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The subject of this article appeared in Call of Duty: Modern Warfare 2. The subject of this article appeared in Call of Duty: Modern Warfare: Mobilized. The subject of this article appeared in Call of Duty: Black Ops. The subject of this article appeared in Zombies mode The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appeared in Call of Duty: Modern Warfare 3 for the Nintendo DS. The subject of this article appears in Call of Duty: Black Ops Declassified The subject of this article appeared in Call of Duty: Black Ops II. The subject of this article appears in Call of Duty Online The subject of this article appeared in Call of Duty: Black Ops III. The subject of this article appears in Call of Duty: Infinite Warfare The subject of this article appears in Call of Duty: Infinite Warfare Zombies The subject of this article appears in Call of Duty: Modern Warfare 2 Campaign Remastered The subject of this article appears in Call of Duty: Black Ops Cold War The subject of this article appears in Call of Duty: Warzone This article was previously featured


For the similarly named shotgun, see USAS 12.

The SPAS-12 is a shotgun featured in Call of Duty: Modern Warfare 2, Call of Duty: Modern Warfare: Mobilized, Call of Duty: Black Ops, Call of Duty: Modern Warfare 3, Call of Duty: Modern Warfare 3: Defiance, Call of Duty: Black Ops: Declassified, Call of Duty: Black Ops II, Call of Duty Online, Call of Duty: Infinite Warfare and Call of Duty: Black Ops Cold War. In Modern Warfare 2, Modern Warfare 3, Online and Infinite Warfare it is used in pump-action mode, whereas in the other games it is semi-automatic.

Call of Duty: Modern Warfare 2 & Modern Warfare 2: Remastered[]

Campaign[]

The SPAS-12 appears frequently in several campaign levels, however, during the missions "Cliffhanger," "The Only Easy Day... Was Yesterday", and "The Gulag", a SPAS-12 with Arctic Camouflage can be found. It is also possible, although extremely rare, to find a SPAS-12 with Woodland Camouflage on "Loose Ends" and "The Enemy of My Enemy". In "Loose Ends", it can be found in the armory in the basement. It has fairly long range for a shotgun.

Multiplayer[]

It is the first shotgun available to the player, available in the "Grenadier" default class, with an attached suppressor. The SPAS-12 is unlocked by default with Create-A-Class.

The SPAS-12 is a high damage, long range shotgun. The SPAS-12 fires eight pellets per shot. At any range short of ten meters, the SPAS-12 will deal forty damage per pellet, needing three out of eight pellets to kill. Damage decreases linearly until 17.5 meters. At 17.5 meters, the SPAS-12 will deal twenty damage per pellet, needing five out of eight pellets to kill. The SPAS-12 does no damage beyond 17.5 meters. The SPAS-12 has a three pellet kill range of twelve meters, and a four pellet kill range of fifteen meters. The SPAS-12's damage is among the best in-class, and its range is the best of all secondary shotguns, only bested by the Shotgun attachment. Like all other shotguns, the SPAS-12 has poor penetration power and does not gain any extra damage on Headshots.

The SPAS-12 receives a significant damage bonus when using Stopping Power. At any range short of ten meters, the SPAS-12 will deal 56 damage per pellet, needing just two out of eight pellets to kill. Damage decreases linearly until 17.5 meters. At 17.5 meters, the SPAS-12 will deal 48 damage per pellet, needing four pellets to kill. The SPAS-12 deals no damage past 17.5 meters. The SPAS-12 has a two pellet kill range of eleven meters, and a three pellet kill range of sixteen meters. The SPAS-12 gains the ability to get a kill with just two pellets with Stopping Power, and overall one shot kill reliability is highly increased with the SPAS-12. Stopping Power is not mandatory to get one shot kills with the SPAS-12, as the base SPAS-12 is quite reliable on its own, but Stopping Power heavily boosts the SPAS-12's one shot kill consistency.

