A high-capacity pump-action, bullpup American shotgun, with dual 7-round tubes. Wide spread.
–In-game description

KSG12 angled


Weapon Type Primary Weapon
Weapon Class Shotgun
Rank Prerequisites Rank 1
Damage 32 → 17
Range 50 max → 90 min


Hip Accuracy


Sight Accuracy


Magazine Size 14, 15 with round in chamber
Ammo Reserve 50
Fire Modes Semi
Rate of Fire 130 RPM

TTK (Time to Kill) 0.92 s
Head & Body Multiplier
per bullet/pellet
Max (50 studs) Min (90 studs)
(x1.10) Head 35.2 18.7
(x1.00) Torso 32 17
(x1) Arms and Legs 32 17
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 32 -> 15.3 50 max -> 90 min
R2 Suppressor 30.4 -> 16.15 47.5 max -> 85.5 min
PBS-1 Suppressor 30.4 -> 16.15 47.5 max -> 85.5 min
PBS-4 Suppressor 30.4 -> 16.15 47.5 max -> 85.5 min
Suppressor 28.8 -> 17 45 max -> 90 min
Flechette 28.8 -> 17 55 max -> 90 min
Birdshot 28.8 -> 17 55 max -> 90 min
Slugs 96 -> 42.5 50 max -> 90 min
Muzzle Velocity 1500 studs/s
Penetration Depth 0.5 studs
Suppression 1.8


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


Min Camera Kick (3.00, -1.61, -0.31)
Max Camera Kick (4.19, -1.11, 0.30)
Min Recoil Displacement (0.10, 0.80, 12.19)
Max Recoil Displacement (0.40, 1.10, 12.80)
Min Recoil Rotation (6.19, -1.00, -0.31)
Max Recoil Rotation (7.09, 0.20, 0.30)
Hipfire Spread Factor 0.08
Hipfire Recovery Speed 9
Hipfire Spread Damping 0.70


Min Camera Kick (2.29, -0.50, -0.50)
Max Camera Kick (2.70, -0.90, 0.50)
Min Recoil Displacement (-0.11, 0.69, 7.19)
Weapon Shot Displacement (0.10, 1.60, 7.80)
Min Recoil Rotation (2.20, -0.50, -0.81)
Max Recoil Rotation (3.40, -0.21, -0.50)
Sight Magnification 2.5x


Reload Time 1.4 seconds
Empty Reload Time 1.3 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 850
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
Z-Point 10 Kills
H&K Sight 20 Kills
EOTech XPS2 45 Kills
Delta Sight 70 Kills
MARS 70 Kills
EOTech 552 85 Kills
Mini Sight 110 Kills
C79 125 Kills
Comp Aimpoint 130 Kills
PK-A 165 Kills
M145 185 Kills
PKA-S 225 Kills
PSO-1 Scope 240 Kills
Reflex Sight 285 Kills
Kobra Sight 320 Kills
Super Slim Sight 350 Kills
Coyote Sight 380 Kills
ACOG Scope 430 Kills
VCOG 6x Scope 455 Kills
Pilad 3 500 Kills
TA33 ACOG 650 Kills
Barska Electro 750 Kills
OKP-7 900 Kills
DDHB Reflex 1200 Kills
TA11 ACOG 1750 Kills
PSO-1M2 Scope 2250 Kills
TA01 ACOG 2500 Kills
Animu Sight 4500 Kills
Furro Sight 5000 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 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
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sight 310 Kills
Birdshot 1000 Kills
Fletchette 700 Kills
Slugs 2000 Kills

The KSG-12 is an American Shotgun. It is unlocked at rank 1, or it can be purchased with credits.


The Kel-Tec KSG is a unique pump-action shotgun that entered production in 2011. It is a bullpup design, meaning that the gun's action is placed before the trigger, which is the same concept used in other bullpup designs such as the Steyr AUG. It feeds from two separate tube magazines that can be switched between manually using a lever; however, this feature is not reflected in-game. This gives the KSG a very high ammo capacity of 14+1, with seven (2.75in) shells in each magazine and one in the chamber.

The weapon is equipped with Picatinny rails on the top and sides of the forend, allowing accessories such as lasers and sights to be attached readily. The perpendicular forward grip and backup Iron Sights seen in most media are not included in the basic package.


General Information

The KSG-12 is a pump-action shotgun with a high capacity and high rate of fire (RoF). Firing at 130 RPM, its RoF surpasses that of all other pump-action shotguns, twice as fast as the slowest firing shotgun, the KS-23M. However, it is still slower than the semi-automatic and automatic shotguns (the DBV12, Saiga-12, AA-12 and SPAS-12) and the Stevens DB, in regards to firerate.

Its capacity is the highest in-class (apart from the AA-12's 20rd Drum), at 14 rounds. However, it is a tubular magazine, meaning each round must be inserted individually. This results in a very long empty reload time.

With standard buckshot or flechettes, the KSG-12 fires eight pellets from each shell. The damage per pellet is lower than the Remington 870's, but higher than the Serbu Shotgun. The weapon's pellet spread is average between the Remington 870 (lower) and the Serbu Shotgun (higher).  

