How to defend your base
Fuses, alarms and safes: what each one does, what it costs and how far each building can be pushed.
how your base gets raided
Every building on your plot has its own Security System. Raiders bring its defense down to zero with decoders, and then they can get into that building through any door, gate or window for a while. Your job is to make that cost more decoders than your base is worth, and to know when it is happening.
fuses
Electronic fuses go into the Security System slots of a building and add defense points. A breach does not destroy them, and repairing the building after a raid brings its protection back.
| Fuse | Adds | Price | Unlock | Level |
|---|---|---|---|---|
Electronic Fuse Lv.1 (+1 Pt) | 1 point | $20,000 | $10,000 | 1 |
Electronic Fuse Lv.2 (+3 Pts) | 3 points | $100,000 | $150,000 | 2 |
Electronic Fuse Lv.3 (+5 Pts) | 5 points | $250,000 | $500,000 | 3 |
what a point costs each side
A decoder costs a raider $2,500 to $20,000 for every point it takes off. A fuse costs you $20,000 to $50,000 for every point it adds, before the unlock. Each point you add costs you at least as much as the dearest decoder costs a raider to take it off, so fuses slow a raid down without making it a bad deal for them. The money you really protect is the money you launder and lock in a safe.
how far each building goes
| Building | Base defense | Fuse slots | Max defense |
|---|---|---|---|
| Small House | 30 | 42 | 240 |
| Trailer | 15 | 27 | 150 |
| Small Safe | 10 | 15 | 85 |
| Car Garage | 6 | 12 | 66 |
| Compound Wall 3 | 10 | 9 | 55 |
| Home 0 | 5 | 9 | 50 |
| Workshop 1 | 5 | 9 | 50 |
| Crypto Farm #1 | 5 | 9 | 50 |
| Grow Room | 5 | 9 | 50 |
| Compound Wall 2 | 5 | 6 | 35 |
| Car Garage 0 | 4 | 6 | 34 |
| Chemical Laboratory | 3 | 6 | 33 |
| Compound Wall 1 | 2 | 3 | 17 |
alarms
Alarms add no defense. They sit in a Security System slot and warn someone the moment breaching starts, which gives you time to get home or call for help.
-
Alarm System (Personal) Can be placed in the structure's Security System slot and notifies the owner when breaching begins. unlock $25,000, district level 2 $60,000 -
Alarm System (District) Can be placed in the structure's Security System slot and notifies all players in the location when breaching begins. unlock $15,000, district level 1, 105 jail years $30,000 -
Alarm System (Clan) Can be placed in the structure's Security System slot and notifies the owner and their entire clan when breaching begins. unlock $50,000, district level 2 $200,000
keep the good stuff safe
- Launder your cash. Clean money in your bank account cannot be stolen, even if your base is breached.
- Lock valuables in a safe. Other players need a Master Key to open one, on top of breaching the building.
- Close your front door when you leave. The game reminds you for a reason.
- Friends beat fuses. The developers say allies hold off raiders better than any defense module, and a clan alarm calls all of them.
- Your car trunk is not part of your base. Anyone with a lockpick can open it anywhere in the city.
Where this comes from
- ROB RUN in-game hints and loading tips on security blocks, fuses, alarms, repairs and laundering
- Game files: fuse, alarm, structure and Shipments data checked again after the 12 November 2026 patch
- robrun.fyi, Base building and raids quotes the developers on allies and trunks