The SPAS-12's main weakness is its rate of fire. Being pump action, the SPAS-12 has a terrible fire rate of just 64 RPM, or just barely over one shot per second. This fire rate is among the worst on all shotguns, only beating out the lethargic Model 1887. The SPAS-12's fire rate is so slow that a swift Reload Cancel while using Sleight of Hand can be quicker than just waiting for the pump action to perform, although this requires precise inputs to perform consistently.

The SPAS-12's accuracy is good for a shotgun. The iron sights are clean, and the recoil is inconsequential thanks to the SPAS-12's very slow fire rate. Although the SPAS-12 has a bad centerspeed value of 1000, the SPAS-12 fires so slowly that 1000 centerspeed is sufficient in most cases. Like most other shotguns, the SPAS-12 has moderately good hip-fire accuracy, and the shot spread actually gets slightly larger when aiming, so the user would be wise to never aim down the sight with the SPAS-12.

The SPAS-12's handling characteristics are okay for a shotgun. The SPAS-12 allows users to move at 100% of the base movement speed, and unusually, the SPAS-12 allows the user to strafe at 80% of the base movement speed instead of the usual 40% base strafe speed. The SPAS-12 allows users to aim down the sight in 200 milliseconds. The SPAS-12 reloads shell by shell. The first shell takes 0.6 seconds to load, and all subsequent shells take 0.66 seconds to load. Reloading one or two shells isn't too much of a hassle, but reloading more than half of the SPAS-12's tube is a lengthy endeavor. A full reload of the tube can take up to 5.62 seconds, which is a speed on par with LMGs.

The SPAS-12 has a decent shell capacity of eight shells. The SPAS-12 is very efficient with its ammo, letting that eight shell capacity last a long time before the user dies or needs to reload. The user spawns in with a starting ammo loadout of 32 rounds total, more than enough for most users.

The SPAS-12 has the standard assortment of attachments on offer, but many of the attachments have little to no purpose on the SPAS-12. The Red Dot Sight and Holographic Sight are little more than decoration on the SPAS-12 and are unnecessary.

The Silencer reduces the SPAS-12's range benchmarks by more than fifty percent. Seeing that the SPAS-12 is very reliant on its power and range to win battles, the Silencer is a terrible fit on the SPAS-12 and should almost never be used.

The Grip increases the SPAS-12's centerspeed up to 1500. Although this is an enormous centerspeed increase, recoil and centerspeed are of little concern to a SPAS-12 user.

FMJ does not work on the SPAS-12, and will not increase the SPAS-12's penetration power. There is no use in using the attachment.

Extended Mags is the only attachment on the SPAS-12 that provides any relevant benefit, and is thus the SPAS-12's best attachment by default. Extended Mags increases the SPAS-12's shell capacity up to sixteen rounds. Users can very easily go an entire life without needing to reload the SPAS-12. However, seeing how the SPAS-12 is very ammo efficient and slow firing, Extended Mags is far from necessary to do well with the SPAS-12, and users should not worry too much should they not have the attachment on their SPAS-12.

Overall, the SPAS-12 is legendarily reliable at getting one shot kills. The SPAS-12 combines great per-shot damage with the best range for a secondary shotgun, combining to make a weapon that rarely fails to kill an enemy outright. The SPAS-12 relies heavily on the one shot kill however, as its terrible fire rate means that missing out on the one shot kill will often result in death before the user gets a chance to fire again. The SPAS-12 struggles mightily when facing multiple opponents at once, but when used more for singling out enemies, the SPAS-12 performs incredibly well, even at the limits of the SPAS-12's effective range.

Weapon Attachments[]

Gallery[]

Modern Warfare 2[]

For attachment images, see SPAS-12/Attachments.

