Base & production
ROB RUN Base Defence Guide: Fuse Points, Decoders and Raid Recovery
Updated · RobrunCodex
Protection equals a building’s base defence plus installed fuse points. Decoders remove points and are consumed; zero protection grants temporary access. Alarms notify recipients but add no defence. Repair hacked systems to restore surviving fuses, and remember that eviction requires every security system plus an Eviction Right.
Spend on the protection the structure actually has
A fuse changes the point budget an attacker must overcome. An alarm changes who hears about the attack. They solve different problems, and neither makes the base impossible to raid.
Locate the security system before buying upgrades
Find the structure’s exterior Security System and use its Modification interaction to inspect the installation. Check that structure rather than assuming the house, gate and production room share one protection budget. Internal storage locks are separate from this exterior system.
Find the structure's security controls
The exterior Security System has its own Modification interaction. Fuse protection and internal storage locks are separate checks.
Watch the interaction · 6:50–7:06
Read a security panel as points, not a fixed decoder fee
Every structure has base defence and a limited number of Electronic Fuse slots. Add installed fuse points to the base to find total protection. Uncommon fuses add 1, epic 3 and legendary 5; a decoder removes 1, 3 or 5 according to its grade.
Fit decoders to the wall security panel until protection reaches zero. Each fitted decoder is consumed. The resulting opening covers that structure’s doors, gates and windows temporarily, and starts a raid block. Internal safes and security cabinets instead need a Master Key.
What happens at the panel
Decoders
Electronic Fuses
| Entry | Fuse | Adds | Research | Price | Tier |
|---|---|---|---|---|---|
| Electronic Fuse (uncommon) | Electronic Fuse | 1 point | $10,000 | $20,000 | I |
| Electronic Fuse (epic) | Electronic Fuse | 3 points | $150,000 | $100,000 | II |
| Electronic Fuse (legendary) | Electronic Fuse | 5 points | $500,000 | $250,000 | III |
Watch decoder use at the panel
Use the target’s Security System breach interaction with the decoders you intend to consume. Check the remaining protection as you apply them. Count points by grade, not just the number of devices in your bag.
The recording shows a particular panel, inventory and temporary breach. Read the timer on your own target. The creator’s earlier estimate of the loot is not evidence that a similar-looking base will contain the same valuables.
Use decoders at the security panel
Watch the panel interaction, decoder inventory and temporary breach. This target's protection and the creator's loot are examples, not a universal raid budget.
Watch the interaction · 6:54–7:10
Worked example: an unfused and fully fused Trailer
An unfused Trailer has 5 defence. That means five uncommon decoders, two epic or one legendary. For one grade, divide protection by decoder strength and round up; two epic remove up to six points, so the last point is still covered.
A Trailer has nine fuse slots. Fill all nine with legendary fuses and total defence becomes 5 + 9 × 5 = 50. That needs 50 uncommon, 17 epic or 10 legendary decoders. The building table compares this maximum-fuse scenario with no fuses; it does not reveal another player’s live installation.
The same Trailer, two very different budgets
How many decoders each building takes
| Building | Base | Fuse slots | Max defence | Decoders, no fuses | Decoders, all legendary |
|---|---|---|---|---|---|
| Trailer | 5 | 9 | 50 | 5 / 2 / 1 | 50 / 17 / 10 |
| Small House | 15 | 27 | 150 | 15 / 5 / 3 | 150 / 50 / 30 |
| Mansion | 30 | 42 | 240 | 30 / 10 / 6 | 240 / 80 / 48 |
| Car Garage | 4 | 6 | 34 | 4 / 2 / 1 | 34 / 12 / 7 |
| Large Car Garage | 6 | 12 | 66 | 6 / 2 / 2 | 66 / 22 / 14 |
| Warehouse | 10 | 15 | 85 | 10 / 4 / 2 | 85 / 29 / 17 |
| Workshop | 5 | 9 | 50 | 5 / 2 / 1 | 50 / 17 / 10 |
| Grow Room | 5 | 9 | 50 | 5 / 2 / 1 | 50 / 17 / 10 |
| Chemical Laboratory | 3 | 6 | 33 | 3 / 1 / 1 | 33 / 11 / 7 |
| Mesh Fence | 2 | 3 | 17 | 2 / 1 / 1 | 17 / 6 / 4 |
| Metal Fence | 5 | 6 | 35 | 5 / 2 / 1 | 35 / 12 / 7 |
| Concrete Fence | 10 | 9 | 55 | 10 / 4 / 2 | 55 / 19 / 11 |
Worked mixed-decoder budget for 50 protection
A Trailer with nine legendary fuses has 5 + 9 × 5 = 50 protection. Ten legendary decoders cover it exactly. If you only have seven legendary decoders, they remove 35 points, leaving 15. Five epic decoders remove the remaining 15. This mixed kit uses twelve devices; it is not automatically cheaper than ten legendary ones because the relative acquisition costs still matter.
For defence, filling three alarm slots does not change that 50-point calculation. Choose recipients who can actually respond and keep the access-repair plan separate from the point total. The owner can repair and lock attackers out, so temporary entry also needs a way out.
Alarms warn people; they do not add defence
A panel has three alarm slots. The chosen alarm notifies its configured recipients when hacking starts: the location, you or the clan. Adding an alarm does not increase the point total a decoder must remove.
Production buildings deserve particular attention. A Chemical Laboratory starts at 3 defence with six fuse slots, while a Grow Room starts at 5 with nine. The laboratory’s active smoke also tells other players something is running. Clan alarms are most useful when allies are available to respond.
Alarm Systems
| Entry | Alarm | Warns | Research | Price | Tier |
|---|---|---|---|---|---|
| Location alarm | Alarm System | Everyone at the location | $15,000 | $30,000 | I |
| Personal alarm | Alarm System | You | $25,000 | $60,000 | II |
| Clan alarm | Alarm System | You and your whole clan | $50,000 | $200,000 | II |
Raiding and eviction are different outcomes
A raid block disables base vendors, Black Market access and research unlocks. It also prevents relocation and base editing. Opening a structure therefore affects more than the doorway you can see.
Eviction requires fully hacking every security system before placing an Eviction Right on the plot plan. Successful eviction removes the owner’s property and allows some to be taken, but no recoverable share is specified. An opening does not transfer permanent ownership by itself.
Repair after a raid and avoid being trapped
Hacking does not destroy the installed fuses. Repair every hacked panel to restore the surviving fuse defence. If access still seems disabled, inspect the remaining panels and the active raid block instead of assuming you need to rebuy all fuses.
Temporary hacked openings close. Plan how to leave another player’s base before the window ends. Settlements have no Police patrols, while defenders may use First Aid Cabinets for nearby healing and respawning. Farm Fences have no defence system and cannot be hacked.
Common questions
Why do my alarms not increase the decoder requirement?
Alarms notify recipients when hacking starts; they add no defence points. Fuses are the protection upgrade.
Were my fuses destroyed when the panel was hacked?
Hacking does not destroy installed fuses. Repair each hacked panel to restore surviving fuse defence.
Why can I not move my base or use the market after a raid?
The raid block disables relocation, editing, base vendors, Black Market and research. Check the block and every hacked panel.
Does one hacked wall let me evict the owner?
No. Eviction requires fully hacking every security system, then placing an Eviction Right on the plot plan.
Why will a decoder not work on a Farm Fence?
Farm Fences do not have a defence system and cannot be hacked.
Can I mix decoder rarities?
They remove their stated point amounts, so budget the combined removal. For example, seven legendary plus five epic remove 50 points. Compare acquisition costs and the actual target protection.


