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Overview
Strongholds are faction-owned zones connected to turfs. They use a three-stage siege system with HP, scheduled follow-up stages, capture points, supplies, bombs, and a winner payout pool.
Use /stronghold or /sh while inside a stronghold zone.
Ownership
The owning faction receives passive stronghold income every hour.
| Reward | Value |
|---|---|
| Faction bank income | $50,000 |
| Fpoints | 5 |
| Default business turf tax | 10 percent |
Starting a Siege
Use /sh attack inside the stronghold zone to start Stage 1.
| Requirement | Value |
|---|---|
| Attacker must be in an official faction | Yes |
| Required attacker rank | Tier 0 or tier 1 |
| Minimum attackers in zone | 6 by default |
| May attack own stronghold | No |
| May attack allied owner | No |
| Faction bank siege cost | $500,000 by default |
| Siege cooldown after a completed siege | 48 hours by default |
Stage Flow
| Stage | Starts When | Attacker Goal | Defender Goal | Default HP | Default Time |
|---|---|---|---|---|---|
| Stage 1 | Siege starts | Drain HP to 0 | Hold until timer ends | 1000 | 60 minutes |
| Stage 2 | Attackers win Stage 1 | Drain HP to 0 | Hold until timer ends | 500 | 60 minutes |
| Stage 3 | Attackers win Stage 2 | Drain HP to 0 and capture | Hold until timer ends | 500 | 60 minutes |
If attackers win Stage 1 or Stage 2, the next stage is scheduled. If defenders win any active stage by timer, the full siege ends and defenders keep the stronghold.
| Stage Captured | Attacker Reward |
|---|---|
| Stage 1 | 150 fpoints |
| Stage 2 | 200 fpoints |
| Stage 3 | 250 fpoints and ownership |
Scheduling
Stage 2 and Stage 3 use scheduled start windows.
| Setting | Value |
|---|---|
| Earliest next stage | 21 hours after the previous stage |
| Latest next stage | 24 hours after the previous stage |
| Schedule window | 6 hours by default |
| Stage 2 scheduler | Attacking faction |
| Stage 3 scheduler | Defending faction |
| Command | /sh window <hours> |
/sh window <hours> uses hours from now. Use 21, 22, 23, or 24.
Active Stage Rules
During an active stage:
- the stronghold HP bar is shown to involved players in the zone;
- RK is allowed inside the active stronghold zone until the stage or siege ends;
- faction deaths can cost the dead player's faction money;
- armed vehicles are removed from the active zone;
- houses, businesses, garages, and other interiors in the active zone are blocked.
| Money Rule | Value |
|---|---|
| Default death fee | $25,000 from the dead player's faction bank |
| Prize pool share | 40 percent of charged siege money by default |
| Winner payout | Final winner receives the prize pool |
| Abandoned siege | Spent money is destroyed |
HP Control
Attackers win a stage by reducing HP to 0.
| Source | Effect |
|---|---|
| Attackers outnumber defenders in the zone | Damages HP every 30 seconds |
| Defenders outnumber attackers in the zone | Repairs HP every 30 seconds |
| Capture points held by attackers | Damage HP over time |
| Capture points held by defenders | Repair HP over time |
| Defender deaths | Can damage HP |
| Attacker deaths | Can repair HP |
| Bombs | Damage HP |
| Repairs, resupplies, and supply deliveries | Repair HP |
Siege Tools
| Tool | Side | Default Cost | Result |
|---|---|---|---|
/sh repair | Defenders | $100,000 faction bank | Repairs 50 HP |
/sh resupply | Defenders | $25,000 faction bank | Repairs 20 HP when delivered |
/sh bomb place | Attackers | $50,000 faction bank plus a Siege Bomb | Damages 50 HP if it detonates |
/sh bomb defuse | Defenders | Free | Defuses an active bomb if completed in time |
/sh supply | Defenders | Free | Repairs 30 HP when delivered |
Bomb planting takes 30 seconds and starts a 60 second fuse. Defusing takes 20 seconds. Supply loading takes 25 seconds, uses a nearby Barracks, and the loaded truck must be delivered at 20 km/h or slower.
Stronghold Store
Use /sh store at a stronghold store marker during an active stage. Attackers and defenders can use the store.
| Item | Default Price |
|---|---|
| First Aid Kit | $3,000 |
| Body Armour | $5,000 |
| Desert Eagle (50) | $15,000 |
| Shotgun (40) | $20,000 |
| AK-47 (200) | $35,000 |
| Rifle (40) | $30,000 |
| Sniper Rifle (40) | $50,000 |
First Aid Kits are limited to one. Medkits and armour cannot be bought immediately after taking damage.
Commands
| Command | Description |
|---|---|
/sh info | Shows the stronghold you are standing in |
/sh status | Lists stronghold ownership and state |
/sh attack | Starts Stage 1 if your faction meets the requirements |
/sh window <hours> | Sets the next scheduled stage 21-24 hours from now |
/sh repair | Defender emergency repair |
/sh resupply | Defender resupply run |
/sh bomb place | Attacker bomb plant |
/sh bomb defuse | Defender bomb defuse |
/sh supply | Defender supply run |
/sh store | Opens the stronghold store |
/sh abandon | Attacking faction leader abandons the siege |
