§ 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.
A charge reaches half a metre straight through. Besides the piece it's stuck to, a C4 or improvised charge hits any door or wall stacked within half a metre directly behind it and facing the same way, for the same damage, so stacking walls no longer stops it. Pieces at an angle aren't touched: the other doors of a triangle foundation, the floor, and the frame a door hangs in all stay as they were.
A generator falls to charges and rockets. One C4 charge or two improvised ones ruin it, and so do two RPG-7 rockets or three LAWs. Guns and melee do nothing to it.
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 is never stronger than the wall it becomes, and an unfinished wall is how most bases get opened.
- The soft side. Each wall's inside face is its soft side. Melee can break a wall from that side, slowly and loudly, without explosives; the outside face can't be broken that way. Place walls with the soft side facing in. 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#
No explosive is sold at a trader. Every charge is built at a workbench, and gunpowder is the common cost; two improvised charges and a remote detonator make one heavy C4:
Workbench
| Recipe | Needs | Time | Bench level |
|---|---|---|---|
| Improvised Charge Improvised Explosive Charge | Handheld Transceiver, Gunpowder ×10 | 5 min | 2 |
| C4 Demolition Charge C4 Explosive | Remote Detonation Unit, Gunpowder ×20 | 10 min | 3 |
| Consolidate Charges C4 Explosive | Improvised Explosive Charge ×2, Remote Detonation Unit | 10 min | 3 |
| Gunpowder Consolidation Gunpowder ×2 | Gunpowder «Eagle», Gunpowder «Hawk», Gunpowder «Korshun», Tnt block TP-200, Jar with thermite mixture | 30 min | 3 |
| PG-7V RPG Rocket Assembly RPG-7 Warhead | OFZ 30x160mm projectile, 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.
The hacking tablet#
A hacking tablet and its battery turn up in the top-tier military buildings and in the Tisy Explosives room, the same locked room that holds C4. Lightkeeper sells both once you are at loyalty 4 with him: 1,000,000 for the tablet and 500,000 for a battery, two of each per restock. Fence has them too while they are on his rotating shelf, at his usual markup. From within 15 m it cracks the code lock on storage without a single charge, if you can hold the spot long enough. It needs a working battery fitted.
A hack costs nothing until it finishes. When the lock opens, the tablet and the battery both take wear, more for the harder targets:
| Target | Hack time | Of a new tablet | Of a new battery |
|---|---|---|---|
| Military storage crate | 15 s | 10% | 20% |
| Military locker | 30 s | 10% | 20% |
| Rifle Safe | 45 s | 10% | 20% |
| Large safe | 1 min | 10% | 50% |
| Vault | 2 min | 10% | 50% |
Code locks can't be guessed#
Trying codes is not a way in. Eight wrong codes on one lock in six hours, from players who aren't on it, jam its keypad for all of them: 10 minutes the first time, then 1 hour, 4, 12 and 24. The lock's own members are never locked out.
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.
- Raid lockdown. A hit locks everything within 40 m for 20 minutes. Nobody can build, upgrade, repair or rotate there, attacker or defender, and every fresh hit restarts the clock. Defenders can't repair their way through a raid; the answer to one is people and guns.
- The benches are loot too. Anyone at a raided base's workbench can take the crafts waiting on it, and anyone can dismantle its repair bench.
- Raid alarms. A base with a raid alarm alerts its owner and the owner's whole group in game when it is hit, and the owner's own Discord channel too. Only the owner or the group can pack an alarm away, so taking it down is not part of a raid. Territory and upkeep.
- Logging out in a raid leaves your body for 20 min, raider and defender alike, killable and lootable. Death, logout and combat logging.
Logging off in a raid can get you banned
Logging off while defending, or while raiding, is a ban under the rules. They also cover base takeovers. Read them before your first raid, from either side.