5.56x45mm, gas-operated, open-bolt, with a 200-round linked belt in a box, the KSP excels at short range combat. Comes with an M4 stock adapter so you've got some extra stock choices. Gun specific mods include a long barrel, railed foregrip, solid stock.
The KSP is one of the 5 LMGs currently available for the crew and was added with the second Gage Weapon Pack. It is the second LMG available through leveling, having a reputation lock of 45.
Even when aimed in, the KSP (as with all LMGs) does not use sights, so a laser module is recommended for accurate aim.
The KSP's ammunition is belt-fed, making tactical reloads impossible. Reloading takes approximately 5.62 seconds.
The KSP is the LMG that is the most appropriate for close quarter combat, having a very high rate of fire and good damage, alongside an enormous capacity of 200 rounds and a total ammo of 400 (500 with Fully Loaded). The weapon can be fired for several seconds before having to reload. As a result a single person can cover a whole room without much difficulty. At the end of a wave one can collect a large portion of their ammo back, as the weapon collects a good amount of ammunition back from pickups. This extreme room clearing power can be boosted even more with the Enforcer skill tree, as it offers more hip fire accuracy and damage. In an extreme situation one can deploy an ammo bag with the Bullet Storm skill to get up to 15 seconds of continuous fire with no ammo loss. With the weapon's quick fire-rate, these 15 seconds can be used to deal massive damage.
The weapon does however have a very large drawback, namely its extremely low accuracy. Without mods and skills to combat it, the weapon is barely useful in anything past 20 meters. It also has a fair amount of recoil and which while controllable, can quite easily make you miss your targets. As a result a player without Enforcer skills and modifications should fill the role of a shotgunner, protecting smaller rooms using cover to get closer to enemies and flank them.
It is barely usable beyond very close range without a Tactical Laser Module, not having any aim reticle and horrible accuracy.
Zooming will tighten the spread, which helps with concentrated fire.
Equipping the KSP with the Long Barrel, Tactical Compensator and War-Torn Stock modifications will bring the accuracy rating to 18, making it accurate for all ranges. Doing this will also give the weapon an uncontrollable amount of recoil making it only useful to fire in single shots and short bursts.
*The LED Combo is based on the Leapers, Inc. UTG LED Weapon light and Laser. **Although the main flashlight has a toggle switch, the laser sight component of the LED Combo is pressure-activated, meaning the laser will stay on as long as the pressure switch is depressed. This switch is not placed where it should be, however (on foregrips, magazine wells, etc...) and is instead ziptied to the main taclight, leaving no plausible mean for the user to toggle it without awkwardly moving their off hand off the weapon and gripping the attachment itself.
The KSP is based on the M249 Para, as evident by its short, heatshielded barrel and sliding collapsible buttstock. The texture on the left side of the weapon confirms this. The name comes from Kulspruta 90, the Swedish Army's designation of the FN MINIMI Para, which is the basis of the M249.
Attaching the Solid Stock and the Railed Foregrip onto the KSP allows it to almost completely impersonate the Mk 46 Mod 0. The resemblance is not perfect due to the stock M249's STANAG magazine adapter remains attached.
The Solid Stock and Long Barrel combo turns it into an M249-E2 SAW.
When observed closely, the last few rounds of a KSP belt are actually empty chain links being fed into the weapon, with the last visible round being the 4th or 5th-to-last count of ammunition.
The Skulldozer uses a KSP with a larger 225 round magazine, as opposed to the 200 round magazine used by players.
The KSP is technically the one of the only three belt-fed LMGs in the entire game alongside the Buzzsaw 42 and Ksp 58. Since it is belt-fed, reloading will always play the same animation and take the same amount of time.
The Brenner 21 was based on a belt-fed LMG as well, but the in-game iteration was modified to remove this trait.