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Turfs
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On this page
  • Overview
  • Turf Categories
  • Turf Types
  • New HP Turf System
  • HP Siege Rules
  • Special Turfs
  • War Turfs
  • Faction Points
  • Income from Turfs
  • Giving a Turf
  • Commands
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Turfs

← Back to Territory
Territory · Last updated May 30, 2026

Overview

Turfs are faction-controlled zones on the map. Owning a turf shows your faction color on the map and lets your faction earn money from businesses inside the zone.

Regular, non-special turfs now use the HP turf system. In this system, attackers start a 15 minute siege and must drain the turf HP to 0 before time runs out.

Special turfs and war turfs still use the old takeover system for now. These turfs use progress bars, fixed member counts, and the older takeover timers.

Turf Categories

CategoryCurrent SystemNotes
Regular turfHP siegeNew default system for normal faction turf fights
Special turfOld takeoverUsed for special-resource and special-rule turfs for now
War turfOld takeoverOnly appears during active faction war windows
Stronghold turfStronghold siegeUses /sh, not the normal turf takeover flow
Use /turf while standing inside a turf to view its owner, information, and available actions.

Turf Types

Turfs can have a special type that gives extra benefits or restrictions.

TypeDescription
NormalStandard regular turf
LeadOwning faction or alliance gets access to lead resources
MetalOwning faction or alliance gets access to metal resources
Gun LoadingAllows loading guns at a reduced price ($285,000) if your alliance owns it
Bullet CratesAllows loading bullet crates if your alliance owns it
Gun CratesAllows loading gun crates if your alliance owns it
SA BankCan be taken by law enforcement factions
SA Weapon FactoryCan be taken by law enforcement factions
WarOnly visible and takeable during a faction war

New HP Turf System

To start an HP turf siege, stand inside a regular turf and use /turf, then choose the takeover option.

RequirementValue
Minimum attackers inside the turf5
Faction must be officialYes
Attacker may own the turf alreadyNo
Player must be in the main worldYes
Siege duration15 minutes
Win condition for attackersDrain turf HP to 0
Win condition for defendersKeep HP above 0 until time expires

HP is scaled from the owning faction's online non-AFK defenders. With no defenders online, passive decay is tuned around a 15 minute drain. With 10 or more defenders online, passive decay is tuned around a 5 minute drain.

HP Siege ResultCooldown
Attackers capture the turf1 hour
Defenders win by timer5 minutes
Attackers abandon the siege5 minutes

HP Siege Rules

During an active HP siege:

  • RK is allowed inside the active turf zone until the siege ends.
  • The HP bar appears while you are inside the active zone.
  • Attacker and defender allies count as participants for HP bar visibility and kill/death HP changes.
  • Ownership and fpoint rewards still go to the original attacking and defending factions.
  • If no attackers are inside the turf, passive HP decay pauses.
  • If the owning faction has no direct defenders inside the turf for 3 minutes, passive decay becomes faster until an owning-faction defender returns.
Players who were shot recently cannot enter interiors near an active HP siege for 20 seconds. This applies to houses, businesses, HQs, warehouses, and interior teleports. Exiting interiors is still allowed.

The attacking faction can abandon an active HP siege with /turf abandon if the player is the siege starter or faction tier 0/1. Abandoning counts as a defender win.

Active HP sieges are saved and restored after a server restart. If the server starts after a saved siege's end time, the siege resolves as a defender timer win.

Special Turfs

Special turfs still use the old takeover system for now. War turfs also use the old takeover system, with their own war-specific window and rewards.

Start the takeover through /turf while standing in the zone.

RequirementSpecial TurfWar Turf
Minimum members85
Takeover duration6 minutes4 minutes
Faction must be officialYesYes
Must stay inside the turfYesYes
Must stay out of interiorsYesYes
All participating members must stay inside the turf zone for the entire old-system takeover. If the number of members drops below the minimum, the takeover fails immediately.

Members are removed from an old-system takeover if they:

  • leave the turf zone;
  • enter a building or interior;
  • die;
  • leave the faction;
  • go below or above the turf's height limits;
  • enter or surf a plane, helicopter, or train;
  • are not using the launcher;
  • are in or surfing a vehicle driven by a non-launcher user.

Between 00:00 and 12:00, old-system special turfs can only be taken if the owning faction has at least 3 non-AFK members online. This does not apply to unowned turfs, government-owned turfs, or war turfs.

Old-System ResultCooldown
Successful special takeover6 hours
Defended special takeover1 hour
Successful war takeover5 minutes
Defended war takeover5 minutes

War Turfs

War turfs are special turfs tied to faction wars. They still use the old takeover system.

SettingValue
Active hours19:00 to 21:00
Cooldown after takeover or defense5 minutes
Income per minute$50,000 in death fees to the opposition
Fee notification interval8 minutes
Takeover fpoints0
Defense fpoints0

War turfs are only visible to factions participating in the same war. Owning a war turf adds death fees to the opposing faction every minute. These fees count toward the war's financial totals and can help end a war.

War turfs reset automatically after the war turf window ends. Ownership is cleared and the turfs become uncontested again.
Use /togwarturfs to toggle periodic war turf fee notifications.

Faction Points

Factions earn fpoints from turf captures, defenses, and passive holding rewards.

ActionFpoints
Hold HP turf2
Capture HP turf55
Defend HP turf35
Hold legacy special turf4
Capture legacy special turf90
Defend legacy special turf50
Capture war turf0
Defend war turf0

Income from Turfs

Owning a turf generates passive income through business turf tax. Businesses inside your turf pay turf tax when business money is unloaded.

When a non-war turf is captured through the old system, business turf tax inside it is reset to 10 percent. Faction leaders can adjust turf tax from 0 to 10 percent.

You can view businesses and houses inside a turf, plus the turf's estimated worth, by using /turf and selecting the information option.

Giving a Turf

Faction leaders can transfer ownership of a turf to another official faction with /giveturf. The receiving faction's tier 0 leader must be online and accept the offer within 1 minute using /accept turf.

Commands

CommandDescription
/turfOpens the turf menu
/turftakeoverAlias for /turf
/turf abandonAbandons your faction's active HP turf siege, if allowed
/traceturf <turfid>Places a checkpoint at the center of a turf
/tt <turfid>Alias for /traceturf
/giveturf <factionId>Offers your turf to another official faction
/turftax <0-10>Sets turf tax for businesses in the turf you are standing in
/turftaxall <0-10>Sets turf tax for all turfs your faction owns
/togwarturfsToggles war turf death fee notifications
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