Comms over kills
Callouts before contact. Nobody pushes alone, nobody chases a killstreak. Your K/D is not what we look at.
KTTG runs like a crew, not a lobby. Everyone learns the same callouts, the same push order, the same rules. That is the whole advantage.
Callouts before contact. Nobody pushes alone, nobody chases a killstreak. Your K/D is not what we look at.
Hold the plan when it goes bad. No rage, no mic spam, no toxicity toward opps.
Meets, big pushes and turf runs every week. Turn up, get better, move up.
See the scheduleFree Access is free and always will be, you just need KTTG in your name. Paid passes unlock a higher group rank and cosmetics. Buy with Robux or card, and your rank is applied automatically.
Most taken
Group rank 15
or $12
Group rank 5
display name check
Group rank 10
or $7
Group rank 20
card only
Service
or $2
KTTG holds ground across seven servers. Each one runs its own armory, its own crew, and its own rules of engagement. Pick a lane.


Turf 01
The original hold. Full armory, deepest crate rotation of any turf we run, and the highest concentration of KTTG on the map.


Turf 02
Fast lobbies, faster fights. Small armory, but it is where the Demon Rifle lives - the closest thing we run to a one-shot end.


Turf 03
Custom loadouts only. Every piece in this armory is a KTTG reskin, built for the crew that runs this block.


Turf 04
Built for holding ground, not just taking it. Armor, ammo and a Gold Draco for whoever earns it.


Turf 05
Where recruits earn their rank. Small, focused armory built to sharpen aim before you push a live turf.
Chat is open and verification takes about a day. Bring a mic, bring patience, and we will make you useful.