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{{icon|soc|cs|cop}}{{Infobox Weapon |name=SPSA-14 |image=<gallery> SPSA14 render SoC.png|SoC SPSA14 render.png|CS/CoP</gallery> |code=wpn_spas12 |type='''Shotgun''' |feed = {{Ammunition|12x70_buck|imgsize=50}}<br>{{ammunition|12x76_zhekan|imgsize=50}}<br>{{ammunition|12x76_dart|imgsize=50}} {{icon-small|soc}} {{icon-small|cs}} |soc_icon=SPSA14 icon.png |soc_name=SPSA14 |soc_attachments=N/A |soc_weight=4.40 kg |soc_cost={{ruble|2000}} |soc_feed=8 rounds |soc_fire=Single shot |soc_acc=3.46 |soc_han=10 |soc_dmg=85 |soc_rpm=150 |soc_range=50 m |soc_speed=320 m/s |soc_durability=3334 shots |cs_icon=SPSA14 icon.png |cs_name=SPSA14 |cs_attachments=N/A |cs_weight=4.40 kg |cs_cost={{ruble|1750}} |cs_feed=8 rounds |cs_fire=Single shot<br>Automatic |cs_acc=1 |cs_han=1.3 |cs_dmg=100 |cs_rpm=70 |cs_speed=220 m/s |cs_range=50 m |cs_durability=3334 shots |cop_icon=SPSA14 icon.png |cop_attachments=N/A |cop_weight=4.40 kg |cop_cost={{ruble|5300}} |cop_feed=8 rounds |cop_fire=Single shot<br>Automatic |cop_acc=0.3 |cop_han=7.15 |cop_dmg=51 |cop_rpm=115 |cop_range=100 m |cop_speed=220 m/s |cop_durability=286–334 shots }} The '''{{w|Franchi SPAS-12|SPSA-14}}''', or '''SPSA14''', is a dual-mode tactical shotgun (capable of both pump action and semi-auto fire), appearing in ''[[S.T.A.L.K.E.R.: Shadow of Chernobyl]]'', ''[[S.T.A.L.K.E.R.: Clear Sky]]'', and ''[[S.T.A.L.K.E.R.: Call of Pripyat]]''. ==Appearances== ===Shadow of Chernobyl=== {{quote|The SPSA14 smooth-bore rifle was developed in the late 1970th. This weapon is very reliable and flexibly used. It is however relatively big, expensive and its mechanism is too complex. Probably, this is the best close range gun in the Zone.|In-game description}} The weapon is powerful at close range, but is quite heavy at 4.4 kg. Unlike other shotguns in the game, it is semi-automatic, yet still fires slowly at the rate a pump-action shotgun shoots (it can fire with decent speed, but it has huge recoil while shooting as fast as possible). The SPSA14 is relatively unpopular because other weapons like assault rifles have better damage over range. It is still popular with some players and is generally considered an improvement over the [[Sawed-off shotgun|sawed-off variety]]. It has a greater spread and recoil and a bit less damage than the [[Chaser 13]]. It's a great weapon against mutants, so one might want to take one into [[Lab X-16]] if one is found. ==== Acquisition ==== The SPSA14 is rarely found anywhere, only being used by a few [[Exoskeleton]]-clad [[Zombified stalkers|zombies]] found in [[Yantar]] and the [[Red Forest]] (note that with patch 1.0005 onwards it's no longer limited to exoskeleton zombies in Yantar or the Red Forest), as well as by [[Monolith]] elites inside the [[Sarcophagus]] and the [[Monolith Control Center]]. A single stash - [[Backpack of the tester]] in [[Yantar]] - contains the weapon. ==== Unique variants ==== *[[Threaded SPSA-14]] - a unique SPSA14 with higher accuracy and reliability than the base model, used by a bandit named [[Poker]]. ===Clear Sky=== {{quote|The SPSA smoothbore semi-automatic shotgun was designed in the late 1970s as an all-purpose weapon for the police and army assault troops. While highly reliable and flexible it is quite bulky, complex and expensive. Probably the best close-range weapon in the Zone. Uses 12x70 mm ammo.