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Turfs
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  • Help Home
On this page
  • Overview
  • Turf Types
  • Taking Over a Turf
  • Requirements
  • Reasons a Member Can Be Removed
  • Nighttime Protection
  • Cooldowns
  • Faction Points
  • Income from Turfs
  • Giving a Turf
  • War Turfs
  • Commands

Turfs

← Back to Territory
Territory · Last updated March 9, 2026

Overview

Turfs are zones on the map that factions can control. Owning a turf gives your faction income from businesses inside it and shows your faction's color on the map. Turfs can be taken over by rival factions through a takeover process that requires multiple faction members to be present in the zone.

There are two main categories of turfs: regular turfs and war turfs. Regular turfs are always visible and can be taken at any time (with some nighttime restrictions). War turfs only appear during an active faction war and are restricted to specific hours.

Turf Types

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

TypeDescription
NormalStandard turf with no special properties
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

Taking Over a Turf

To start a turf takeover, stand inside the turf zone and use /turf, then select "Take over" from the menu.

Requirements

RequirementValue
Minimum members (normal turf)5
Minimum members (special turf)8
Takeover duration (normal turf)4 minutes
Takeover duration (special turf)6 minutes
Faction must be officialYes
Must use the launcherYes
All participating members must stay inside the turf zone for the entire duration. If the number of members drops below the minimum, the takeover fails immediately.

Reasons a Member Can Be Removed

Members are automatically removed from the 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/surf a plane, helicopter, or train
  • Are not using the launcher
  • Are in or surfing a vehicle driven by a non-launcher user

Nighttime Protection

Between 00:00 and 12:00 (midnight to noon), you can only take over a regular turf 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.

Cooldowns

After a turf changes hands or a takeover is defended, there is a cooldown before it can be attacked again.

SituationCooldown
Successful takeover (normal turf)3 hours
Successful takeover (special turf)6 hours
Successful takeover (war turf)5 minutes
Defended takeover (normal turf)1 hour
Defended takeover (war turf)5 minutes

Faction Points

Factions earn faction points (f-points) for turf-related actions.

ActionF-Points
Successful takeover (normal turf)20
Successful takeover (special turf)40
Successful takeover (war turf)0
Defending a turf (normal turf only)15

Income from Turfs

Owning a turf generates passive income for your faction through business tax. Every payday, businesses inside your turf pay a 5% tax on their hourly income directly to your faction's bank.

When a turf is successfully taken over, the tax rate for all businesses inside it is automatically reset to 10%. Faction leaders (tier 0) can adjust the tax rate for individual businesses or for all businesses in a turf using the /turftax command. The tax rate can be set between 0% and 10%.

You can view the businesses and houses inside a turf, along with the turf's estimated worth, by using /turf and selecting "View Information."

Giving a Turf

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

War Turfs

War turfs are special turfs tied to a faction war. They follow different rules from regular turfs.

SettingValue
Active hours16:00 to 18:00 (4 PM to 6 PM)
Cooldown after takeover or defense5 minutes
Income per minute (death fees to opposition)$50,000
Fee notification interval8 minutes
War turfs reset automatically at 18:00. All war turf ownership is cleared and they become uncontested again.

War turfs are only visible to factions participating in the same war. Owning a war turf does not earn f-points, but it adds death fees to the opposing faction every minute. These fees count toward the war's financial totals and can trigger the end of a war.

Use /togwarturfs to toggle the periodic death fee notifications on or off.

Commands

CommandDescription
/turfOpens the turf menu (view info, see represented factions, start takeover)
/turftakeoverAlias for /turf
/traceturf <turfid>Places a checkpoint at the center of the specified turf
/tt <turfid>Alias for /traceturf
/giveturf <factionId>Transfers your turf to another official faction (tier 0 only)
/turftax <0-10>Sets the tax rate for all businesses in the turf you are standing in (tier 0 or head admin)
/turftaxall <0-10>Sets the tax rate for all businesses in all turfs your faction owns (tier 0 or head admin)
/togwarturfsToggles war turf death fee notifications
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