A Faction is a group of players that play Torn together under the same name and banner, with a shared vision of the game. Factions are led by a Leader and an optional Co-leader; they allow for the sharing of resources (via the Armory) in addition to collective crime and warring efforts (via Organized Crime and Warfare).
- 1 Starting A Faction
- 2 Faction Warfare
- 3 Organized Crime Panel
- 4 Upgrades Panel
- 5 Controls Panel
- 6 Historical Notes
- 7 Patch History
- 8 References
Starting A Faction
Factions are one of the most popular activities in Torn. Starting a new faction costs $1,000 x number of factions currently in the game, although a faction can be purchased for less in the faction buying and selling thread in the forums. A brand new faction will have 5,000 respect and will be based in a shed, giving a maximum member space of 5 members. This can further be upgraded in the Upgrades Panel
A faction's success may be measured by its total current respect and the upgrades that it has. To see the best factions in the game, go to the Hall of Fame in the newspapers.
Going Inactive (Faction Leader)
If a faction's leader goes inactive for more than 30 days, leadership will be automatically transferred to the Co-Leader. If the faction does not have a Co-Leader it will instead be transferred to the longest-serving member online in the last 24 hours.
- Players can now have up to 10 pending Applications to factions at the same time. This means they're free to apply to several factions at the same time, greatly increasing the chances they'll get into one quickly. This solves the laborious process of applying to one, waiting for a response, and then applying to another.
- Faction leaders will no longer receive news or event spam with every received application. Instead, we've implemented a separate notification system which alerts those with permissions to pending applications.
- Players can edit their applications at any point after they have been sent out, or withdraw them, via the relevant Faction profile.
- Once an application is accepted, all other related applications will be removed. So as a Faction leader, all of the applications you see will be from players who are available to join now.
- If an application is declined, the player will not be able to reapply again for 7 days. These 7 day reapply restrictions can be overridden by the Faction by toggling "Allow applications" off and on again.
- Applications expire after 72 hours if they have not been accepted or declined.
These are features/play styles used by factions in order to gain respect, climb the Hall of Fame and get recognized by the Torn community.
Respect is what most factions will fight and die for. It can be used to show the Torn community how good your faction is, it can be used as bragging rights or it can be used for upgrading faction specials. Respect is gained and lost in many ways.
- Attacking and chaining against other players. Consecutive attacks in a short time period is known as chaining and is the most efficient way of gaining respect.
- You can also accumulate respect, on a daily basis, by owning Territory blocks.
- Most factions will run Organized Crimes for the purpose of gaining respect, as well as some money in the process. They range in difficulty and number of members required.
- The Television Station company special 'Propaganda' allows an employee to spend job points on gaining respect for the faction they are in. The faction news log will also have a record of this.
- When a faction is hit by a Dirty Bomb, it will lose a large amount of respect, and suffer from several other effects.
- When a member of a faction is attacked, the faction will lose 25% of the respect that the attacking player gained
View the main article on Chains
Chaining is a warring tool designed to supplement warring between two factions. Successive hits made on players outside of your faction will build a "chain", gradually earning more respect as the chain builds - and occasionally reaching "bonus" hits for large additional respect gains.
- Chaining must be unlocked by spending respect. Once a faction has completed a chain of set length, it may unlock the next length chain. These purchases are non-refundable.
- The first 10 hits in a chain must be made within 5 minutes. Beyond this, each successive hit must be made within 5 minutes or the chain will enter its cooldown state.
- As the chain progresses, the respect earned will gradually increase - scaled logarithmically. At 13 (currently 11) possible points in a chain, designated "bonus hits", a hit will produce a large flat respect bonus.
- Once a chain breaks, it will enter its cooldown state, which lasts 10 seconds for every hit made in the chain (e.g. 100 seconds for a 10-hit chain).
Chaining was completely redesigned in 2017 and unveiled in November as the first update in a much larger Warring 2.0 upgrade. Full details on the subject can be found on the Chain page.
Raiding is a purely destructive form of warring that was released on 08/01/19. Any faction may begin an indefinite raid against another faction, during which respect may only be taken from the opposition, rather than earned.
During a raid, attacks made by either side during a raid will cause 100% respect loss (compared with the 25% loss caused by regular attacks).
Respect that you take from the opposing faction will be added to your faction's raid score.
As with ranked wars and territory wars, full stats and graphs are available in a raid report once a raid is complete.
Initiating a Raid
Factions must have a minimum of 10 members to be able to declare a raid.
A faction may only begin a raid with one faction at time. If your faction is involved in a raid, it will not be able to start another until the current raid is ceased. Your faction may be raided by multiple factions at the same time, however.