|In-game description}} It uses the same upgrades used by all combat shotguns and is surprisingly cheap to maintain and upgrade. It's as reliable and effective as the Chaser 13, but while loading faster and being able to load two more shells, it is much heavier, so choosing between that two is up to player's liking. ====Acquisition==== The SPSA-14 is more available in ''Clear Sky'', it's sometimes held by [[Duty]] members and some [[Loners]] wearing [[Exoskeleton]]s. It is sold by [[Mitay]] regardless of faction alignment. Alternatively, if the player managed to save [[Sergeant Cheersov]] near the entrance to the [[Agroprom Underground]] from the swarms of [[Snork]]s that would come out of there, he will give them his SPSA-14 with 20 extra slug rounds when they talk to him (though even if he is killed the player can still pick it up without the extra ammo though they don't have a chance to get the coordinates of the rare [[Walker P9m]] pistol, and the weapon will be damaged and less accurate due to that). It can be obtained from a single stash: [[Blue crate]] Notable users: * [[Cheersov]] * [[Inquisitor]] * [[Stalker in the Red Forest]] ====Upgrades==== Color-coded upgrades are mutually exclusive. {|class="wikitable" !width=50%| !width=50%| |- |{{UpgradeItem|SCS Shotgun Upg 6.png|Mechanism replacement|375|{{WeapStat|csrof|+15%}}|Replacing a semi-automatic mechanism with an automatic one significantly boosts the weapon's rate of fire.|color=#DC143C}} {{UpgradeItem|SCS Shotgun Upg 2.png|Barrel modification|375|{{WeapStat|csacc|+20%, doesn't use shot}}|Threading the barrel increases the weapon's effective range when firing slugs and darts. Makes the weapon unsuitable for firing shot.|color=#008000}} |rowspan=2|{{UpgradeItem|SCS Shotgun Upg 10.png|Improved pump action mechanism|1125|{{WeapStat|csrof|+25%}}|Fine-tuning and manual modification of the reloading mechanism.|color=#DC143C}} {{UpgradeItem|SCS Shotgun Upg 11.png|Electronic stabilizer|1125|{{WeapStat|csacc|+20%}}|Automatically adjusts bullet momentum and significantly increases firing accuracy.|color=#008000}} |- |{{UpgradeItem|SCS Shotgun Upg 7.png|Polymer parts|375|{{WeapStat|csweight|-15%}}|Using polymer parts decreases the weapon's weight considerably.|color=#DC143C}} {{UpgradeItem|SCS Shotgun Upg 5.png|Striker replacement|375|{{WeapStat|csrel|+30%}}|Increases a weapon's reliability and reduces the chance of misfiring.|color=#008000}} |- |{{UpgradeItem|SCS Shotgun Upg 8.png|Anatomical grip|375|{{WeapStat|csacc|+30%}}|Tailor-made ergonomic grip designed specifically for you.}} | |- |{{UpgradeItem|SCS Shotgun Upg 9.png|Extended magazine|375|{{WeapStat|capacity|+2}}|Increasing magazine capacity using improvised means.}} | |- |{{UpgradeItem|SCS Shotgun Upg 5.png|Protective sputter|375|{{WeapStat|csrel|+30%}}|Diamond sputter which protects mechanical parts from wear and tear.}} | |} ====Unique variants==== *[[Ripper shotgun]] - a unique SPSA14 featured in an optional side mission ([[Return the shotgun to the Duty member]]). It is identical stats-wise to the base model. *[[SPSA-AUT]] - a unique variant that was cut from the final release of the game. ===Call of Pripyat=== {{Quote|This special purpose smoothbore automatic shotgun was designed in the second half of the 20th century and comes with pump-action and self-cocking firing modes. Used as an all-purpose weapon by the police and assault troops. Notable for its reliability and tactical flexibility. Despite its large weight, complex mechanism and considerable cost it is in demand in the Zone due to its effectiveness against mutants.|In-game description}} [[File:Spas12.gif|thumb|Upgrade view]] In ''Call of Pripyat'', the SPSA-14 is readily available almost right from the start, and will likely become a mainstay weapon for the player. Of the shotguns, it is only second to the [[Eliminator]] in overall stats, and is capable of fully-automatic fire by default. It has a much better handling and rate of fire after only a few upgrades, and the punch it packs makes it just as useful for zombie or [[Bandits|bandit]] disposal as it is against mutants. The Duty faction uses it as their standard shotgun while it is carried by a few other Loners. ====Acquisition==== The SPSA-14 can be purchased from [[Hawaiian]] after completing at least two missions for [[Duty]] in [[The area around Jupiter|Jupiter]]. It is also sold (albeit rarely) by [[Owl]] at the start of the game, and more frequently if the player achieves friendly reputation with the Loners or the Bandits (a little more frequently in the latter case). Coordinates for a