Modern Warfare 2: Campaign Remastered[]


Call of Duty: Modern Warfare: Mobilized[]

Campaign[]

The SPAS-12 appears in Call of Duty: Modern Warfare: Mobilized as one of the two shotguns in game, the other being the AA-12. The SPAS-12 is only found in "Wrecking Crew", "Closing In", "Oil Rig Confrontation", and "Last Chance", used only by the Insurgency. The SPAS-12 is the same in appearance as the SPAS-12 in Call of Duty: Modern Warfare 2, but it has a few differences in performance. Firstly, it fires in the semi-automatic mode as opposed to the pump-action mode. This allows a quick follow up shot if the first shot misses or does not kill. Secondly, the pellets have an unlimited range. This allows the player to fire all eight shells quickly to kill an enemy at long range.

Multiplayer[]

The SPAS-12 is unlocked by default for the Insurgency faction. It is a decent shotgun to use, though it has a long reload time and a capacity of only eight shells. Unlike in singleplayer, it usually takes two shells to kill, unless at point-blank range or when firing at the head. On the contrary, it usually does not take more than three shells at long ranges, except when moving or firing at great distances. The SPAS-12 is often considered one of the best close quarters weapons in the game, having high damage, and unlimited pellet range. The SPAS-12 has very predictable spreads when firing crouched as the pellets always hit the same spots. Therefore, using the iron sights is not necessary if accuracy is desired.

Gallery[]

Call of Duty: Black Ops[]

Campaign[]

"Here, SPAS-12, it'll hold your incendiaries."
Frank Woods

The SPAS-12 is featured in Call of Duty: Black Ops. The SPAS-12 is semi-automatic and has its stock in the folded position. One of the key benefits of the SPAS-12 is that it has the largest shell capacity of all the shotguns. It is commonly found on enemies in the levels "The Defector" and "Numbers" with no attachments. In "The Defector," the player starts the mission with a SPAS-12 equipped with Dragon's Breath incendiary shotgun shells. The Dragon's Breath is aesthetically identical to the rounds regularly fed into the SPAS-12, the only difference is that the Dragon's Breath holds incendiary shells, meaning that the rounds let out fire when shot, symbolizing its name. The Dragon's Breath also has a wider reticule than the normal SPAS-12, which will allow for multiple enemies being taken out.

Multiplayer[]

The SPAS-12 is available for purchase at level 24.

The SPAS-12 is a low damage per pellet shotgun, equal to the HS-10 for the lowest damage per shot of all shotguns. The SPAS-12 fires eight pellets per shot. At any range short of seven and a half meters, the SPAS-12 will deal thirty damage per pellet, demanding four pellets to kill an opponent. The SPAS-12 decreases linearly in damage until fifteen meters, where it will deal ten damage per pellet, requiring ten pellets to kill an opponent. The SPAS-12 ceases to do damage after fifteen meters. The SPAS-12 has low penetration power and does not receive a damage bonus when a pellet Headshots.

The SPAS-12's rate of fire is high, firing semi-automatically at 312 RPM. This is the second highest of all shotguns, only marginally slower than the HS-10. This rate of fire offsets the poor damage per pellet of the SPAS-12.

The SPAS-12's accuracy is subpar for a shotgun. The SPAS-12 has the default shotgun hip-fire spread, which is moderately large, and the SPAS-12 does not get a tighter spread when aiming, but rather, a slightly wider one. Alongside the slow strafe speed at forty percent and extremely obstructive iron sights, users would be wise to avoid aiming the SPAS-12.

The SPAS-12's handling characteristics are pretty good. The SPAS-12 moves at 100% of the base speed, and aims down the sight in 200 milliseconds. One thing to note is that the SPAS-12 has a very slow drop speed when not using a quick drop secondary, dropping in 0.75 seconds.

The SPAS-12 reloads shell by shell. The first shell takes 1.5 seconds to load but can be reload cancelled in 1.25 seconds. Every subsequent shell takes 0.567 seconds to be reloaded, and each shell can be reload cancelled after 0.25 seconds. These speeds are pretty good given that the SPAS-12 has the largest capacity by far of any shotgun and can take a while to completely load the shotgun.

As previously stated, the SPAS-12 has a large eight shell capacity. This large shell capacity allows the SPAS-12 to have the largest starting ammo loadout of all shotguns, allowing the player to spawn with 32 shells total.

