Every structure at a base is protected by a security system. To protect your own base you put
Electronic Fuses into it, and to hack someone else’s you use
Decoders. A complete hack of the security system gives limited access to the building.
How defense works
A security system has a defense level. It is the structure’s base protection plus the points of all the fuses installed in it.
- Base protection. Every structure has it from the start, even without fuses. A Trailer has 5 points, a Mansion 30.
- Electronic Fuses. They go into the slots of the security system: open its panel on the wall of the structure. Each fuse adds its points to the defense level.
- Decoders. To hack a structure, start the hack at its panel. Installing a Decoder takes 12 seconds. Each Decoder lowers the defense level by its hack value and is used up: it is single-use.
- Complete hack. When the defense drops to zero, the security system is hacked and the raider gets limited access to the building. The base gets a raid lock, which temporarily forbids some actions.
- Repair. The owner repairs a hacked panel at the panel itself. Fuses aren’t destroyed in a hack, so the protection is restored after the repair.
A Decoder won’t open safes and security cabinets inside structures: they need a
Master Key.
Decoders
Decoders come in three kinds. The higher the rarity, the more defense one Decoder removes.
Where to get epic Decoders. They come from Barter: 3 uncommon Decoders and $10,000 give one epic. Another epic Decoder can be traded for a
filled Action Camera.
Electronic Fuses
Fuses also come in three kinds and are sold on the Trade Laptop. A legendary one can be obtained by barter: an epic fuse and $250,000.
- Electronic FuseAdds 5 defense points
- Research
- $500,000
- Price
- $250,000
- Tier
- III
- Barter
- Electronic Fuse × 1 + $250,000
How many Decoders you need
Below is the defense of each structure and how many Decoders it takes to bring it down to zero. First row: the structure has no fuses at all. Second row: every slot holds a legendary fuse, which is the strongest defense. If there are fuses but not in every slot, you need a number between the two.
To count it yourself: add the base protection and the points of all fuses, divide by the points of one Decoder and round up. For example, a Small House with 10 epic fuses: 15 + 10 × 3 = 45 points, which is 45 uncommon, 15 epic or 9 legendary Decoders.
Trailer- Base protection
- 5
- Fuse slots
- 9
- Max defense
- 50
| Defense | −1 | −3 | −5 |
|---|---|---|---|
| No fuses defense 5 | 5 | 2 | 1 |
| All slots legendary defense 50 | 50 | 17 | 10 |
Small House- Base protection
- 15
- Fuse slots
- 27
- Max defense
- 150
| Defense | −1 | −3 | −5 |
|---|---|---|---|
| No fuses defense 15 | 15 | 5 | 3 |
| All slots legendary defense 150 | 150 | 50 | 30 |
Mansion- Base protection
- 30
- Fuse slots
- 42
- Max defense
- 240
| Defense | −1 | −3 | −5 |
|---|---|---|---|
| No fuses defense 30 | 30 | 10 | 6 |
| All slots legendary defense 240 | 240 | 80 | 48 |
Car Garage- Base protection
- 4
- Fuse slots
- 6
- Max defense
- 34
| Defense | −1 | −3 | −5 |
|---|---|---|---|
| No fuses defense 4 | 4 | 2 | 1 |
| All slots legendary defense 34 | 34 | 12 | 7 |
Large Car Garage- Base protection
- 6
- Fuse slots
- 12
- Max defense
- 66
| Defense | −1 | −3 | −5 |
|---|---|---|---|
| No fuses defense 6 | 6 | 2 | 2 |
| All slots legendary defense 66 | 66 | 22 | 14 |
Warehouse- Base protection
- 10
- Fuse slots
- 15
- Max defense
- 85
| Defense | −1 | −3 | −5 |
|---|---|---|---|
| No fuses defense 10 | 10 | 4 | 2 |
| All slots legendary defense 85 | 85 | 29 | 17 |
Workshop- Base protection
- 5
- Fuse slots
- 9
- Max defense
- 50
| Defense | −1 | −3 | −5 |
|---|---|---|---|
| No fuses defense 5 | 5 | 2 | 1 |
| All slots legendary defense 50 | 50 | 17 | 10 |
Grow Room- Base protection
- 5
- Fuse slots
- 9
- Max defense
- 50
| Defense | −1 | −3 | −5 |
|---|---|---|---|
| No fuses defense 5 | 5 | 2 | 1 |
| All slots legendary defense 50 | 50 | 17 | 10 |
Chemical Laboratory- Base protection
- 3
- Fuse slots
- 6
- Max defense
- 33
| Defense | −1 | −3 | −5 |
|---|---|---|---|
| No fuses defense 3 | 3 | 1 | 1 |
| All slots legendary defense 33 | 33 | 11 | 7 |
Mesh Fence- Base protection
- 2
- Fuse slots
- 3
- Max defense
- 17
| Defense | −1 | −3 | −5 |
|---|---|---|---|
| No fuses defense 2 | 2 | 1 | 1 |
| All slots legendary defense 17 | 17 | 6 | 4 |
Metal Fence- Base protection
- 5
- Fuse slots
- 6
- Max defense
- 35
| Defense | −1 | −3 | −5 |
|---|---|---|---|
| No fuses defense 5 | 5 | 2 | 1 |
| All slots legendary defense 35 | 35 | 12 | 7 |
Concrete Fence- Base protection
- 10
- Fuse slots
- 9
- Max defense
- 55
| Defense | −1 | −3 | −5 |
|---|---|---|---|
| No fuses defense 10 | 10 | 4 | 2 |
| All slots legendary defense 55 | 55 | 19 | 11 |
The Farm Fence has no defense and cannot be hacked.
Alarm Systems
Besides the fuse slots, a security system has 3 slots for Alarm Systems. An Alarm System adds no defense: it warns that a hack has started.
Raid and eviction
During a base raid, vendors, the Black Market and unlocking Shipments are blocked.
An
Eviction Right comes from barter for 50 epic Decoders. It is applied to the plot plan and evicts a player from the plot: they lose the property on it, and you can take part of it. An eviction requires a complete hack of all the security systems at the player’s base.
More about plots and settlements: Base and Plot.






