SPAS12 angled f

SPAS12 angled


Weapon Type Primary Weapon
Weapon Class Shotgun
Rank Prerequisites Rank 120
Damage 30 → 18
Range 48 max → 125 min


Hip Accuracy


Sight Accuracy


Magazine Size 7, 8 with round in chamber
Ammo Reserve 50
Fire Modes Semi
Rate of Fire 180 RPM

TTK (Time to Kill) 0.66 s
Head & Body Multiplier
per bullet/pellet
Max (48 studs) Min (125 studs)
(x1.14) Head 34.2 20.52
(x1) Torso 30 18
(x1) Arms and Legs 30 18
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 30 -> 16.2 48 max -> 112.5 min
R2 Suppressor 28.5 -> 17.1 45.6 max -> 118.75 min
PBS-1 Suppressor 28.5 -> 17.1 45.6 max -> 118.75 min
PBS-4 Suppressor 28.5 -> 17.1 45.6 max -> 118.75 min
Suppressor 27 -> 18 43.2 max -> 125 min
Flechette 27 -> 18 52.8 max -> 125 min
Birdshot 27 -> 18 52.8 max -> 125 min
Slugs 90 -> 45 48 max -> 125 min
Muzzle Velocity 2000 studs/s
Penetration Depth 0.5 studs
Suppression 2.5


Hipfire Camera Recovery Speed 12
Sight Camera Recovery Speed 12
Weapon Recovery Speed 15
Weapon Recoil Damping 0.6


Min Camera Kick (3.29, -1.11, -0.41)
Max Camera Kick (4.09, -1.61, -0.40)
Min Recoil Displacement (0.10, 2.79, -12.19)
Max Recoil Displacement (0.40, 2.90, 12.80)
Min Recoil Rotation (3.20, -0.70, -0.31)
Max Recoil Rotation (3.95, 0.40, 0.30)
Hipfire Spread Factor 0.07
Hipfire Recovery Speed 8
Hipfire Spread Damping 0.80


Min Camera Kick (3.09, -0.50, -0.50)
Max Camera Kick (3.90, -0.90, 0.50)
Min Recoil Displacement (-0.11, 1.29, 11.19)
Weapon Shot Displacement (0.10, 1.89, 11.80)
Min Recoil Rotation (2.09, -0.50, -0.81)
Max Recoil Rotation (2.75, -0.21, -0.50)
Sight Magnification 2.5x


Reload Time 1.5 seconds
Empty Reload Time 1.4 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 800
Crosshair Recover Rate 10


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type 12 gauge
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
C79 125 Kills
Comp Aimpoint 130 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 Kills
MARS 70 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
Z-Point 10 Kills
ACOG Scope 430 Kills
TA33 ACOG 650 Kills
TA11 ACOG 1750 Kills
TA01 ACOG 2500 Kills
Extended Stock 0 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills
Flashlight 0 Kills

Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills

Other Attachments Kills Required
Green Laser 110 Kills
Laser 20 Kills
Ballistics Tracker 1500 Kills
Birdshot 1000 Kills
Fletchette 700 Kills
Slugs 2000 Kills
Flashlight 0 Kills

The SPAS-12 is an Italian Shotgun. It is unlocked at rank 120, or it can be purchased with credits.


The Franchi SPAS-12 (Special Purpose Automatic Shotgun-12) is an Italian combat shotgun manufactured by Luigi Franchi S.p.A from 1979 to 2000. It is capable of semi-automatic or pump-action operation with it being designed primarily as a semi auto but having the pump action firemode used to reliably fire low-pressure ammunition such as tear gas rounds.

The SPAS-12 was intended to be a rugged military combat shotgun, hence its name. In 1990, Franchi renamed the shotgun to Sporting Purpose Automatic Shotgun for continued sales to the United States as a limited-magazine-capacity, fixed-stock model until 1994 when the Federal Assault Weapons Ban was introduced. By the time the Federal Assault Weapons Ban had expired in 2004, Franchi had ended production of the SPAS-12 in 2000 to focus on the production of the SPAS-15.[1]


General Information

The SPAS-12 is a high rank semi-automatic shotgun. Damage is fairly low for a shotgun, with a maximum damage of 20 and minimum damage of 18 per pellet. However, it is still capable of dealing a one-shot-kill (1SK) up close. Range is above-average, with damage beginning to drop off at 43 studs and stopping at 125 studs - its minimum range value being quite good for a shotgun. Its rate-of-fire (RoF) is slightly above-average for its class, at 180 RPM - slower than other semi-automatic shotguns like the Saiga-12 or DBV12, but higher than any of the pump-action shotguns such as the KSG-12.

Unlike the Saiga or DBV-12, the SPAS-12 lacks a box magazine, instead having a typical tube magazine where shells are loaded individually. This does mean one can fire the weapon before finishing a complete reload but reloads take longer to perform. Its capacity is average, at seven rounds plus one round in the chamber.

Usage & Tactics

The SPAS-12 performs well in closed environments. Being out in the open with the SPAS-12 hinders the user's chances to successfully engage targets at longer ranges. The weapon is most effective when flanking the enemy at close range or attacking capture points at close range. As reloads take longer to perform, it is recommended to reload behind cover or switch to a secondary.

By default, it comes with the stock folded, which obstructs the user's vision immensely. As an alternative, the player may use the attachment Extended Stock to use the rear flip up sight instead. In addition, using any optic will unfold the stock. Like with most other shotguns, the SPAS-12 supports an alternative aim position above the default optic.