The SPAS-12 has access to the Suppressor as its lone attachment. The Suppressor confers the typical stealth bonuses, but unique to the SPAS-12 in Black Ops is that the Suppressor doesn't reduce the SPAS-12's effective range.

Zombies[]

The SPAS-12 is available in the Mystery Box for 950 points. It is effective in the early to mid rounds, often capable of killing zombies in one shot, but it has a long reload time as each shell is loaded individually. It is also available as a weapon power-up in Dead Ops Arcade, where it is fully automatic, has increased range, and has a wide spread. This makes it very helpful when fighting large amounts of zombies.

When Pack-a-Punched, the SPAS-12 becomes the SPAZ-24, which has a 24-round magazine, is fully automatic, and only needs one shell to fully reload. It can be very effective at killing masses of zombies at a fast rate making it more helpful when trying to get out of a large crowd. Using Double Tap Root Beer in conjunction with the SPAZ-24 is dependant on the player as it can kill large crowds faster, but wastes ammo faster as well. The SPAZ-24 is arguably better than the Raid, as it has more starting ammo and is fully automatic. However, ammo for the Raid can be bought off the wall for 4500 points whereas ammo consumption on SPAZ-24 is common, and the only way of getting more ammo is through a Max Ammo drop.

SPAS-12 vs SPAZ-24[]

SPAS-12 SPAZ-24
SPAS-12 BO SPAZ-24 BO
Damage 160×8 (1280) 300×8 (2400)
Multiplier N/A N/A
Fire mode Semi-automatic Automatic
Rate of fire 312 max 312
Magazine size 8 24
Max ammo 32+8 72+24
Reload 0.567 for each shell ~1
Mobility High High
Extras Higher damage, larger magazine, more ammo, reloads in one shell, becomes fully automatic


Gallery[]

For attachment images, see SPAS-12/Attachments.
For camouflage images, see SPAS-12/Camouflage.

Call of Duty: Modern Warfare 3[]

The SPAS-12 appears yet again in Call of Duty: Modern Warfare 3, and was first seen in the E3 demo for Call of Duty: Modern Warfare 3. It was also seen at Call of Duty XP with the Grip attachment, and once again, it is a pump-action shotgun.

Campaign[]

The SPAS-12 appears in various campaign levels where it can be found with or without a Holographic Sight or a Grip.

Multiplayer[]

The SPAS-12 is the third shotgun available to the player, unlocked at level 8.

The SPAS-12 has above average damage for a shotgun. The SPAS-12 fires eight pellets per shot. At any range short of ten meters, the SPAS-12 will deal thirty damage per pellet, needing four pellets to kill. Damage decreases linearly until 17.5 meters. At 17.5 meters, the SPAS-12 will deal fourteen damage per pellet, needing eight pellets to kill. The SPAS-12 ceases to do any damage beyond 17.5 meters. The SPAS-12 has a four pellet kill range of 12.3 meters, a five pellet kill range of 14.7 meters, a six pellet kill range of sixteen meters, and a seven pellet kill range of about seventeen meters. In Hardcore game types, the SPAS-12 is one of only two shotguns that can get a one pellet kill by default, the other being the Model 1887, although the SPAS-12 will eventually require three pellets to kill, whereas a couple other shotguns will never need more than two.

When Damage is selected as the weapon proficiency of the SPAS-12, the damage per pellet is increased by forty percent. At any range short of ten meters, the SPAS-12 will deal 42 damage per pellet, needing three pellets to kill. Damage will decrease linearly until 17.5 meters. At 17.5 meters, the SPAS-12 will deal nineteen damage, needing six pellets to kill. The SPAS-12 ceases to do any damage after 17.5 meters. The SPAS-12 with Damage has a three pellet kill range of fourteen meters, a four pellet kill range of 15.5 meters, and a five pellet kill range of 16.6 meters. Damage is extremely beneficial to the SPAS-12, as it will make it so the SPAS-12 no longer needs more than six pellets to kill, whereas without Damage, the SPAS-12 could take up to eight pellets, and allows the ability to get a three pellet kill, as well as extending the range of the four, five, and six pellet kill distance. in Hardcore game types, the SPAS-12 will need no more than two pellets to kill, and the one pellet kill range is extended with Damage equipped.