Note: If your faction starts a raid, it will force any current chain into its cooldown state, so chains should be finished before or started after your faction declares a raid.
Ceasing a Raid
Once 24 hours has elapsed, the faction with the highest score (most respect taken) gains the option to "Cease" the raid.
The losing Faction can also cease the raid if any of the following criteria are met:
- No attacks are made by either party for 72 hours
- The winning side has less than 10 members 
The faction with the lowest score may also choose to surrender at any time, however all this does is notify the opposing faction that you wish for the raid to be over. They may choose to accept your surrender and cease, or ignore it and continue.
Traded peace treaties will cease & block raids for the agreed duration.
In rare cases a faction's total respect may reach 0, in which the faction is destroyed.
When a faction hits zero respect, they will be permanently destroyed. The faction will not be fully deleted, but it will enter an irrecoverable death state - this means the faction cannot be accessed, but its profile - showing its name, image, and previous leader - will be retained forever.
Upon destruction, all members of the faction will be removed and any inventory which isn't loaned out will be moved to the leader including money and points.
For more information on the obtaining of territories, check here.
For more information on the Ranked Warring, check here.
Outsider vs. Insider Hits
The criteria for an outside hit is shown below:
Organized Crime Panel
Commonly abbreviated as "OC," Organized Crimes bring in respect and money for your faction. The higher grade OC's provide more money and respect but have higher Crime Experience requirements of the members involved.
When someone with OC permission sets up an OC, several members of the faction can be selected to take part, members who will then receive an event to let them know that they have been selected. Once it has been planned, a timer will begin to count down until the OC can be initiated. Once the timer is up, it will be marked as 'ready', and it can be initiated so long as all members in the OC have the 'Okay' status (i.e. not traveling, in jail, or in the hospital). The selected members themselves do not have to do anything for the OC, only to have the 'Okay' status at the time of initiation.
If you are scheduled for an OC that is nearly ready and you attempt a flight that will cause you to return 'late' for the OC, you will see a message prominently displayed, warning you of the pending OC. You may choose to ignore the warning and fly anyway as you are not prevented from flying.
OC's can be planned and initiated by any member with the "Organized Crimes" permission, which can be given by Leaders.
OC's can be easily planned again with the same members immediately after completion. Simply click the "Plan again" button.
When a faction is hit by a Dirty Bomb, all planned OC's are canceled.
On the faction crimes page, players not currently assigned to an OC will be shown in descending order according to their crime experience before any bonuses are applied. 
The honor bar 'Mastermind' is awarded upon participating in 100 OCs.
|Name||Members Required||Planning Time||Cash Gains ($)||Respect Gains||Fail Result|
|Blackmail||2||24h||6k - 10k||1 - 2||1h|
|Kidnapping||2||48h||15k - 35k||3 - 5||Yes||3h|
|Bomb Threat||3||72h||50k - 150k||7 - 10||5h||5h|
|Planned Robbery||5||96h||400k - 600k||18 - 24||6.66h
|Rob a money train||6||120h||3.25m - 4.25m||25 - 35||10h||6h|
|Take over a cruise liner||15||144h||17.5m - 27.5m||65 - 80||Yes||7h|
|Hijack a plane||8||168h||20m - 50m||80 - 100||Yes||Yes|
|Political Assassination||4||192h||100m - 300m||200 - 300||48h||Yes|
The upgrades panel is the nuts and bolts of faction management. It is split into two sections, the core branch and the special upgrades branch.
- An upgrade from a core branch cannot be undone, so be careful when selecting these. This includes member capacity, armory upgrades, dirty bomb lab, territory upgrades, and chaining upgrades.
- The special upgrades branch is where you can select your specials, you can choose up to 6 trees from a list of 8 trees. These can be swapped out instantly with another 'loadout' of upgrades.