Although being unlocked at rank 1, the KSG is a powerful weapon, and can easily overpower other enemies in the right hands. It is a versatile weapon, able to do almost any task an LMG can perform, and much lighter than one. 

Usage & Tactics

The KSG's biggest draws are its relatively high combined with its high damage. While the weapon's high capacity can be advantageous in a prolonged firefight, it still reloads each shell individually, which can result in a very long reload time when reloading the weapon from empty. This means that an inherently "safe" method for the KSG is to hit and run. The KSG's inherently lethargic reload speed means that after extended firefights, the KSG will require much more work to top off again. Hitting and running not only reduces ammo expenditure, but ensures that the user has plenty of time to load back in some shells to stay topped up. This also means that if more enemies than expected appear, either while backing away or while aggressively attacking, the KSG-12 will have enough ammo to engage in that extended firefight. 

The KSG-12 also works well as a defensively oriented weapon. While this does mean exercising restraint, a conservative player could choose defensible positions near key objectives or choke points and lie in wait for unwary targets. Even if this attracts the ire of enemies killed by this tactic, it is valid, and one of the most effective ways to use the KSG, as it can quickly drop multiple enemies in rapid succession. Retreating to a safe place to ambush from also means that reloading becomes less of a problem. Even so, a user should be selective about which secondary they choose to use, as reloading, especially after a prolonged firefight, can leave the user vulnerable to ambushes.

Like the other shotguns, the KSG-12 is best used in close-quarters-combat (CQC). Its effective one-shot kill (1SK) range is similar to that of the Remington 870, but it may take more shots to kill a full health enemy at further ranges. 


In conclusion, the KSG-12 is a potent CQC weapon. It boasts a higher RoF and higher ammunition capacity than nearly all other shotguns at the cost of a higher pellet spread, less damage per pellet at range and short effective range.

Damage Table for Ammunition Attachments

Hitbox for Flechette Range
Max (60 studs) Min (90 studs)
(x1.10) (x8 pellets) Head 31.68 (253.44) 18.7 (149.6)
(x1.00) (x8 pellets) Torso 28.8 (230.4) 17 (136)
(x1.00) (x8 pellets) Arms and Legs 28.8 (230.4) 17 (136)
Note: Yellow color signifies when ALL pellets hit the target.
Hitbox for Birdshot Range
Max (60 studs) Min (90 studs)
(x1.10) (x16 pellets) Head 31.68 (506.88) 16.83 (269.28)
(x1.00) (x16 pellets) Torso 28.8 (460.8) 15.3 (244.8)
(x1.00) (x16 pellets) Arms and Legs 28.8 (460.8) 15.3 (244.8)
Note: Yellow color signifies when ALL pellets hit the target.
Hitbox for Rubber Pellets Range
Max (45 studs) Min (63 studs)
(x1.10) (x6 pellets) Head 45.76 (274.56) 16.83 (100.98)
(x1.00) (x6 pellets) Torso 41.6 (249.6) 15.3 (91.8)
(x1.00) (x6 pellets) Arms and Legs 41.6 (249.6) 15.3 (91.8)
Note: Yellow color signifies when ALL pellets hit the target.
Hitbox for Slugs Range
Max (50 studs) Min (90 studs)
(x2.29) (x1 pellet) Head 219.84 97.33
(x1.20) (x1 pellet) Torso 115.2 51
(x1.00) (x1 pellet) Arms and Legs 96 42.5
Note: Red color signifies a fatal hit.

Pros & Cons


  • Highest fire rate of any pump action shotgun.
  • Very low unlock rank.
  • High close-range damage—three-pellet kill in CQC.
  • Can aim above sights by pressing T.


  • Lower-than-average damage per pellet for its class.
  • Cannot 1SK with slugs at long range.
  • Long empty reload.
  • Extremely large magazine is loaded one shell at a time.


  • The KSG-12 is the first shotgun and non-starting weapon to be unlocked in-game.
  • The weapon has two tubes that need to be switched in real life. However, for the ease of development and usability, this feature is not reflected in-game.
    • It is likely that an extended tube selector is being actuated halfway through firing with the shooter's wrist, which is how a similar effect to the near-bottomless magazines of the KSG in video games can be replicated in real life.
  • The KSG-12 is the only bullpup shotgun in-game.
  • The KSG-12 was the only shotgun to not get a range buff in version 3.2.1a, however, it did receive a damage increase to a three-pellet kill at close range.
  • This is the only shotgun in-game where the shells cannot be visually seen being put into the shotgun when reloading or ejecting without a high field of view.
  • The KSG-12 is the only in-game shotgun with a barrel only for it.
Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS F1 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - M231 - Type 88-2
C7A2 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 633 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - Krinkov - PPSh-41 - FAL Para Shorty
PP-19 Bizon - Kriss Vector - MP40 - X95 SMG - Tommy Gun

Light Machine Guns

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

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000


M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
X95R - HK51B

Designated Marksman Rifles

MK11 - SKS - SL-8 - 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 - G17 - M1911 - Desert Eagle L5 - M45A1 - Five Seven
ZIP 22 - Desert Eagle XIX

Machine Pistols

G18 - 93R - TEC-9 - Micro Uzi - MP1911


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


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

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