The SPAS-12's rate of fire is poor, seeing how it is a pump action shotgun. The SPAS-12 fires at a paltry 64 RPM. This is a tad bit faster than the KSG 12 and the Model 1887, but this remains a horrible rate of fire. This rate of fire badly limits the user's ability to engage multiple enemies at once, and if the user does not kill the opponent with the first shot, the user may not live to fire another shot.

The SPAS-12's accuracy is decent. The iron sights are crystal clear with no obstructions. The SPAS-12 has almost no benefit for aiming down the sight, for the shot spread tightens very minimally when doing so, to the point where it's not worth it. The SPAS-12 has good hip-fire spread, and recoil is a non-factor due to the SPAS-12's terrible rate of fire.

The SPAS-12 allows users to move at 100% of the base speed. The SPAS-12 reloads on a shell-by-shell basis, so the length of the reload depends on how many shells need to be loaded into the SPAS-12. Users should try to avoid having to top up the full tube, as reloading the entire tube capacity in one go is very time-consuming.

The SPAS-12 has an average shell capacity, holding eight shells. This capacity is satisfactory for a shotgun that fires as slowly as the SPAS-12 does. The SPAS-12 provides a starting ammo loadout of 32 rounds, providing plenty of ammunition to work with.

For the SPAS-12, like with other shotguns, two proficiencies stand head and shoulders above the rest: Range and Damage. Range will extend the SPAS-12's effective range by 25%, allowing users to engage enemies that are up to 21.8 meters away, as well as delaying the beginning of the SPAS-12's damage drop off. However, Damage is the much better option, as it will directly increase the SPAS-12's weapon damage and will ensure that more one shot kills occur. The user cannot afford to miss out on one shot kills at all, as failing to kill the enemy in one shot often results in the user being heavily endangered. The only downside to Range and Damage is that they are the dead last weapon proficiencies to be unlocked, meaning that the player must use the SPAS-12 a lot before those weapon proficiencies become available.

The SPAS-12 has the usual assortment of attachments available for a shotgun. The optical attachments are available, and are useless on a weapon that does not need to aim down the sight at all. Still, they should be used in order to complete challenges that give weapon XP, which is needed to level up the SPAS-12 and more quickly receive key weapon proficiencies.

The Silencer is an absolutely horrible attachment for the SPAS-12, reducing the SPAS-12's range by 25%. This makes it so the SPAS-12 is effective over an even shorter distance, and will make it so that the SPAS-12 can't be used in certain gunfights more often. The Silencer directly harms the SPAS-12's effectiveness in the worst way possible, and should not be used unless one wants to complete the challenge associated with the Silencer.

The Grip doesn't harm the SPAS-12 in any way, but it also doesn't help the SPAS-12 in any meaningful way either. The Grip lessens recoil and increases centerspeed like it does on any other weapon. While the benefit is good in theory, the SPAS-12 does not have any recoil issues to speak of.

Extended Mags is the only attachment that has any meaningful benefit to the SPAS-12, increasing the tube capacity of the SPAS-12 to twelve rounds, and increasing the starting ammo loadout to 48 rounds. It still isn't all that useful on the attachment on the SPAS-12, as the SPAS-12 burns through its ammo very slowly, but at the end of the day, it is the only attachment that users should bother to use on the SPAS-12, and there is no downside to using Extended Mags. The only problem with Extended Mags, much like with Range and Damage, is that it is the dead last attachment unlocked for the SPAS-12, meaning users are going to have to wait a while before Extended Mags is made available to them.

