Every class shelf in the WolfTeam Legacy shop on Wolfory has a personality. Assault rifles overwhelm you with choice, sniper rifles ask for patience, submachine guns buzz around the map. The shotgun tab - labeled "Shotgun" in English and "Pompalı Tüfek" in Turkish - is the quiet corner: twelve purchasable entries, one flat Gold ladder and a set of weapon cards full of wolf-hunting lore. It is also, as it turns out, the tightest primary-weapon shelf in the game. A quick correction to our SMG guide, which called its sixteen entries the smallest class: the shotgun shelf is one step smaller. Nothing else changes - this guide walks the whole shelf the same way, from prices to fire modes to the stories printed on the cards.

Where the shotguns live in the shop

The shop sorts weapons into class tabs, and this class follows the game's long-standing item numbering: shotguns occupy the 7000 ID band, right between the sniper rifles (6000s) and the machine guns (7500s). Our weapon classes guide explains the full taxonomy - pistols in the 1000s, assault rifles in the 3000s, submachine guns in the 5000s - so here we stay with the shotguns. One honest note before we start: the in-game guide (the /help companion on the website) does not currently cover shotguns at all, so this article is currently the only English and Turkish field guide to the class. Everything below was read directly from the audited shop catalog and the client's own text tables.

Twelve entries, one Gold ladder, zero Wolf Coin

The tab lists exactly twelve purchasable entries, and every single one is bought with Gold. There is no Wolf Coin shotgun anywhere in the class - unlike the SMG shelf (one WC gun, the PI-90 PX) or the sniper shelf (one WC gun, the SVDR MODERN). If you can earn Gold, you can own every shotgun in the game.

All twelve listings sit on the identical six-step ladder that every Gold primary shares: 1,200 Gold for 1 day, 7,200 for 7 days, 24,000 for 30 days, 60,000 for 90 days, 108,000 for 180 days and 216,000 Gold for the permanent version. There are no premium-edition price jumps inside this class - the most expensive permanent shotgun costs exactly what the cheapest one costs. Our best-weapon guide explains why that flat ladder matters: inside a weapon family, the editions differ by roughly one percent in damage, so the choice between family members is comfort and looks, not power.

The five name families

Twelve entries compress into five name families. Three of them carry full weapon cards in the client's text tables; two arrived without cards and are known only by their shop names.

SUPAS counts two members: SUPAS PT and SUPAS WT. EM-3 counts two as well: EM-3 P and EM-3 CS. EXM-26 is the biggest carded family with three: EXM-26 CS, EXM-26 WT and EXM-26 Rookie Only. Then come the two cardless families: AAA-12 with three shop entries (AAA-12, AAA-12 MC, AAA-12 GL) and M-1014 with two (M-1014, M-1014 MC). The Latin product names are the same in both languages - the shop shows the same names on the Turkish client.

Pump action or auto

The seven carded weapons split cleanly into two firing behaviors, and the split is confirmed twice - once in the weapon cards themselves and once in the balance data's native fire-mode field. The SUPAS pair and both EM-3 guns are pump action guns, and their cards list a shell notation of "8 rounds x 3". The three EXM-26 editions are automatics with a "5 rounds x 4" notation. Weights run from 1.9 kg for the EXM-26 family to 3.2 kg for the EM-3 pair and 4.4 kg for the two SUPAS guns. We quote the shell notation exactly as the cards print it rather than interpreting it - the card text is legacy flavor, and we do not invent mechanics behind it.

What about the AAA-12 and M-1014 families? Their combat text tables are simply empty - no card, no listed fire mode. They are on the shelf with real prices, so you can rent one for a day and find out how it handles before committing; that rent-first routine is exactly what our best-weapon guide recommends for any unfamiliar gun.

What the cards say

The carded shotguns carry some of the most charming legacy writing in the game. The SUPAS cards trace the gun to a 1970s Italian manufacturer called FRANCHIE, adopted by militaries for easy use, and note that the WT edition was "modified to shoot Wolves more accurately" - the card explicitly frames it as the tool of a counter-wolf unit with pump action ruled as combat policy. The EM-3 cards tell an anti-terrorism story: the gun was phased out by newer shotguns, but a police department customized a pump-action-only variant to reduce casualties, and the CS edition went to fast-assault troops who trusted pump action for its low breakdown rate. The EXM-26 cards retell the rise of a customized "Lemington-870" - a name you will recognize - compacted for anti-terrorism work, with the WT edition tuned for anti-wolf spread patterns at the cost of added weight.

Card lore is flavor, not specification: the texts carry decades-old translations and typos, and we present them as what they are - the personality printed on the gun, not a stat sheet.

The Rookie Only mystery

The most interesting card in the class belongs to EXM-26 Rookie Only. Its text describes a training weapon: built for beginners with minimized functions to reduce cost, restored by trainers after each exercise, and - the striking line - automatically disappearing fourteen days after training starts. That is not what the shop sells today. In the current catalog, EXM-26 Rookie Only is a regular Gold listing on the standard ladder, permanent version included, exactly like its CS and WT siblings. The card simply still tells the old training-weapon story, the same way other legacy cards in this game preserve history the shop has moved past. Practically: treat it as a normal listing, budget it with the same ladder as everything else, and enjoy the cheapest-looking name on the shelf.

Training, rooms and practice

Two coverage notes for planners. First, the tutorial task list has no shotgun block: its weapon tasks cover rifles, sniper rifles, heavy weapons, hand-to-hand melee (that "short range weapon" task means fists and blades, not shotguns) and grenades. Second, the room rule set has no shotgun-only mode either - hosts can restrict rooms to knives, pistols, sniper rifles or heavy weapons, but shotguns have no dedicated rule. The class lives in normal rooms.

That makes the bot rooms the natural shotgun playground. AI Deathmatch is free rehearsal - no rewards, but no risk either - and bots currently walk Arrival, Foundry and Mansion. Tight corridors and interior rooms are where a shotgun's short reach stops being a weakness, so pick an indoor-heavy map for pump-action practice, save the open lanes for your rifle sessions, and use the weapon upgrade system afterward: every shotgun takes the same four upgrade slots as any other standard weapon, equipping and removing modules is free.

What we cannot tell you (yet)

Two deliberate silences, so you know they are choices and not oversights. We do not publish absolute damage numbers for any weapon - the internal balance data is staged but not final, and the only damage-side fact we print is the published rule of thumb that same-family editions differ by about one percent. And we do not guess fire modes or stats for the cardless AAA-12 and M-1014 families; their names and prices are real, their documentation is not there yet. When the game's own guide grows a shotgun section, we will revisit.

Until then: the shotgun shelf is fully earnable, fully permanent-capable and waiting in the Gold tab of the shop. Earn your Gold in eligible matches, rent before you commit, and go introduce the wolf team to the wrong end of a pump action.

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