stash in the [[Ranger station]] with this weapon are given to the player after finishing [[Transaction]] for [[Beard]]. [[Gonta]] will also reward the player with one if they complete the mission [[Hunting the Chimera]] provided [[Garmata]] was not killed during the hunt. Veteran Loners and Bandits, as well as certain [[Zombified Stalkers]], are also armed with this shotgun. In Jupiter, there is a stash with one under just west of [[Yanov station]]. It is in the small pond, under the small pier. ====Upgrades==== {|class="wikitable" !width=33%| !width=33%| !width=34%| |- |{{UpgradeItem|SCOP SPSA-14 Upg 1.png|High durability alloy barrel|650|{{WeapStat|coprel|+10%}}|High durability materials slow down wear and tear of the weapon's barrel.}} |{{UpgradeItem|SCOP SPSA-14 Upg 5.png|Longer barrel section|900|{{WeapStat|copflat|+20%}}|Replacement of a regular barrel with a longer one improves flatness.}} {{UpgradeItem|SCOP SPSA-14 Upg 6.png|Application of a protective sputter to the internal part of the barrel|900|{{WeapStat|coprel|+15%}}|This sputter prevents the barrel from overheating, removes manufacturing defects and significantly increases the barrel's life cycle.}} |{{UpgradeItem|SCOP SPSA-14 Upg 11.png|Dynamic barrel thickener|1150|{{WeapStat|copacc|+30%}}|Thickening with poly-materials allows barrel pressure to be increased, improving bullet speed.}} {{UpgradeItem|SCOP SPSA-14 Upg 12.png|Cylindrical drilling of the barrel|1150|{{WeapStat|coprof|+25%}}|Cylindrical drilling of barrel helps to improve the weapon's rate of fire without affecting accuracy.}} |- |{{UpgradeItem|SCOP SPSA-14 Upg 2.png|Impact-resistant polymer stock|650|{{WeapStat|copweight|-1.40 kg}}|A lighter poly-material allows for the weapon's weight to be reduced.}} |{{UpgradeItem|SCOP SPSA-14 Upg 7.png|Ergonomic handle|900|{{WeapStat|cophan|+15%}}|A more modern and comfortable handle simplifies weapon handling.}} {{UpgradeItem|SCOP SPSA-14 Upg 8.png|Amortization handle|900|{{WeapStat|coprecoil|-20%}}|An amortization handle reduces recoil.}} | |- |{{UpgradeItem|SCOP SPSA-14 Upg 3.png|Poly-material components|650|{{WeapStat|coprel|+10%}}|The fashion for plastic components has not only paid off, but it has also become quite a popular upgrade.}} |{{UpgradeItem|SCOP SPSA-14 Upg 9.png|Installation of a round positioning unit|900|{{WeapStat|copacc|+20%}}|Thanks to firm positioning of the round as it is fired, the bullet continues on a straight path and hits the target.}} {{UpgradeItem|SCOP SPSA-14 Upg 10.png|Semifree bolt with a roller system|900|{{WeapStat|coprof|+25%}}|Often used in weaponry, a roller locking system reduces recoil and improves groupings.}} |{{UpgradeItem|SCOP SPSA-14 Upg 13.png|Protective component sputter|1150|{{WeapStat|coprel|+10%}}{{ref|reference_name_COP|[note]}}|Protective sputter makes misfiring due to mechanism malfunction impossible.}} {{UpgradeItem|SCOP SPSA-14 Upg 14.png|Unified blowback module|1150|{{WeapStat|coprecoil|-20%}}|A unified module is one of the best technological solutions for reducing recoil.}} |- |{{UpgradeItem|SCOP SPSA-14 Upg 4.png|Increased magazine capacity|1500|{{WeapStat|capacity|+2}}|Magazine capacity increase without increasing weapon part length.}} | | |} {{note|reference_name_COP|[note]}} The HUD/upgrade inventory claims a +10% increase, though in practice it is closer to a +30% increase as with most tier 3 reliability modifications. ====Unique variants==== *[[Carabiner]] - a unique SPSA-14 sold by [[Nimble]] with increased fire rate, magazine capacity and reduced recoil. While heavier than the [[Eliminator]], after upgrades it has the same capacity and superior handling. *[[SPSA-AUT]] - a unique variant that was cut from the final release of the game. ==Notes== Combat shotguns like the [[Chaser 13]] and the SPSA-14 can chamber different shot shells at a time; for example, in one SPAS-12 one could load 4 shot shells, 2 Slug rounds and 2 Dart rounds. This is done by pressing the fire key during reloading and causing