
Applies to: ROB RUN Early Access on PC (Steam), checked on November 11, 2026. Kefir hasn't posted patch notes on Steam since its launch patch, First Changes & Server Schedule (November 4, 2026). Every server wipes 7 days after it opens, and the first launch servers hit their first Federal Raid today, so bases, fuses and stored decoders on those servers are about to reset.
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Quick Answer
- How do you raid a base in ROB RUN? Put decoders into the target building's Security System panel until its defense level hits zero. Kefir's Help Center: "Use a decoder on a rival player's Security System to gain temporary access to their building."
- Decoders come in three rarities. Uncommon removes 1 defense point, Epic removes 3 and Legendary removes 5. Each one takes 12 seconds to install and is used up (game data via robrun.info).
- How do you defend a base? Fill the Security System with Electronic Fuses (1, 3 or 5 points each) and add Alarm Systems. Kefir: "Install fuses in your Security System: attackers will have to spend far more time and resources trying to hack it."
- How many decoders does a raid take? An unfused Trailer falls to 5 Uncommon decoders. A Small House with every slot holding a Legendary fuse needs 150 Uncommon, 50 Epic or 30 Legendary.
- Is there offline raid protection? Kefir describes none. Its answer is fortification, and keeping your cash laundered, because laundered money is safe from thieves.
- Wipe: the Federal Raid resets plots, bases, weapons and all cash, banked money included, 7 days after each server opens.
How does base raiding work in ROB RUN?
Each hackable structure on a plot has its own Security System: the house, the garage, the Grow Room, the warehouse and the fences. A Security System has a defense level. That's the structure's built-in protection plus the points of every Electronic Fuse installed in its panel. Raiders bring that number down with decoders. At zero the system is hacked and the raider gets limited access to the building.
Kefir's own wording is short. From the Help Center raid FAQ:
"Use a decoder on a rival player's Security System to gain temporary access to their building. Act fast: the owners can repair the system and lock you out."
The numbers below come from the game client data published on robrun.info's base hacking page. Kefir hasn't published them, and Early Access balance can change with any patch, so treat them as accurate for the November 4 build and re-check after any patch.
Three things trip up new raiders and defenders alike:
- The hack is per structure. Breaking a fence's system doesn't open the house behind it. Each building has to be hacked on its own.
- Fuses survive the hack. When the owner repairs the panel, the full defense level comes back. You can't wear a base down over several visits.
- Decoders don't open containers. Safes and security cabinets inside a building need a Master Key, so a hacked house doesn't give up its safe.
How many decoders do you need to raid a base in ROB RUN?
Divide the structure's defense level by the decoder's value and round up. The table shows the two extremes: no fuses at all, and every slot holding a Legendary (5-point) fuse.
| Structure | Base defense | Fuse slots | Max defense | Decoders, no fuses (Unc / Epic / Leg) | Decoders, all Legendary fuses (Unc / Epic / Leg) |
|---|---|---|---|---|---|
| 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 |
The Farm Fence has no Security System and can't be hacked.
Most real bases sit between the two columns. Here's a worked example. A Small House with all 27 slots filled with the cheap Uncommon fuse has 15 + 27 = 42 defense. That takes 42 Uncommon, 14 Epic or 9 Legendary decoders. Upgrade those same slots to Legendary and the raider needs more than three times as many.
Installing takes 12 seconds per decoder, so time on the panel adds up fast. Ten Legendary decoders on a fully fused Trailer is two minutes of standing at a wall. That's two minutes for an alarm to fire and the owner's clan to show up.
Where do you get decoders in ROB RUN?
Not from a shop. Kefir's launch FAQ says: "The breach decoders required to break into someone else's base aren't bought off a shelf — so raiders have to pick their targets wisely."
According to the client data:
| Decoder | Defense removed | How you get it | Fence value (level 1) |
|---|---|---|---|
| Uncommon | 1 | Random loot from safes, cabinets and other search spots | $1,000 |
| Epic | 3 | Barter: 3 Uncommon decoders + $10,000, or 1 filled Action Camera | $5,000 |
| Legendary | 5 | Random loot only | $40,000 |
Decoders stack 10 to a slot, and the launch patch raised the maximum stack size for decoders and gold bars. The Epic barter is the main lever for a raiding crew. Three Uncommon decoders on their own remove 3 points, and so does one Epic, but the Epic takes one 12-second install instead of three. Filled Action Cameras are a second route if you've been running jobs with one.
