ROB RUN Base Guide: Build Order, Storage & Raid Defence
How to rent a plot, build a ROB RUN base that survives raids, and choose between storage, production and defence in the first week of a wipe.
Quick answer. Rent a level 1 plot, place storage and a workbench first, then a bed and a Security System before any production facility. Your base is a respawn point and a warehouse, not a trophy room. A base that survives a raid is worth more than a base that looks impressive.
- Bases are built from items, not menus.
- The main building starts with a laptop, first aid and cabinets.
- Security System fuses make raids slower and more expensive.
- The base is an extra respawn point.
- Everything resets at the weekly wipe.

What a base actually does
A base is three things at once:
- A respawn point. You can start a run from your base instead of the default spawn.
- Storage. Weapons, gear, cargo and valuables can be kept there.
- A production site. Farms, warehouses and laboratories generate goods over time.
It is not a safe. Bases can be raided, and everything in them is wiped at the Federal Raid. Treat storage as a buffer, not a vault.
Renting your first plot
The sequence is fixed:
- Find a settlement that has an owner. You cannot rent in an unowned settlement.
- Find a vacant plot inside it.
- Pay the rent at the sign next to the plot.
- Level 2 and level 3 districts require special documents from the Black Market before you can rent.
Your first plot should be in a level 1 settlement. It is cheaper, the rent is lower, and the area is less likely to be a war zone. The map guide→ explains how districts and settlements fit together.
The build order
| Priority | Item | Why |
|---|---|---|
| 1 | Storage | A death costs a run, not a session |
| 2 | Workbench | Maintain and modify gear |
| 3 | Bed | Another respawn point inside the base |
| 4 | Security System with fuses | Turns a quick raid into a costly one |
| 5 | Farm or warehouse | Starts passive income |
| 6 | Laboratory | Higher-value production, higher upkeep |
| 7 | Garage or helipad | Vehicles and aircraft |
| 8 | Cosmetic upgrades | Last, always last |
The main building comes with a laptop, a first aid kit and cabinets. Everything else is placed from items you buy, loot or take from other players.
Do not build walls before storage. A wall without a Security System delays a raider by seconds; storage without a wall at least keeps your spare kit organised.
Storage: what to keep
Keep a spare kit, not a museum:
- One spare weapon you can use.
- One spare bag.
- Ammo for the spare weapon.
- Two meds.
- Cargo you intend to sell this cycle.
Do not stockpile high-value crates through a wipe. The Federal Raid clears plots, bases, weapons and cash, and converts the loss into jail time and authority. Cargo has a shelf life measured in days.
Cash is a special case. Early on, Lenny's Motel is the place to keep money; later, a bank account and a Laundering Desk protect it until the wipe. The bank page→ covers the flow.
Production facilities
Production is how a base pays for itself. The tracked facility types are:
- Farm — low-tier goods with low upkeep.
- Warehouse — storage and bulk goods.
- Laboratory — higher-value production with higher risk.
Each facility needs to be placed, supplied and protected. A laboratory in an undefended base is a donation to the first raider who finds it.
Start with one farm. Add a warehouse when storage fills faster than you can sell. Add a laboratory only when you can defend it and replace the input cost.
Raid defence
Raids are not random weather. They are players deciding your base is worth the time. Three layers reduce the odds:
1. The Security System
Fuses in the Security System make hacking take longer and cost more resources. This is the single most important defensive purchase. It does not stop a determined clan; it makes your base a worse target than the one next door.
2. Defence modules
Defence modules alert allies when the base is attacked. In a clan, that turns a solo raid into a response. Outside a clan, it is less useful, which is one reason clans matter for base owners.
3. Layout
Do not put the laptop, storage and production in one room. A raider who reaches the main room should not get everything at once. Spread the value and keep the entrance covered.
A decoder gives a raider temporary access to a rival Security System. If the owner repairs the system while the raider is inside, the raider can be locked in. Raiding is a two-way risk.
Choosing a location
A good base location balances four things:
- Distance from police. A police station next door is not a quiet neighbourhood.
- Distance from your loot routes. A base on the far side of the map is a respawn point you will not use.
- Settlement ownership. Who owns the settlement, and what do they tax?
- District level. Higher levels gate better services but cost more and attract more attention.
The best first base is boring: level 1, near a fence route, owned by someone who is not at war.
Relocating
A base can be packed up and moved with its contents. That makes the first plot a test rather than a life sentence. If the settlement becomes a battlefield, move before the next wipe rather than after.
Relocation is also a way to follow your income. If your production is in one district and your heists are in another, the respawn point is on the wrong side of the map.
Common mistakes
- Building cosmetics first. A decorated base with no storage is a screenshot, not a strategy.
- Skipping the Security System. The first raid pays for the fuses many times over.
- Stockpiling through a wipe. Cargo does not survive the Federal Raid.
- Renting in a level 3 district on day one. The rent and the attention are both higher.
- Keeping all cash at base. Use the bank and the Laundering Desk.
FAQ
How do I get a base in ROB RUN?
Rent a vacant plot in a settlement that has an owner. Pay at the sign next to the plot. Level 2 and level 3 districts require special documents from the Black Market.
Can my base be raided?
Yes. Raiders can use a decoder on your Security System to gain temporary access. Fuses and defence modules make the raid slower and more costly.
Does my base survive the wipe?
No. Plots, bases, weapons and cash are cleared at the Federal Raid every seven days. Cosmetics, name, tutorial progress and accumulated jail time carry over.
What should I build first?
Storage, then a workbench, then a bed, then a Security System. Production comes after the base can survive a raid.
Official source: Kefir Help Center, ROB RUN Steam store page and Steam announcements (checked 2026-11-06).
Sources
- Kefir Help Center — Base management and raids ↗ — plots, security, production.
- ROB RUN Steam store page ↗ — official feature list.
- ROB RUN Steam announcements ↗ — base and wipe changes.

