Rent in an owned settlement
Pick a settlement that has an owner. Higher district levels need Black Market documents for the plot.
A ROB RUN base is built from items, not blueprints placed in thin air: every structure and piece of furniture deploys from your inventory, and you buy or loot them. Your base stores what Lenny cannot hold, runs production, becomes an extra respawn point and is the thing raiders come for.
From an empty plot to a working hideout.
Pick a settlement that has an owner. Higher district levels need Black Market documents for the plot.
Structures and furniture are inventory items. Buy them or loot them, then deploy them on the plot.
It comes with a laptop for the Black Market, a first-aid kit and a few cabinets.
The desk turns cash into banked money, and its capacity was raised massively at launch.
A plot with a house or garage lets you buy a car. Its key goes in the key locker.
Install fuses and defense modules before your stash is worth stealing.
All documented structures and objects, grouped by what they do on your plot.
| Item | Category | What it does |
|---|---|---|
| Main building | Structure | Comes with a laptop (Black Market), a first-aid kit and a few cabinets. |
| House | Structure | Living structure; a plot with a house or garage lets you buy your own car. |
| Garage | Structure | Extra car storage on your plot. |
| Helipad | Structure | Parks a helicopter found in loot or bought in the central district. |
| Lift | Workshop | Replace car modules at home instead of the city auto repair shop. |
| Farm | Business | Grow bushes for production; profits raised at launch. |
| Laboratory | Business | Uses chemical reagents found as loot; profits raised at launch. |
| Warehouse | Structure | Store cargo and valuables. |
| Fence | Structure | Perimeter structure deployed from inventory. |
| Safe | Storage | Keeps valuables at your base. |
| Rack | Storage | Furniture for storing items. |
| Workbench | Workshop | Crafting station; upgrade it with modules to expand functions. |
| Vise | Workshop | Functional workshop object deployed from inventory. |
| Garden bed | Business | Planting spot for base production. |
| Cooking pot | Business | Production object deployed from inventory. |
| Laundering Desk | Money | Turns cash into banked money; its capacity was massively raised at launch. |
| Key locker | Storage | Holds the keys of cars you own. |
| Security System | Security | Install fuses so hacking takes more time and resources; raiders need a decoder. |
| Defense modules and raid alerts | Security | Alert you and allies when a raid starts. |
How a break-in works and what slows it down.
Each fuse in the Security System makes hacking take more time and more resources.
A raider uses a decoder on the Security System to gain temporary access. Repair the system and they are locked out again.
Defense modules warn you and your allies the moment a raid starts.
Wiping a base completely needs an extremely rare item found only as loot, and it also seizes any cars parked inside.
Production, unlocks and mobility once the walls are up.
The launch patch massively raised profits from base businesses such as farms, laboratories and contraband.
Money →The Shipments tab, opened with H, unlocks goods as your settlement levels up or as you build up jail time.
Once built, your base works as an extra respawn point, so a death no longer means a long walk back.
You can move the whole base with its contents at any time, for example when a settlement gets too hostile.
Map →