ROB RUN PvP and Base Defense Guide: Death Rules, Fuses, Alarms and Decoders
ROB RUN

ROB RUN PvP and Base Defense Guide: Death Rules, Fuses, Alarms and Decoders

In ROB RUN, what a PvP death costs you depends on where you die and which role you are playing. Base defense comes down to one number per building, the defense level of its Security System. Raiders lower it with single-use decoders, and you raise it with Electronic Fuses.

Both kinds of fight end at your cash. Any ROB RUN Money you carry, stack at your base or leave on the Laundering Desk can be stolen by another player. Money you have laundered into your bank account is safe from theft until the next wipe.

Every server is wiped by a Federal Raid seven days after it opens. Unless you live in Highlands, your plots, bases, weapons and all cash, banked money included, are confiscated and turned into jail time and Authority. Your fuses and alarms only have to hold for one cycle.

What Do You Lose When You Die in ROB RUN?

Check your location first and your role second. Police only patrol Looty Bay. Settlements and the desert are Outlaw ground, where nothing is restricted.

SituationWhat you loseWhat you keep
Criminal killed in Looty BayYour inventoryNothing
Criminal who surrenders or is arrestedBag contentsEquipped gear
Arrested Criminal whose bribe the cop acceptsNothingBag and gear
Civilian killed in Looty BayNothingBag and equipped gear
Police Officer killed on dutyDepartment-issued gearPersonal items and equipment
Any role killed in the desert or a settlementEquipment and bag contentsNothing
Anyone in a Safe Zone such as Lenny’s MotelNothingEverything, because shooting and damage are disabled

Putting on a mask turns you into a Criminal, and leaving the city is the only way to drop that status. You pick your role again every time you enter Looty Bay. If you come back as a Civilian, you can’t use weapons, but a death in the city costs you nothing.

Arrests, Bribes and the Wanted Level

If a gunfight in Looty Bay is already lost, surrendering keeps your guns and armor. A cop can arrest any Criminal who raised their hands or got knocked out. The arrest takes your bag and leaves your equipped gear.

  • Bribe: an arrested player can offer the cop a bribe from their bank account, in steps of $10,000 up to $200,000. If the cop accepts, you leave the city with your bag and gear. The bribe only works if you banked money before the job.
  • Breaking an arrest: other Criminals can disrupt an arrest in progress, and doing it earns them Notoriety.
  • Wanted level: each civilian NPC you kill adds 1 point, up to a cap of 3. At 3 points you become Most Wanted, and everyone in the city can see your location on the map.
  • Cop payouts: a Police Officer can only shoot Criminals. An arrest pays the cop $9,000 to $15,000 against $2,000 for a kill. Shooting someone who already surrendered or was arrested pays nothing, so a cop gains nothing by killing you after your hands go up.
  • Fresh servers: when a new server opens, patrol cops only get pistols, and better police gear unlocks as the server ages. Each consecutive death also adds a longer respawn delay for a cop.

Settlements and the desert have no Police, so you can’t surrender there. A lost fight on Outlaw ground costs your whole loadout.

Fighting Solo, in a Duo or With a Clan

Critical damage puts you into a Knockout instead of killing you outright. Rescue time is limited, and you die if no teammate picks you up in time. That makes group size a survival stat.

  • Party: up to 3 players.
  • Clan: up to 100 players, on one server only.
  • Duo Mode: you start at Notoriety level 2 and get more money when you sell cargo and items.
  • Solo Mode (Hard): you start at Notoriety level 4 and have a higher chance of extra rare loot.
  • Clan battles: a clan of three can already fight for a city business. Battles run 3v3, 6v6 or 12v12 depending on the size of the business.

Raiding someone else’s plot puts you in enemy territory. When you leave it, you stay vulnerable for an extended period, so the drive home after a raid is still part of the fight.

How Does a Base Raid Work?

Every structure on a plot has its own Security System panel on the wall. Its defense level is the building’s base protection plus the points of every Electronic Fuse installed in it.

  1. 1. The raider starts a hack at the panel and installs decoders. Each install takes 12 seconds and uses the decoder up.
  2. 2. An Uncommon decoder removes 1 point, an Epic removes 3 and a Legendary removes 5.
  3. 3. At zero, the system is hacked. The raider gets temporary access to that building’s doors, gates and windows.
  4. 4. The base gets a raid lock. While it lasts, vendors, the Black Market and Shipment unlocks are blocked.
  5. 5. The owner repairs the hacked panel at the panel itself. Fuses survive the hack, so one repair brings back the full defense level and locks the raider out.

A hack only opens the building it was used on. Breaking a fence’s system does not open the house behind it. Safes and security cabinets inside a hacked building stay shut, because they need a Master Key. The Farm Fence has no Security System and cannot be hacked.

Taking the whole plot is a separate step. It needs an Eviction Right, an extremely rare, loot-only item, and it only works after every Security System on the plot has been hacked, fences included. The owner then loses the property on that plot. Decoders alone never remove your buildings, and any structure that survives a raid can be rebuilt.

How Many Decoders Does Each Building Take?

A building’s decoder count rises with every fuse you slot in, so a real base sits somewhere between an empty build and one maxed with Legendary fuses.

