§ 08Base Building
Raiding
What it costs to get into a base, piece by piece: charges, rockets, the soft side, the raid lockdown, and the rules that apply while it's running.
On this page
Guns do nothing. No bullet of any calibre damages a base part, and that's deliberate. Explosives, rockets and a melee weapon on the soft side are the ways in.
What it costs to get in#
Every piece has its own health, and they are not equal. Cheapest first:
| Piece | Health | C4 | Improvised |
|---|---|---|---|
| Wood door, garage door | 1,250 | 1 | 2 |
| Shutters | 1,250 | 1 | 2 |
| Embrasure | 2,250 | 2 | 3 |
| Window (never upgrades) | 2,500 | 2 | 4 |
| Metal door, garage door | 2,500 | 2 | 4 |
| Wood wall or frame | 2,500 | 2 | 4 |
| Vault door | 5,000 | 4 | 7 |
| Metal wall or frame | 5,000 | 4 | 7 |
| Concrete wall or frame | 10,000 | 8 | 14 |
A C4 charge does 1,275 damage a hit, an improvised one 750, and both take 58 s from arming to the bang. The RPG-7 and LAW damage base parts too and go through walls.
Windows and shutters never upgrade. They stay at wood tier whatever you do to the wall around them, so on a concrete base a window is a quarter of the cost of the wall beside it. Doors top out at the vault tier, still only half a concrete wall.
Reading it from the other side#
- Concrete walls are wasted next to a window. If a room has to be strong, it can't have a window in it.
- Doors are always softer than the wall. Your door is the way in on any upgraded base. Plan for it.
- Finish your frames. A frame at 500 is the weakest thing on the whole list.
- The soft side. The inside face of a wall takes melee, slowly and loudly, with no explosives at all; the outside doesn't. Build so the soft side faces inward. Chopping at a wall locks nothing, but a wall actually falling to soft-siding starts the same lockdown as a charge — and an awake defender can out-repair an axe.
Getting the tools#
Nothing that opens a base is sold at a trader. Every charge is built at a workbench, and gunpowder is the common cost:
Workbench
| Recipe | Needs | Time | Bench level |
|---|---|---|---|
| Improvised Charge Improvised C 4 | Personal Radio, Gunpowder ×10 | 5 min | 2 |
| C4 Demolition Charge C 4 | Remote Detonator, Gunpowder ×20 | 10 min | 3 |
| PG-7V RPG Rocket Assembly Ammo RPG | Other OFZ, Gunpowder ×30 | 10 min | 3 |
Launchers are the scarce part. The rocket is the easy half once you have a bench; finding something to fire it from is the real gate — the patrol wrecks carry them. Patrols.
While a raid is running#
- Raids are loud. Explosions can be heard at range and you can tell roughly where from. A raid is an event people turn up to.
- The area locks for 20 minutes inside 40 m of the hit — no building, upgrading, repairing or rotating, for attacker and defender alike — and every fresh hit restarts the clock. Defenders can't repair their way through a raid; the answer to one is people and guns.
- Raid alerts go to the territory's owners. Build a Raid Alert tower in your base and it also sends a Discord message and sounds a 500 m siren when it's hit.
- Logging out in a raid leaves your body for 20 min, raider and defender alike, killable and lootable. Death, logout and combat logging.
The rules add the ban for logging off while defending, the base-takeover rule, and the same lockdown standard for raiders before they log off. Read them before your first raid, from either side.