Weapon Attachments[]

Proficiencies[]

  • Kick - Unlocked at weapon level 4.
  • Focus - Unlocked at weapon level 9.
  • Attachments - Unlocked at weapon level 14.
  • Melee - Unlocked at weapon level 19.
  • Range - Unlocked at weapon level 23.
  • Damage - Unlocked at weapon level 28.

Survival Mode[]

The SPAS-12 is available in Survival Mode at level 16 and costs $2000.

Gallery[]

For attachments, see SPAS-12/Attachments.

Call of Duty: Modern Warfare 3: Defiance[]

The SPAS-12 returns in Call of Duty: Modern Warfare 3: Defiance. It retains most of its stats from Call of Duty: Modern Warfare: Mobilized except it now has recoil. It seems to be pump action but no sound is heard and if fired fast enough, two shots can be fired, though at the end of a reload, usually after reloading all eight shells, a pumping sound can be heard as opposed to the click made from its Call of Duty: Modern Warfare: Mobilized counterpart.

Campaign[]

Once again, being one of the two shotguns in game along with the AA-12. The SPAS-12 is often used by the Russian forces; its first appearance is in the mission "Running For Cover".

Multiplayer[]

The SPAS-12 is one of the four initially unlocked weapons. The SPAS-12 takes about three to four well aimed shots to down an opponent. Unlike its Call of Duty: Modern Warfare: Mobilized counterpart, the shells no longer spread in the same areas while crouching. It is a secondary weapon and with 500 kills with it, it unlocks the AA-12.

Gallery[]

Call of Duty: Black Ops II[]

"Semi-automatic combat shotgun. Effective at close range."
— Description


The SPAS-12 is available in Call of Duty: Black Ops II campaign's customized loadout, seen in the level "Time and Fate". While the third-person model appears the same as from Call of Duty: Black Ops, the first-person model shows the stock unfolded, similar to the Modern Warfare counterparts. Also, in "Suffer With Me", Menendez's SPAS-12 is shown with an unfolded stock in third-person.

In "Time and Fate", when controlling Menendez, the SPAS-12 holds 16 shells, the double of the original eight, as well as having unlimited reserve ammunition, just like all other weapons during this sequence. Furthermore, if four shells or more have been fired, then this variant will be reloaded by simply flipping it off-screen and back on; this animation takes one second, regardless of the number of shots fired.

Attachments[]

Gallery[]

Call of Duty: Black Ops: Declassified[]

The SPAS-12 appears in Call of Duty: Black Ops: Declassified, being statistically and visually similar to its Call of Duty: Black Ops counterpart.

Call of Duty Online[]

The SPAS-12 returns in Call of Duty Online as the Franchi-12; the weapon model has no stock attached.

Attachments[]

Gallery[]

Call of Duty: Black Ops III[]

The SPAS-12 does not actually appear in-game; however, its silhouette appears on the Respin Cycle GobbleGum, along with the M1911.

Call of Duty: Infinite Warfare[]

"Pump-action ballistic shotgun. An esteemed and rugged firearm that trades a slow rechamber rate for incredible range and stopping power."
— Description.


The SPAS-12 returns in Call of Duty: Infinite Warfare as the S-Ravage, which is one of the "Classic" weapons that can be obtained through prestige unlock tokens and once again, it is used as a pump action shotgun.

The S-Ravage has a reasonably sized magazine, although with its pump-action nature, follow-up shots are harder to get and missing can often be fatal.

Unlike its predecessor in Call of Duty: Modern Warfare 2 and similarly to its appearance in Call of Duty: Modern Warfare 3, the S-Ravage is less reliable for obtaining one-shot kills, even in close range, and so is much less favored than before. However, it is the most reliable shotgun for one-shot kills alongside the Rack-9. Shooting while ADS will also tighten the pellet spread much like the Rack-9.it can kill someone in front of you in point blank or within 5 meters.

Zombies[]

The S-Ravage is available as a weapon from the Magic Wheel in Zombies in Spaceland, Rave in the Redwoods, Shaolin Shuffle and The Beast From Beyond for $950. In Attack of the Radioactive Thing, it is available for $1250 in the Beachside Market, in the room with the crafting table.