|Laboratory||105,027||Acquire 25 faction members|
|Upgrade||Max Chain Size||Respect||Challenge|
|Chaining II||25||2,173||Achieve a chain of 10|
|Chaining III||50||3,067||Achieve a chain of 25|
|Chaining IV||100||4,719||Achieve a chain of 50|
|Chaining V||250||6,662||Achieve a chain of 100|
|Chaining VI||500||10,251||Achieve a chain of 250|
|Chaining VII||1,000||15,773||Achieve a chain of 500|
|Chaining VIII||2,500||22,265||Achieve a chain of 1,000|
|Chaining IX||5,000||34,258||Achieve a chain of 2,500|
|Chaining X||10,000||48,358||Achieve a chain of 5,000|
|Chaining XI||25,000||74,404||Achieve a chain of 10,000|
|Chaining XII||50,000||105,027||Achieve a chain of 25,000|
|III||20||2,173||Achieve a faction age of 10 days|
|IV||25||3,067||Achieve a faction age of 20 days|
|V||30||4,719||Achieve a faction age of 30 days|
|VI||40||6,662||Achieve a faction age of 40 days|
|VII||50||10,251||Achieve a faction age of 50 days|
|VIII||65||15,773||Achieve a faction age of 75 days|
|IX||80||22,265||Achieve a faction age of 100 days|
|X||100||34,258||Achieve a faction age of 150 days|
|Territory II||2||1,678||Hold 1 territory for 3 days|
|Territory III||3||2,173||Hold 2 territories for 3 days|
|Territory IV||4||3,067||Hold 3 territories for 3 days|
|Territory V||5||3,972||Hold 4 territories for 3 days|
|Territory VI||6||5,144||Hold 5 territories for 3 days|
|Territory VII||7||6,662||Hold 6 territories for 3 days|
|Territory VIII||8||8,628||Hold 7 territories for 3 days|
|Territory IX||9||12,180||Hold 8 territories for 3 days|
|Territory X||10||15,773||Hold 9 territories for 3 days|
|Territory XI||11||20,427||Hold 10 territories for 3 days|
|Territory XII||12||26,453||Hold 11 territories for 3 days|
|Territory XIII||13||37,341||Hold 12 territories for 3 days|
|Territory XIV||14||48,358||Hold 13 territories for 3 days|
|Territory XV||15||62,625||Hold 14 territories for 3 days|
|Territory XVI||16||81,100||Hold 15 territories for 3 days|
|Territory XVII||17||105,027||Hold 16 territories for 3 days|
Special branches are bonuses that all of your faction members receive. You can assign your respect to these specials. Be wary though, specials can only be unset 72 hours after being set, so you can't just change up your specials constantly. Additionally, the upgrade cost is dependent on which slot the branch presides in, with the first slot being the base costs listed below, and each subsequent slot being double the cost of the previous one (An upgrade costing 1000 respect in the first slot will cost 2000 respect in the second, 4000 in the third, etc.)
To unlock additional specialization branches, a faction must have a specified number of upgrades active at the same time. Once the requirement to unlock a specialization branch is reached, it will be permanently unlocked, even if the total amount of upgrades the faction currently has drops below the specified number.
Branch Unlock II: 20 upgrades
Branch Unlock III: 45 upgrades
Branch Unlock IV: 75 upgrades
Branch Unlock V: 110 upgrades
Branch Unlock VI: 150 upgrades
If you are interested in the old upgrades system, you can view those on this page.
Main tree: Addiction: Reduce drug addiction up to 50%. (2% per upgrade)
- Overdosing: Decrease overdose chance up to 30%. (3% per upgrade)
Note: No specials that reduce OD chance apply to Cannabis - source.
- Side effects: Reduce passives negatives from drug effects and addiction up to 30%. (3% per upgrade)
Total Cost: 254,884 respect
- Speed training: Increase speed gym gains up to 10%. (1% per upgrade)
- Strength training: Increase strength gym gains up to 10%. (1% per upgrade)
- Defense training: Increase defense gym gains up to 10%. (1% per upgrade)
- Dexterity training: Increase dexterity gym gains up to 10%. (1% per upgrade)
- An extra 5% on speed or strength
- An extra 5% on defense or dexterity
Tertiary tree: An extra 5% on a stat, dependant on the specializations you chose previously.