StructureBase defenseFuse slotsMax defenseUncommon / Epic / Legendary decoders, empty slotsUncommon / Epic / Legendary decoders, all Legendary fuses
Trailer59505/2/150 / 17 / 10
Small House152715015/5/3150 / 50 / 30
Mansion304224030/10/6240 / 80 / 48
Car Garage46344/2/134/12/7
Large Car Garage612666/2/266 / 22 / 14
Warehouse10158510/4/285 / 29 / 17
Workshop59505/2/150 / 17 / 10
Grow Room59505/2/150 / 17 / 10
Chemical Laboratory36333/1/133/11/7
Mesh Fence23172/1/117/6/4
Metal Fence56355/2/135/12/7
Concrete Fence1095510/4/255 / 19 / 11

To get the exact number for your base, add the base defense to your fuse points, divide by the decoder value and round up.

Electronic Fuse Costs per Defense Point

You research fuses in Larry’s Tree under Construction, then buy them on your base’s Trade Laptop. Your plot’s district level decides which tier you can buy.

  • Uncommon fuse (Tier I): +1 defense. Research costs $10,000 and each fuse costs $20,000.
  • Epic fuse (Tier II): +3 defense. Research costs $150,000 and each fuse costs $100,000.
  • Legendary fuse (Tier III): +5 defense. Research costs $500,000 and each fuse costs $250,000. You can also barter 1 Epic fuse plus $250,000 for one.

Uncommon fuses give the cheapest point at $20,000, against about $33,333 for Epic and $50,000 for Legendary. Slots are the hard limit, though. Cheap fuses fill a small building fast, and higher tiers are how you raise its ceiling later. These fuse-only costs leave out research:

  • Trailer, 9 Uncommon fuses: $180,000 for 14 defense. A raider needs 14 Uncommon, 5 Epic or 3 Legendary decoders.
  • Trailer, 9 Epic fuses: $900,000 for 32 defense. A raider needs 32 Uncommon, 11 Epic or 7 Legendary decoders.
  • Small House, 27 Uncommon fuses: $540,000 for 42 defense. A raider needs 42 Uncommon, 14 Epic or 9 Legendary decoders.
  • Small House, 27 Epic fuses: $2,700,000 for 96 defense. A raider needs 96 Uncommon, 32 Epic or 20 Legendary decoders.

Alarm Systems and Your Response Window

Each Security System has 3 Alarm slots on top of its fuse slots. Alarms add no defense. They warn someone the moment a hack starts.

  • Uncommon alarm (Tier I): alerts every player at the location. Research costs $15,000, the alarm costs $30,000, and it requires a 105-year sentence.
  • Epic alarm (Tier II): alerts you. Research costs $25,000 and the alarm costs $60,000.
  • Legendary alarm (Tier II): alerts you and your whole clan. Research costs $50,000 and the alarm costs $200,000.

At 12 seconds per decoder, install time is your window to respond. Take a Small House with 27 Uncommon fuses. Breaking it takes 108 seconds of installs with 9 Legendary decoders, or 8 minutes 24 seconds with 42 Uncommon ones. If nobody can reach your plot inside that window, the alarm changes nothing.

Where Do Raiders Get Decoders?

No shop sells decoders. Uncommon and Legendary decoders drop at random from safes, cabinets and other search spots. Epic decoders come from the Barter door at Lenny’s Motel, for 3 Uncommon decoders plus $10,000 or for one filled Action Camera.

An Epic removes the same 3 points as three Uncommon decoders, but in one 12-second install instead of three. That saves the raider 24 seconds per Epic, which is time taken straight out of your response window.

Because decoders are single-use and slow to collect, raiders pick targets that look worth the spend. A base that looks rich draws more decoders than a quiet one with the same fuses.

Base Defense Routine Before You Log Off

ROB RUN has no offline raid protection, so your base has to hold while you are away.

  • Launder your cash: laundering keeps running while you are offline. A raider can grab up to $20,000 from your Laundering Desk in one take, and money already in your account can’t be stolen.
  • Lock valuables in safes and security cabinets: a decoder never opens them, so a hacked building still keeps what is locked inside.
  • Fuse the buildings that hold value first: each structure is hacked on its own, so the house with your stash matters more than the outer fence.
  • Repair as soon as you get back: one repair restores the full defense level and ends the raider’s access.
  • Settle near your clan: rent a plot in the same settlement as your clanmates and run the clan alarm.
  • Move if a clan camps your plot: you can move your entire base and everything in it at any time.

What the Federal Raid Does to Your Defenses

The Federal Raid takes your fuses, alarms and any decoders stored at the base along with everything else. A Legendary fuse bought in the last hours of a cycle costs $250,000 for a few hours of protection. Your sentence grows by 1 year for every $500,000 of property confiscated in that state, up to 40 years per state. BCoin bought with clean money is the one currency the feds leave alone.

If you top up with ROB RUN Money for sale after a wipe, it follows the same rule as heist cash. Raiders can take it until you launder it. Rebuilding a Trailer with 9 Uncommon fuses costs $180,000 in fuses alone.

Pick fights where the death rules work in your favor. Fuse the building that holds your stash before the fence. Keep a clanmate close enough to answer the alarm while the raider is still at the panel.

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