Damage and range is the highest per shot of all shotguns in zombies, tied with the M.2187, being able to kill a zombie in one shot until the teen scenes. On a similar note, the S-Ravage has the slowest rate of all shotguns, which can cause a player to be downed should they miss several shots in a row.

This shotgun is one of two shotguns that reloads each shell individually, and as such, Quickies is a worthwhile perk for anyone using this weapon.

When upgraded once, it becomes the Gremlin, gaining more damage and a higher magazine capacity. Also, when the player reloads one shell, 3 shots are reloaded.

Attachments[]

Optics[]

Other[]

Gallery[]

For camouflage images, see SPAS-12/Camouflage.
For attachment images, see SPAS-12/Attachments.

Call of Duty: Black Ops Cold War[]

"Semi-auto shotgun. Reliable damage and pellet spread. Moderate recoil and visibility when firing."
— In-game description

The SPAS-12 returns in Call of Duty: Black Ops Cold War as the Gallo SA12. It is once again used as a semi-automatic shotgun.

Overview[]

Campaign[]

The Gallo SA12 is the secondary weapon in "Desperate Measures", and is used by Spetsnaz through the campaign.

Zombies[]

The Gallo SA12 can be brought into any map via Create-A-Class, at Loadout rarity and can be found at any rarity via the Mystery Box for 950 Essence. Within Die Maschine, It can be found in the Crash Site, on broken fuselage as a Wall Gun costing 2,000 Essence coming with 3 attachments and at Rare Rarity. When upgraded via Pack-a-Punch Machine it becomes the H-NGM-N, gaining increased stats alongside the change of fire modes, becoming automatic. The Gallo SA12 also returns in Dead Ops Arcade 3: Rise of the Mamaback, where it reprises its role from the first Dead Ops Arcade as an full auto spread shot weapon.

Attachments Magazine Size and Max Capacity Pack-A-Punch Magazine Size and Max Capacity
No Magazine Affecting Attachments 7/63 15/75
9 Rnd Tube 9/81 20/100
STANAG 12 Rnd Tube 12/108 26/130

Attachments[]

Optic[]

Muzzle[]

Barrel[]

Body[]

Magazine[]

Handle[]

Stock[]

Blueprints[]

Blueprint Image Rarity How to obtain
Apollo Apollo Card BOCW Legendary Hot Shot Bundle
Blast-O-Matic Blast-O-Matic Card BOCW Ultra Tracer Pack: Zombie Zapper Mastercraft Bundle
Cleaning Tool Cleaning Tool Card BOCW Legendary Containment Breach Pro Pack
Elegant Alloy Elegant Alloy Card BOCW Epic Battle Pass Season Three Tier 59
Flash Point Flash Point Card BOCW Legendary SHRP: Special Hazard Response Protocol Bundle
Fumigator Fumigator Card BOCW Epic Battle Pass Season Four Tier 38
Jaw Breaker JawBreaker Card BOCW Legendary Sweet Tooth Bundle
Neutralizer Neutralizer Card BOCW Legendary Samantha Maxis Reactive Bundle
Paint Splatter Paint Splatter Card BOCW Legendary Spray & Paint Bundle
Pit Stop Pit Stop Card BOCW Legendary Road Rage II Bundle
Pointman Pointman Card BOCW Legendary Shadow Commando Bundle
Pond Pounder PondPounder Card BOCW Epic Frog Outta Water Bundle
Power Prong PowerProng Card BOCW Ultra Animator Reactive Bundle
Requiem Reaper Requiem Reaper Card BOCW Legendary Requiem Reconnaissance Bundle
Resilience Resilience Card BOCW Legendary Invasive Species Bundle
Sand Bar Sand Bar Card BOCW Epic Tropic Heat Bundle
Slaughter Slaughter Card BOCW Legendary Dark Dispatch Bundle
Solid Effort SolidEffort Card WZ Legendary Tracer Pack: Stryker Operator Bundle
Somber Touch SomberTouch Card BOCW Legendary Gilded Age II Bundle
Strafe Run StrafeRun Card BOCW Legendary Anime Pilot Bundle
The Punchline ThePunchline Card BOCW Epic Big Joke Bundle
Warden's Word WardensWord Card BOCW Legendary Battle Pass Season One Tier 55
Westbank Wrecker Westbank Wrecker Card BOCW Epic TBD
White Elephant WhiteElephant Card BOCW Legendary Mistletoe Meetup Bundle

