely strange: it carries "offensive gas that recognizes deformed genes of Wolf to sprinkle." A rocket that smells wolves. The same card says the weapon can take a heatsensor or an infrared ray detector developed by the same G.D. Both rockets print the same "1 round x 3" ammunition line, and both cards fill their mode field with the words "Rocket Launcher" — the class name, not a trigger pattern — so we report the cards as written and claim no firing behaviour beyond them.

EM-32 and EM-32 MC: six shots, two personalities

The EM-32 is a "6 cycle semi-auto grenade launcher made in South Africa" — 6.3 kg, "6 rounds x 3", Semi Auto. The card keeps a small museum of history: modulated by the US Marine, originally awkward to load, later improved with a cylinder "to use in Wolf Conquest", and fielded by Pride and G.D. with a customized shell using a delay fuze. The cost-cutting is on the card too: no optical equipment on the basic weapon.

The EM-32 MC stays in the family — same 6.3 kg, same "6 rounds x 3" line, the familiar MC suffix like on other shelves — and changes the personality: more driving distance, and rounds that explode immediately when they crash against a wall or object. Then the card adds a line we have to handle honestly: "This weapon is only for Wolf Hunt Mode." The shop, meanwhile, sells the EM-32 MC as an ordinary Gold product on the standard ladder, and the map roster guide already flagged Wolf Hunt as one of the game's experimental modes. Card note and shop shelf disagree; we publish both sides and claim no restriction either way — the same honest treatment the SODB got on the pistol shelf.

GD AWFL: the flamethrower

The GD AWFL closes the shelf: 4.9 kg, the lightest entry in the class, "1 cartridge x 3", Auto, and a card that says the word out loud — a flamethrower, developed by G.D. "to be used in Wolf Conquest", rebuilt as a modulated weapon with easy carriage and quick fuel-cartridge swaps, made to handle "similarly like existing weapon" thanks to the ergonomic design work of its developer, FMN.

Sharp-eyed readers of the machine gun guide have already met one flamethrower there: the EMG-42 Flame lives on the machine-gun shelf. The AWFL is the launcher class's own burner, so the game fields two flamethrowers across two different class tabs.

Heavy-weapon rules apply, twice over

Launchers ride the same heavy-weapon rules the machine gun guide covered in depth: the game counts launcher and machine gun together as heavy weapons, so a No-Heavy-Weapons room will send yours back to the inventory, while the dedicated Heavy Weapon room mode exists to celebrate them. There is no launcher-specific training drill — the closest the tutorial gets is the heavy-weapon drill, and the bot rooms remain the free, reward-less practice hall. Even the radio board has a call for this class: "Launchers!" — our team radio guide has the full table, where that call sits next to some famously loose translations. And the client's string table keeps a dedicated interface label for the class, spelled the legacy way: "Luncher:" in English, "Roket:" in Turkish.

Shelf math, corrected

Counting this shelf made us recount a neighbour. The machine gun guide counted sixteen entries — the 7501-7516 run. While auditing the launcher band for this article we found three more belt-fed Gold entries sitting in the 8000s: the EM-2 HB (32.4 kg, "50 rounds x 4", a card that says "heavy machine gun" and remembers 12.7 mm anti-air and armored-vehicle service), the WT MG-1 (24.8 kg, tripod-stabilized, "not adopted in Pride but in G.D.") and the WT MG-1 MC (the same gun with a 100-round belt printed on the card). By the same ID-band mapping every class guide in this series uses, those three belong to the machine-gun family — which makes the real machine-gun shelf nineteen buyable entries, not sixteen, and retires that guide's "joint-smallest class" framing. The published machine gun guide stays exactly as written; this note is the correction. The new ranking of small shelves: launcher 5, shotgun 12, SMG 16, machine gun 19.

A first-buy routine for five weapons

Everything here costs earned Gold, so keep the routine simple. Check the room rules before you equip — heavy rejections hurt most when you packed a rocket. Rent before you commit: the one-day and seven-day rungs on all five ladders exist for exactly this. Choose by card weight when the cards are all you have to go on: the AWFL is the lightest, the LAW the lightest rocket, the EM-32 pair the only multi-shot entries, the RL-2 the heaviest thing on the shelf.

What we deliberately do not claim: damage numbers, one-shot behaviour, gas mechanics or range. We report the shop and the cards; damage and range claims stay out until the game itself publishes them. What we can promise: no shelf in the shop tells five stranger stories than this one.

Earn the Gold, read the room, and give the smallest class in WolfTeam Legacy a try — five weapons, one ladder, and the loudest cards in the catalog.

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