the player to stop reloading. Once satisfied with initial load, pressing the load different ammunition key ("Y" by default) will have the player chamber new shells once he resumes reloading. This method allows one to adapt to different situations quickly as one can rapidly switch from unarmored hunting to armor puncher in a moment's notice. ==Sounds== {|class="wikitable" style="text-align:center" ! !''Shadow of Chernobyl'' !''Clear Sky'' !''Call of Pripyat |- !Draw |colspan=3|[[File:Audio SoC generic draw.ogg|center]] |- !Holster |colspan=3|[[File:Audio SoC generic holster.ogg|center]] |- !Shoot |[[File:Audio SoC tm spas12 shot.ogg|center]] |colspan=2|[[File:Audio CS n spas12 shot.ogg|center]] |- !Reloading (start) |[[File:Audio SoC spas12 open.ogg|center]] |colspan=2|[[File:Audio CS draw silent.ogg|center]] |- !Reloading (cartridge) |[[File:Audio SoC w1300 load.ogg|center]] |colspan=2|[[File:Audio CS spas12 reload.ogg|center]] |- !Reloading (end) |[[File:Audio CS spas12 close.ogg|center]] |colspan=2|[[File:Audio CS spas12 reload end.ogg|center]] |} ==Gallery== === ''Shadow of Chernobyl'' === <gallery position="center"> SPSA14 first person SoC.png|The SPSA14 in first person view SPSA14 iron sights SoC.png|Iron sights SPSA14 reloading SoC.png|Reloading </gallery> === ''Clear Sky'' and ''Call of Pripyat'' === <gallery position="center"> SPSA-14 first person CS.png|The SPSA-14 in first person view SPSA-14 iron sights CS.png|Iron sights SPSA-14 reloading CS.png|Reloading CoPSPASthird.png|Third person view </gallery> == Trivia == *If looking closely at the weapon, it says Benelli on the side, which is odd since the weapon is made by Franchi/Beretta arms and not Benelli. **It's possible that the developers confused Franchi with Benelli as both are Italian firearms manufacturers. Both even produced semi-automatic shotguns. **The weapon's real name - SPAS-12 - is also etched on the side of the weapon in ''Clear Sky'' and ''Call of Pripyat''. *As an uncommon Italian-made shotgun, which has been long discontinued by the game's timeline, the SPAS-12's availability in the Zone (located in Eastern Europe) is somewhat suspect, given that there are several Russian-made semiautomatic shotguns that would be available "closer to home", such as the [http://world.guns.ru/shotgun/rus/mp-153-e.html Baikal MP-153], [http://world.guns.ru/shotgun/rus/vepr-12-e.html Vepr 12], or [http://world.guns.ru/shotgun/rus/saiga-12-e.html Saiga] series of shotguns; especially considering that the weapon has been out of production since the year 2000 and has become something akin to a rare collector's item. *Like the other shotguns in this game, a SPSA-14 must be manually unloaded before one can change the ammo type, since it doesn't use a detachable box magazine. **Pressing "change ammo type" button, however, will make the "closing" (finishing reload) animation to appear in ''Shadow of Chernobyl'' and ''Clear Sky''. In ''Call of Pripyat'', this won't do anything. *The SPAS-12 is also incapable of fully-automatic fire as ''Call of Pripyat'' portrays with the appropriate upgrade, only semi-automatic fire. Although it's theoretically possible to modify such a weapon to be fully automatic, it would require an extremely skilled and experienced gunsmith with access to top quality tools/machinery or possess detailed knowledge of the weapon's internal firing mechanism, all of which would be almost impossible to find in the Zone. Even then there is a high chance that attempting such a modification would permanently destroy the gun's internal firing mechanism. *The SPSA-14's iron sights are correctly aligned in ''Shadow of Chernobyl'', but in ''Clear Sky'' and ''Call of Pripyat'' they are slightly misaligned. [[uk:СПСА-14]] [[ru:СПСА-14]] [[pl:SPSA-14]] {{SOCWeapons}} {{CSweapons}} {{COPweapons}} [[Category:Shotguns]] [[Category:Shadow of Chernobyl Weapons]] [[Category:Clear Sky Weapons]] [[Category:Call of Pripyat Weapons]]
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