Gallery[]

For camouflage images, see SPAS-12/Camouflage#Call of Duty: Black Ops Cold War.
For attachment images, see SPAS-12/Attachments#Call of Duty: Black Ops Cold War.

Trivia[]

Call of Duty: Modern Warfare 2[]

  • When the SPAS-12 is fired, the ejection port opens and closes as normal, however no shell is ejected; and then, when the player pumps it, the shell will eject but the port will not open.
  • There are multiple fingerprints visible on the SPAS-12. There appears to be one on the stock, a few on the receiver and one on the pump mechanism.
  • Equipping a Suppressor to the SPAS-12 in multiplayer gives it the name "SPAS-12 Silencer", rather than "SPAS-12 Silenced".
  • In development, the SPAS-12 used the M1014's pick-up icon.
  • In "The Gulag" and some Special Ops missions, enemies can drop SPAS-12s with white pump and grip, serving as basic Arctic Camouflage.
  • In singleplayer, empty shells can be ejected when the gun is cycled, but the shells aren't seen in multiplayer.
  • Some of the pump animation can be skipped when hip firing if shots are timed correctly. [1]

Call of Duty: Modern Warfare: Mobilized[]

  • The weapon's inventory icon displays the stock folded up, but when viewed from first or third person, there is no stock attached.
  • The SPAS-12 ejects pink shells.

Call of Duty: Black Ops[]

  • In the "WMD" trailer at GTTV, "SPAS" was the original name/placeholder name for the SPAS-12.
  • It was originally intended to make the SPAS-12 have the Dragon's Breath attachment in multiplayer. However, this was scrapped in early development.
  • In Dead Ops Arcade, the SPAS-12's icon has a suppressor, but it does not seem to show when the player fires the weapon.
  • Samantha Maxis' favorite weapon is the SPAS-12.
  • On the Call of Duty: Black Ops playercard on Call of Duty ELITE, the SPAS-12 is shortened to just the "SPAS" much like it was before the game's release.

Call of Duty: Modern Warfare 3[]

  • The Create-A-Class picture shows the end of the stock folded.
  • The side reads, "GB72BJJ." This is a shout out to a gym called "Gracie Barra Brazilian Jiu-jitsu."[2]
  • As in Modern Warfare 2, the pump animation can be shortened slightly whilst hip firing if shots are timed correctly. [3]

Call of Duty: Modern Warfare 3: Defiance[]

  • Like its Call of Duty: Modern Warfare: Mobilized counterpart, the SPAS-12 ejects pink shells, even though it uses red shells when reloading.

Call of Duty: Black Ops II[]

  • In Time and Fate, Noriega uses a SPAS-12 with its stock folded. But after Raul beats him up and takes the gun, the stock is unfolded. There is no animation that shows Raul unfolds the stock.
  • In Suffer With Me, Raul uses a SPAS-12 with folded stock when Woods finds out that Mason is shot. After that, Raul use the shotgun with an unfolded stock.

Call of Duty: Infinite Warfare[]

  • Even though the first-person model shows the stock unfolded, the HUD icon shows the S-Ravage with it's stock folded whenever shown.
  • Its "Classic" name is a reference to a popular Modern Warfare 2 YouTuber named Sandy Ravage, who was known for his killing sprees with the SPAS-12 in that game.

Call of Duty: Black Ops Cold War[]

  • The gun isn't cocked after a full reload, the character only loads the shotgun shells.

References[]

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