If you're short on decoders after the wipe, our ROB RUN decoders, Growing Bushes and the Drill page covers how raid items are handed over in game on your own server. Kefir's rules prohibit real-money trading, so read them before you decide.
How do you protect your base from raids in ROB RUN?
Kefir's base defense FAQ lists two tools: fuses and defense modules that "alert your allies to an ongoing attack." Here is how to use them well.
Electronic Fuses: which tier to buy
Fuses are researched in Larry's Tree (Construction) and then bought on your base's Trade Laptop. The tier you can buy depends on your plot's district level.
| Fuse | Defense added | Research | Price | Trade Laptop tier |
|---|---|---|---|---|
| Uncommon | +1 | $10,000 | $20,000 | I |
| Epic | +3 | $150,000 | $100,000 | II |
| Legendary | +5 | $500,000 | $250,000 | III (or barter: 1 Epic fuse + $250,000) |
Per point, Uncommon fuses are the cheapest ($20,000 per point against $50,000 for Legendary). But slots are the limit, not money. A Trailer only has 9 slots. Fill them with Uncommon fuses early: each one adds a defense point a raider has to decode. Then swap in higher tiers as your district level unlocks them.
Alarm Systems: who gets warned
A Security System also has 3 Alarm slots. Alarms add no defense. They tell someone that a hack has started.
| Alarm System | Who it alerts | Research | Price | Tier |
|---|---|---|---|---|
| Uncommon | Everyone at the location (needs 105 years of sentence) | $15,000 | $30,000 | I |
| Epic | You | $25,000 | $60,000 | II |
| Legendary | You and your whole clan | $50,000 | $200,000 | II |
An alarm only helps if someone can get there inside the hack window. Solo players get more from fuses. Clans get more from the clan alarm. Kefir's Base Management post makes the same point: "allies can hold off raiders better than any defense module."
The defense checklist
- Launder your Dirty Cash. Kefir's FAQ: "laundered cash is safe from thieves." Money sitting on the Laundering Desk or in a stack is what raiders take. One player's report on r/robrun (November 11) lists exactly that: money stacks, money on the laundering table and decoders gone, while purple and gold items were left behind.
- 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. Another player reported a clan getting over the fence from a van without hacking it at all.
- Use safes and security cabinets. Decoders don't open them. A Master Key does.
- Repair straight away. The owner repairs a hacked panel at the panel itself. Fuses aren't destroyed in a hack, so one repair restores full defense and locks the raider out.
- Blend in. Kefir's tip from Base Management: "blend in to seem like a waste of rare breaching tools." A loud, rich-looking base attracts decoders.
- Move if a clan camps you. Kefir says you "can move your entire base and all its contents at any time" to dodge hostile neighbours. A player who was camped around the clock (r/robrun, November 11) is the case this is for.

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What happens during and after a raid?
Once a system is hacked, the base gets a raid lock. According to robrun.info's client data, vendors, the Black Market and unlocking Shipments are blocked while a base raid is on. Access is temporary. The owner can repair and lock the raider out, so loot the valuables first and leave the furniture.
A total base wipe is a different, much rarer thing. Kefir: "Wiping a base off the map requires an extremely rare, loot-only item. This keeps total base wipes from being spammed or abused." The same FAQ says a full wipe lets the raider "seize everything on the property, including furniture, structures, and rides parked inside." The client data also lists an Eviction Right that needs every Security System at the base fully hacked. Treat any barter recipe for it as unconfirmed, because Kefir calls the item loot-only.
Kefir's comeback rule limits the damage: "any surviving structure can be rebuilt."
Is there offline raid protection in ROB RUN?
No offline protection is described anywhere Kefir has published. Asked directly in its launch FAQ, Kefir answered: "Your primary defense is investing in base fortification." A November 10 r/robrun thread asks how long after logging off a base stops being vulnerable. Nobody has found an official timer, and we couldn't either. Plan as if your base can be raided while you sleep.
