Start your hideout with an eligible plot

A base gives stolen goods a destination, but it also gives rivals something to attack. Start building a ROB RUN base by renting a vacant plot in an owned settlement, then develop it for storage, workbenches, and security. This beginner ROB RUN base building guide focuses on those confirmed foundations so your first investment has a purpose.

Find a settlement that already has an owner, locate an empty plot, and pay rent at the sign beside it. For plots in level 2 or level 3 districts, you also need special documents from the Black Market. Check the actual plot's terms in the game rather than assuming every location has the same price.

The plot-rental instructions establish where to begin; they do not provide a wall-placement interface, construction recipe list, or upgrade-cost chart. Choose your plot first, then use its available building options to develop the hideout.

Give storage and equipment distinct jobs

The game's official description confirms that bases can be built and upgraded, hold loot and vehicles, and contain workbenches and safes. Those functions make a base more than a place to park between trips.

Use the distinction between cash and goods when planning your next return. Kefir's storage guidance says Lenny's accepts cash only, while your base is where you can keep stolen goods. Goods stored at a base remain vulnerable to raids, so bringing loot home does not remove the need for defenses.

Base functionWhat to plan around
Stolen-goods storageA place for goods that cannot be stored at Lenny's
Workbenches and safesSupported hideout equipment; check current in-game options
Vehicle storagePart of the base's role, with property requirements for personal vehicle ownership
SecurityFuses and defense modules help address player raids

Avoid treating a safe as proof that everything inside a base is immune to theft. The official description supports installing safes, but does not promise raid immunity or explain their capacity here.

Add security before assuming your loot is protected

Install fuses in the Security System to make hacking demand more time and resources from attackers. Defense modules serve another role: they alert your allies when an attack is underway.

These are complementary functions. Fuses make the breach more demanding, while alerts give allies a reason to react. Neither statement guarantees that an attack will fail, so coordinate with your group instead of relying on a larger hideout alone.

The official ROB RUN base-defense instructions identify those two measures. Exact fuse quantities, delay lengths, and module prices are not specified in the supplied reference; check the Security System's current requirements when equipping it.

Match the property to your next progression goal

If you want your own vehicle, the vehicle guide calls for a plot with a house or garage and says to keep the vehicle key in your key locker. Consider that requirement before choosing a property solely for its empty space. Vehicle modifications then go under the hood, in the trunk, or on the underbody according to the module.

Your base's location also matters for goods progression. Open Shipments with H or through the side menu in the desert, Lenny's Motel, or Looty Bay. Certain items require your base to be in a settlement of a particular level; others depend on accumulated jail time. Check the desired item before assuming that more construction alone will unlock it.

FAQ

Where can I start a base?

Rent a vacant plot in a settlement that has an owner. Pay using the sign beside the plot.

Do higher-level districts require anything extra?

Yes. Level 2 and level 3 district plots require special Black Market documents.

Can I store stolen goods at Lenny's instead?

The official storage guidance limits Lenny's to cash. Use a base for stolen goods, keeping raid risk in mind.

What should I install to help defend the base?

Fuses make the Security System harder to hack in time and resource terms. Defense modules alert allies to an ongoing attack.