Total Cost: 249,498 Respect (This is with 2 branches at std10, one at std15 & one at std20)
- Speed: Increase speed passively up to 20%. (1% per upgrade)
- Strength: Increase strength passively up to 20%. (1% per upgrade)
- Accuracy: Increase accuracy up to +2.0. (+0.2 per upgrade)
- Hospitalization: Increase outgoing hosp times up to 50%. (5% per upgrade)
- Damage: Increase all damage up to 10%. (1% per upgrade)
Total Cost: 563,249 respect
Main tree: Travel capacity: Increase travel capacity up to 10. (1 per upgrade)
- Travel cost: Reduce traveling fees up to 75%.(15% per upgrade)
- Hunting: Increase hunting income up to 30%. (3% per upgrade)
- Rehab cost: Reduce rehab cost up to 20%. (2% per upgrade)
- Overseas banking: Increase cayman interest with a multiplier up to 25%. (5% per upgrade, this means you can get up to 0.625% interest instead of the base 0.5% This is further increased to 0.675% with the 7* Oil Rig job special)
Total Cost 320,921 respect
Main tree: Hospital time: Reduce all hospital times up to 25%. (1% per upgrade)
- Life regeneration: Regenerate up to 4% more life per tick. (0.2% per upgrade)
- Reviving: Reduce reviving cost down to 25 energy. ( 5 per upgrade)
- Medical cooldown: Add up to 3h of med cooldown. (15m per upgrade)
Tertiary trees: Medical effectiveness: Gain up to 30% extra medical effectiveness. (2% per upgrade)
Total Cost: 526,142 respect
Main tree: Booster cooldown: Adds up to 24h of booster cooldown. (1h per upgrade)
- Alcohol effect: Increase nerve gain from alcohol up to 50%. (5% per upgrade)
- Candy effect: Increase happy gain from candy up to 50%. (5% per upgrade)
- Energy drink effect: Increase energy gain from cans up to 50%. (5% per upgrade)
Total Cost: 275,581 respect
Main tree: Crimes: Provides up to 25% increase in crime skill and exp boost. (1% per upgrade)
- Jail time: Decreases jail times up to 30%. (2% per upgrade)
- Nerve: Increase maximum nerve up to 40 extra nerve. (1 per upgrade)
Tertiary tree: Bust skill: Increase bust skill up to 50%. (5% per upgrade)
Quaternary tree: Bust nerve: Decrease nerve bust cost up to 3. (1 per upgrade)
Total Cost: 593,993 respect
- Defense: Increase Defense passively up to 20%. (1% per upgrade)
- Dexterity: Increase dexterity passively up to 20%. (1% per upgrade)
- Escape: Increases dexterity by up to 500% upon escape attempt. (50% per upgrade)
- Maximum life: Increase maximum life up to 20%. (1% per upgrade)
Total Cost: 500,004 respect
For more information on faction challenges, please view the Faction Challenges page.
This is where modifications of faction profile, newsletter sending, editing of user permissions and the creation dirty bombs takes place.
Give To User
Allows the faction leader, co-leader or anyone who has been given 'Money Giving' & 'Points Giving' permission to see the money and points balance of all members of the faction in the "Give to user" panel, and to give money or points to members. These balances increase when members donate money/points and decrease if they are given money/points. The 'payday' feature will not affect money balances. The balances can be adjusted to any value by the leader or co-leader; this only changes the member's displayed balance and has no other effect. Members can see their own personal balance on the armory page.
You can now use a URL request data to prefill the name & amount fields on the Give to user tab, to either give money or points, or add money or points to the user's balance. This will be in the format:
To give money
To give points
Faction Forums: The faction forums are a place for you to talk to your members, post ideas, services from the faction and offers. It is also the main place for any up-to-date news from the faction and a well-run forum is vital for a faction to succeed. All faction members can make threads and post in them, but only certain faction staff can delete threads that aren't theirs or make stickies.
Faction chatbox: This is for faction members to talk in real-time, it is useful during chainings or asking for help with regards to the faction.
Newsletter: Some Faction staff can send newsletters out, usually, these letters have important information regarding the faction and it is usually best to pay attention to these.
Allows members with the money giving permission to send money to multiple faction members at the same time.
Here, you can view, accept or decline the applications of users who have applied to your faction. Users that have withdrawn their application from the management tab will show the 'Withdrawn Status'.
This is where you find a full list of all members in your faction and change their positions accordingly.
Only the leader or co-leader can create positions and edit permissions for each position.
New members will receive a 'Recruit' position by default and will have limited access to the faction. After 72 hours, members receive the faction's default position which can be renamed by Leaders and Co-Leaders.
|Green||Medical Item Usage|
|Booster Item Usage|
|Drug Item Usage|
|Energy Refill Usage|
|Temporary Item Loaning|
|Weapon & Armor Loaning|
|Faction API Access|
In the Laboratory you can build a Dirty Bomb. More details here.
The Leader and only the leader of a faction may choose to delete their faction. This cannot be done however, if the faction has over 100,000 respect. 
Factions delete hourly and only after that is the leader able to leave the faction permanently.
- Inactive Faction Leader Didn't Promote Correctly - Changed daily inactive faction leader replacement to be the co-leader or longest serving member online in the last 24 hours
- Previously, the firework stand company had a special that would allow a user to spend job points to reduce the respect of an enemy faction. This special was removed when company specials were given a major overhaul in May, 2015.
- Previously, a player needed to be a member of a faction for four days before receiving cash or points via the 'Give to Player' function.
- If you lose or abandon a territory, you will not be able to attempt to take that territory again for 7 days. - As of December 2019, this rule has been removed.
|Part of a series on Factions|
|Respect||Chaining · Organized Crimes|
|Warring||Territory · Rackets · Raiding · Ranked Warring · Outside Hits|
|Management||Upgrades · Recruit Status|