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.
Items purchased with credits earned each round. Only visible/usable by Traitors.
C4
2 crA 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 crPerforms 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 crHides 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 crA 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 crA 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 crPlants 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 crA 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 crEquips 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 crAllows 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 crA 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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