ROB RUN Base Building and Raiding: Fuses, Decoders, Defence
Build a ROB RUN base that survives raids: plot rental, module order, fuses in the Security System, decoders, alarm tiers and how an attack actually runs.
How do you build a base in ROB RUN?
Rent a plot in a settlement that has an owner, place a main building, storage and a Security System, then load the Security System with electronic fuses. Everything is placed as an item from your inventory — you buy modules at the Black Market or find them as loot.
Base building is not decoration. It is storage, production, an extra respawn point and the thing other players will try to break into.
Step 1: Get a plot
Bases only stand in settlements that have an owner. Find a vacant plot, pay the rent at the sign next to it, and you are a Settlement Resident. Since the 4 November 2026 patch:
- Tier 1 settlements and land rentals cost documents instead of cash.
- Plots in level 2 and 3 districts need Black Market documents of the matching tier.
A green Land Plot Title runs $100,000 at the Black Market. You can move your entire base at any time — contents included — but not while a raid lock is active. District level also sets your vendor tier and the goods you can buy.
Step 2: Place the modules that make money
| Order | Module | Price | Why |
|---|---|---|---|
| 1 | Trailer or Small House | $10,000 / $600,000 | You cannot build without a main building |
| 2 | Laundering Desk | — | Turns cash into money that cannot be stolen |
| 3 | Cargo Workbench or Workshop | $15,000 / $75,000 | Opens cargo, upgrades tools |
| 4 | Grow Table or Chemical Reactor | $40,000 | Starts production income |
| 5 | Small Safe or Warehouse | $32,000 / $100,000 | Locked storage |
| 6 | Security System + fuses | $20,000 per fuse | The difference between a base and a donation |
The full list with prices and unlock tiers is in base structures. Base businesses — farms, labs, smuggling and cargo cracking — got a large profit increase on 4 November, which is why production belongs early in the order.
Step 3: Defend it
Defence in ROB RUN is not a wall, it is time. An attacker needs to finish a hack before the owners notice and repair.
- Security System — the panel raiders hack. A completed hack gives temporary access to the building.
- Electronic fuses — installed in the Security System. Each fuse lengthens the hack and burns more decoders. They are not destroyed by a hack, only by the raid succeeding, and protection is back after a repair.
- Alarm System — three tiers: warns only the owner, the owner and their clan, or every player at the location.
- Defense modules — report an ongoing attack to your allies.
- Clan — allies hold a base better than any module.
There is no classic offline raid protection. If you log off with a weak panel, someone can spend the night on it. Laundered money is safe regardless, which is another reason to keep the desk running.
How does a raid work?
- The attacker brings decoders and starts a hack on the Security System.
- Defenders can repair the system and lock them out — the race is the whole fight.
- A completed hack grants temporary access to that building.
- The attackers haul what they can before the access window closes.
- A completed hack also triggers a raid lock: base actions and moving are blocked for a while, and vendors, the Black Market and Shipments are unavailable during the raid.
Decoders are rare and not regularly stocked in shops. That is the economic point of fuses: a raid that costs five decoders is not worth the loot inside a Small Safe.
The Eviction Right
Bought at Barters in Lenny’s Motel for 50 decoders, the Eviction Right takes a player’s plot and the property on it, and the attacker may keep part of it. It is used on the plot plan and needs a complete hack of every security system on the base. It is the one attack that does not stop at stealing — it removes you from the map.
Raiding someone else
If you are the attacker:
- Scout the settlement first. Settlement owners and their clans see you coming.
- Bring more decoders than you think you need; each fuse multiplies the cost.
- Hit the building with the modules worth carrying, not the one closest to the road.
- Expect the owners to repair mid-hack. Bring a second player to hold the door.
How much does a base cost to set up?
A working starter base lands around $250,000–$300,000: a green plot deed ($100,000), a trailer ($10,000), a warehouse or safe ($32,000–$100,000), a cargo workbench ($15,000) and a handful of fuses ($20,000 each). That is one or two good heists. See money making for the routes that produce it fastest.
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