Given its good 1SK range, a suppressor should be avoided, as it will further increase the spread and decrease the damage. Using a Muzzle Brake can help the user with the strong vertical kick of the shotgun. Other recoil reducing attachments like the angled grip, stubby grip, or the green laser can help make follow up shots easier and rapid. The laser, vertical, and other hipfiring attachments will make close quarters combat (CQC) easier with hipfire, cutting out the extra second it takes to aim at the target, potentially winning the firefight.

The SPAS-12 has a very limited range but adding attachments such as Flechette rounds can increase the range. Other attachments that increase sight accuracy like the Muzzle Brake, Angled Grip, and any sight (other than the VCOG 6x Scope) can make the SPAS-12 somewhat sufficient at long range and can kill in relatively few shots out to 150 studs.


In conclusion, the SPAS-12 performs best in CQC situations. However, when compared to other semi-auto shotguns, it can reach out to much further, even to an extent where it can compete against pump-action shotguns and stevens DB equipped with flechette or birdshot. That is made even more impressive by the fact that all of this is with the normal buckshot only.

Damage Table for Ammunition Attachments

Hitbox for Birdshot Range
Max (42 studs) Min (90 studs)
(x1) (x24 pellets) Head 27 (648) 23 (552)
(x1)(x24 pellets) Torso 27 (648) 23 (552)
(x1)(x24 pellets) Arms and Legs 27 (648) 23 (552)
Note: Yellow color signifies when ALL pellets hit the target.
Hitbox for Flechette Range
Max (42 studs) Min (90 studs)
(x1) (x8 pellets) Head 27 (216) 23 (184)
(x1)(x8 pellets) Torso 27 (216) 23 (184)
(x1)(x8 pellets) Arms and Legs 27 (216) 23 (184)
Note: Yellow color signifies when ALL pellets hit the target.
Hitbox for Slugs Range
Max (35 studs) Min (90 studs)
(x1.8) (x1 pellet) Head 162 103.5
(x1.5)(x1 pellet) Torso 135 86.25
(x1)(x1 pellet) Arms and Legs 90 69
Note: Red color signifies a fatal hit. All values calculated in-game are rounded down. (e.g. 99.99 to 99)

Pros & Cons


  • Good RoF for its class.
  • Can use Extended Stock attachment by default to make its default iron sights less obstructive.
  • Can reload cancel on partial refill, unlike magazine-fed semi-auto shotguns.
  • Highest velocity of all shotguns at 2000 studs/s.
  • Rapid damage output.
  • Slugs ammunition enables a 1SK to the head at all ranges.
  • Above average RoF and good spread means great at CQC.


  • Obstructive Iron Sights.
  • Inconsistent pellet spread.
  • Long reload when empty.
  • Easy to oversample the RoF.


  • The SPAS-12 in-game has an 18-inch barrel with a muzzle device at the end already, likely being a choke device.
  • The SPAS-12, with Slugs, is the second fastest firing weapon that can 1SK to the head at any range. The first is the KAC SRR, at 400 RPM.
    • Previously, with the implementation of the M107, the SPAS-12 would be beaten out by its 200 RPM, but it was then reduced to 55 RPM, leaving the SPAS-12 in first place.
  • The SPAS-12 has the highest rank unlock for the shotgun class, at Rank 120.
    • It also had the fourth highest rank unlock of any weapon in-game, only outclassed by the M231, the Hecate II and the Steyr Scout.
  • Unlike its real-life counterpart, the SPAS-12 in-game lacks a pump-action mode, however, the weapon is correctly pumped after an empty reload.
    • The pump-action mode would be used for firing ordinance that would normally not allow the weapon to cycle, such as less-than-lethal rounds, so not pumping the weapon unless it was empty is actually standard operating procedure with normal buckshot.
  • In real life, the SPAS-12 has a charging handle located on the shell ejector, which could be use to load up the weapon like other semi-automatic shotguns.
  • The SPAS-12 was originally in the alpha stage of Phantom Forces. It was removed when the game transitioned into its beta.
    • The weapon was developer-only, so a regular player would have never seen it unless a developer was in the server.
  • The M41A Pulse Rifle from the Alien movie franchise features the SPAS-12's handguard and slide-action sleeve, which forms a part of the rifle's unerbarrel grenade launcher.
  • The SPAS-12 famously appeared in the movie Jurassic Park, most notably in the scene where character Robert Muldoon says 'Clever girl...' shortly before being attacked and presumably killed by the velociraptors.


Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS - AK47 - AUG A3 - L85A2 - HK416
AK74 - AKM - AK103 - M231

Personal Defense Weapons

M1921 - MP5K - UMP45 - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector - MP40

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
L115A3 - TRG-42 - Mosin Nagant - Dragunov SVDS
Hecate II - M107 - Steyr Scout


Jury - M4A1 - G36C - M4 - L22 - SCAR PDW - AKU12
Groza-1 - AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - KAC SRR

Designated Marksman Rifles

MK11 - SKS - VSS Vintorez - MSG90 - Beowulf TCR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - Henry 45-70
FAL 50.00


KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12

Secondary Weapons Pistols

M9 - Glock 17 - M1911 - Deagle 44 - M45A1 - Five Seven
ZIP 22

Machine Pistols

Glock 18 - M93R - TEC-9 - MP1911


Judge - Executioner - MP412 REX - Mateba 6
1858 New Army - Redhawk 44


Serbu Shotgun - SFG 50 - Sawed Off - Saiga-12U - Obrez

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