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Strongholds
  • Help Center
  • Help Home
On this page
  • Overview
  • Ownership
  • Starting a Siege
  • Stage Flow
  • Scheduling
  • Active Stage Rules
  • HP Control
  • Siege Tools
  • Stronghold Store
  • Commands

Strongholds

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Territory · Last updated May 29, 2026

Overview

Strongholds are currently in beta and will be actively changed and tuned during the public testing in Palomino Creek.

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.

RewardValue
Faction bank income$50,000
Fpoints5
Default business turf tax10 percent

Starting a Siege

Use /sh attack inside the stronghold zone to start Stage 1.

RequirementValue
Attacker must be in an official factionYes
Required attacker rankTier 0 or tier 1
Minimum attackers in zone6 by default
May attack own strongholdNo
May attack allied ownerNo
Faction bank siege cost$500,000 by default
Siege cooldown after a completed siege48 hours by default
The siege cost is taken from the attacking faction bank when Stage 1 starts.

Stage Flow

StageStarts WhenAttacker GoalDefender GoalDefault HPDefault Time
Stage 1Siege startsDrain HP to 0Hold until timer ends100060 minutes
Stage 2Attackers win Stage 1Drain HP to 0Hold until timer ends50060 minutes
Stage 3Attackers win Stage 2Drain HP to 0 and captureHold until timer ends50060 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 CapturedAttacker Reward
Stage 1150 fpoints
Stage 2200 fpoints
Stage 3250 fpoints and ownership

Scheduling

Stage 2 and Stage 3 use scheduled start windows.

SettingValue
Earliest next stage21 hours after the previous stage
Latest next stage24 hours after the previous stage
Schedule window6 hours by default
Stage 2 schedulerAttacking faction
Stage 3 schedulerDefending faction
Command/sh window <hours>

/sh window <hours> uses hours from now. Use 21, 22, 23, or 24.

If a pending scheduled stage is missed after its schedule window expires, defenders win the siege.

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 RuleValue
Default death fee$25,000 from the dead player's faction bank
Prize pool share40 percent of charged siege money by default
Winner payoutFinal winner receives the prize pool
Abandoned siegeSpent money is destroyed

HP Control

Attackers win a stage by reducing HP to 0.

SourceEffect
Attackers outnumber defenders in the zoneDamages HP every 30 seconds
Defenders outnumber attackers in the zoneRepairs HP every 30 seconds
Capture points held by attackersDamage HP over time
Capture points held by defendersRepair HP over time
Defender deathsCan damage HP
Attacker deathsCan repair HP
BombsDamage HP
Repairs, resupplies, and supply deliveriesRepair HP

Siege Tools

ToolSideDefault CostResult
/sh repairDefenders$100,000 faction bankRepairs 50 HP
/sh resupplyDefenders$25,000 faction bankRepairs 20 HP when delivered
/sh bomb placeAttackers$50,000 faction bank plus a Siege BombDamages 50 HP if it detonates
/sh bomb defuseDefendersFreeDefuses an active bomb if completed in time
/sh supplyDefendersFreeRepairs 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.

Bomb planting, bomb defusing, and supply loading can be interrupted. Follow the on-screen instructions during the action.

Stronghold Store

Use /sh store at a stronghold store marker during an active stage. Attackers and defenders can use the store.

ItemDefault 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.

During active stronghold stages and HP turf sieges, aid-kit healing is a short frozen action. Pressing F or trying to shoot cancels the heal.

Commands

CommandDescription
/sh infoShows the stronghold you are standing in
/sh statusLists stronghold ownership and state
/sh attackStarts Stage 1 if your faction meets the requirements
/sh window <hours>Sets the next scheduled stage 21-24 hours from now
/sh repairDefender emergency repair
/sh resupplyDefender resupply run
/sh bomb placeAttacker bomb plant
/sh bomb defuseDefender bomb defuse
/sh supplyDefender supply run
/sh storeOpens the stronghold store
/sh abandonAttacking faction leader abandons the siege
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