GMod TTT Equipment & Karma Reference

Complete Trouble in Terrorist Town reference — all Traitor and Detective items with credit costs, tactical notes, plus the karma system explained with thresholds, penalties, and ready-to-paste server ConVars.

Traitor Only

Items purchased with credits earned each round. Only visible/usable by Traitors.

C4

2 cr

A timed explosive device. Can be set to any time from 15 to 300 seconds. Detectives with a Defusal Kit can disarm it.

When to use

Plant in high-traffic areas, team spawn zones, or your own base to eliminate clustered Innocents. Set short timers for pressure, long ones for disguised traps.

Radar

1 cr

Performs a 30-second scan that reveals the position of all living players on the map. Results only visible to Traitors.

When to use

Use at round start to locate isolated Innocents, or mid-round to track a Detective hunting you down.

Disguiser

1 cr

Hides your identity from the Detective's Radar and makes you appear as a random Innocent on scanners.

When to use

Essential when Detectives are actively scanning. Buy early and stay in disguise when near Detectives.

Silenced Pistol

1 cr

A suppressed sidearm that fires without audible gunshot sounds, making it hard for Innocents to locate the shooter.

When to use

Use for isolated kills in areas with poor sight-lines. Pairs well with the Disguiser for low-suspicion eliminations.

Jihad Bomb

1 cr

A suicide explosive that detonates on activation, dealing massive AOE damage. Kills the user along with nearby players.

When to use

Devastating in tight corridors or crowded rooms. Best used when surrounded by Innocents and escape is not an option.

Decoy

1 cr

Plants fake DNA evidence on a corpse that frames an Innocent player when scanned by a Detective's DNA Scanner.

When to use

Use immediately after killing someone to redirect Detective suspicion. Frame the biggest threat to your team.

Health Station

1 cr

A deployable healing station that slowly restores HP to any player who stands near it — including Traitors.

When to use

Place in hidden Traitor-only areas or offer it to Innocents to build false trust while healing yourself.

Body Armor

1 cr

Equips the Traitor with armor providing approximately 30% incoming damage reduction.

When to use

Buy early if you expect heavy gunfights. Gives a significant survivability edge in direct confrontations.

Radio

1 cr

Allows secret text communication between all living Traitors without Innocents seeing the messages.

When to use

Coordinate kills, share radar scan results, or designate targets with your Traitor teammates.

Turret

2 cr

A deployable auto-targeting turret that fires at Innocent and Detective players who enter its range.

When to use

Place in choke-points or stairwells where Innocents must pass. Combine with C4 for layered base defense.

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