That means:
- Launder before you log off.
- Leave valuables in safes, not on desks or racks.
- Keep the clan alarm on if you're in a clan, and a personal alarm if you're solo.
Some players want bases taken out of raiding entirely. A November 11 r/robrun post argues for Dune-style governed zones where bases can't be raided. That's a player suggestion, not a Kefir plan.
Does the Federal Raid wipe your base and fuses?
Yes. Kefir's Federal Raid FAQ: "Every seven days, all plots, bases, weapons, and cash are wiped and converted into jail time and authority." Your base goes, and every fuse, alarm and decoder stored in it goes with it. Banked money goes too: Kefir says it is safe from theft only until the next wipe. Cosmetics, player name, tutorial progress, settings and accumulated jail time carry over.
The first launch servers opened at 5 PM UTC on November 4, so their first Federal Raid falls around 17:00 UTC today, November 11. Kefir doesn't publish a per-server clock. Our ROB RUN wipe schedule has the day-by-day table, and the ROB RUN servers guide explains how to pick a fresh server.
Two practical rules follow:
- Don't buy Legendary fuses in the last day before your wipe. You'd be paying $250,000 a slot for protection that resets in hours.
- Spend decoders before the wipe, not after. Stored decoders vanish with the base. Late in the cycle, bases have had a full week to fill up.
On a fresh server, start with a Trailer and Uncommon fuses. Then fill the base with income. Our ROB RUN Grow Room guide covers the Grow Room, which has its own Security System worth fusing.
ROB RUN base raid numbers at a glance
| Item | Number | Source |
|---|---|---|
| Decoder install time | 12 seconds each | Client data |
| Decoder values | 1 / 3 / 5 points | Client data |
| Fuse values | 1 / 3 / 5 points | Client data |
| Alarm slots per Security System | 3 | Client data |
| Small House max defense | 150 | Client data |
| Mansion max defense | 240 | Client data |
| Party size | Up to 3 | Kefir |
| Clan size | Up to 100, per server | Kefir |
| Wipe | 7 days after a server opens | Kefir |
| Players online | 171,336 at 17:29 UTC Nov 10, 2026 | Steam API |
Down on decoders after a wipe? Decoders and other raid items are handed over to your character in game on your own server. Kefir's rules prohibit real-money trading, so read them before you buy anything.
- ROB RUN Items: decoders, Growing Bushes, Drill: handed over to your character on your server
- All ROB RUN services: money, items and party carry on your server
FAQ
Can I buy this loadout instead of farming it? Yes: this loadout costs $78.62 on Timesaver, and a Timesaver pro completes it by hand within 24 hours. How handover works and what happens if something goes wrong: account safety.
How do you raid a base in ROB RUN? Start a hack at the target building's Security System panel and install decoders until its defense level reaches zero. That gives you temporary access to that one building. The owner can repair the panel and lock you out, so move fast.
Can you buy decoders in ROB RUN? Not from a shop. Kefir says breach decoders "aren't bought off a shelf." Uncommon and Legendary decoders drop from searchable spots like safes and cabinets. Epic decoders come from barter: 3 Uncommon decoders plus $10,000, or a filled Action Camera.
How many decoders does it take to raid a house in ROB RUN? A Small House with no fuses needs 15 Uncommon, 5 Epic or 3 Legendary decoders. With all 27 slots holding Legendary fuses it needs 150 Uncommon, 50 Epic or 30 Legendary. Divide the defense level by the decoder value and round up.
Do decoders open safes in ROB RUN? No. Safes and security cabinets inside a building need a Master Key. A decoder only breaks the building's Security System.
Can your base be raided while you're offline in ROB RUN? Kefir hasn't described any offline protection. Its advice is to fortify. Launder your cash before logging off, because Kefir says laundered money is safe from thieves until the next wipe.
Does the wipe reset bases and fuses in ROB RUN? Yes. The Federal Raid wipes plots, bases, weapons and cash 7 days after each server opens, and everything stored in your base goes with it. Cosmetics, name, settings, tutorial progress and jail time carry over.


