ROB RUN Shipments: What to Unlock First

Learn what to unlock first in ROB RUN Shipments as a robber, cargo runner or base builder, with research and Black Market costs.

GuideROB RUNBy Kolba5 min read
ROB RUN cinematic trailer: a robber in a fanged helmet holds a rifle in a pickup bed in the desert
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Start with four $5,000 unlocks at Lenny's Motel: Light Body Armor, Sports Bag, Versatile Pouch and Lockpick. Then save $150,000 for a plot, because the best unlocks need one. Every 7 days the wipe resets them all, so this order is your weekly restart.

Motel starter kit, research
$20,000
First plot, unlock + buy
$150,000
Shipments in the tree
172

How do Shipments work in ROB RUN?

Shipments is the unlock tree behind the Black Market. You pay once to research an item, then pay its Black Market price every time you buy one.

Research alone gives you nothing to hold. Every cost and count here is game data from the November 6 update, and Kefir can change it.

ROB RUN Shipments tree on the Steam page: branches for gadgets, vehicles, documents, construction, weapons and furniture

The tree has 172 Shipments in branches like Weapons, Gear and Documents. A few words come up on almost every item:

Shipments words, explained (4)
Unlock first
Most items need the one before them in the tree.
Settlement level
60 Shipments need you to live in a level 2 settlement, 53 need level 3.
Jail time
Your total years in prison. A few items need a minimum.
Dirty cash
Unlaundered money. Research and the Black Market take only this.

Living at the motel is a lock too. Most base items and the better guns open only once you rent a plot.

How do you unlock and buy a Shipment?

Research it in Shipments, then buy it at a Black Market laptop, in this order:

  1. Press H to open Shipments.

    Go to Lenny's Motel or your base

  2. Click the item and pay its research cost in dirty cash.

    Go to Shipments

  3. Open the Black Market laptop.

    Go to Lenny's Motel or the Trade Laptop at your base

  4. Find the item on its tab and buy it.

    Go to Black Market: Gear, Vehicles or Construction

  5. Place base items on your plot.

    Go to Your base

Each copy costs the Black Market price again, so a lost armor means another $4,000, not another $9,000.

What should you unlock first in ROB RUN?

Light Body Armor, before any gun. The KL-545 rifle needs a plot to research, so the motel kit is gear plus a free pistol:

ShipmentResearchBuyWhy
Light Body Armor$5,000$4,000The Armor Dealer charges $12,000 for one
Sports Bag$5,000$5,000Two inventory rows for loot
Versatile Pouch$5,000$250A quick-access pocket, and it opens the Flash Grenade
Lockpick$5,000$99Opens doors and containers without the alarm, and other players' trunks
DP-9 Mk1No cost$300The starter pistol, free to research

That's $20,000 of research and $9,649 to buy one of each. The armor pays its research back on the first purchase.

Only need a few lockpicks? The Armor Dealer in Looty Bay sells them to civilians for $297. Research beats that from your 26th pick.

Want a rifle before your plot? Buy the KL-545 Mk1 from the Arms Dealer for $18,000 as a civilian.

After your plot, research it: $25,000 once, then $6,000 a rifle. That beats the dealer from your third rifle.

Your next big unlock is the plot itself: $50,000 for the Land Plot Title, then $100,000 to buy it. It comes with a free Trailer.

Rent the plot at its FOR RENT sign, in a settlement that already has an owner.

Pick one path after the plot and finish it first. The three paths cost very different money:

First unlocks per path, research + buy, $ thousands
Robber research 65, buy 25
90
Cargo research 95, buy 230
325
Base research 200, buy 190
390

The robber path is highlighted as the cheapest: $90,000 all in. Cargo costs $325,000 with the van, the base path $390,000 with a Grow Room.

What should a solo robber unlock first?

A rifle, heavier armor and a flash. All three open at a level 1 plot:

ShipmentResearchBuyWhy
KL-545 Mk1$25,000$6,000Your first rifle. The Arms Dealer charges triple
Medium Body Armor$15,000$15,000Needs Light Body Armor. $45,000 at the Armor Dealer
Flash Grenade$25,000$4,000Blinds enemies. $12,000 at the Arms Dealer

That's $65,000 of research and $25,000 to buy.

The big jump comes at a level 2 settlement. The Mini Drill cracks safe locks: $100,000 to research, $18,000 to buy.

What should you unlock first for cargo runs?

The Cargo Workbench, for $5,000 plus $15,000. It opens stolen cargo at home, and opened safes and crates pay more than the Smuggler. The cargo guide has the open times.

Then build the run around it:

ShipmentResearchBuyWhy
Contraband Workbench$20,000$20,000Repacks $10,000 Contraband Cargo into $35,000 Premium Cargo
Locksmith Tools$20,000$15,000Makes the Cargo Workbench 20% faster
Longhorn Van$50,000$180,0006 cargo slots (your starter car holds 1)

With the bench, that's $95,000 of research and $230,000 to buy. The van is most of it, so add it last.

What should you unlock first for laundering and your base?

The Banknote Counter, for $10,000 plus $30,000. In one test it raised a bare Laundering Desk from $450 to $630 per tick. The free Trailer has one counter slot.

Next comes defense, then a business:

ShipmentResearchBuyWhy
Electronic Fuse$10,000$20,000 (each)Adds 1 defense point, so raiders burn more decoders
Grow Room$150,000$100,000A base business. Kefir raised their profits on Nov 4
Grow Table$30,000$40,000Needs the Grow Room. Your plants grow on it

With the counter, that's $200,000 of research and $190,000 to buy. The Small House comes at level 2: $200,000 plus $600,000 for three counter slots.

Why can't you unlock a shipment?

Five locks can stop it. Check them in order:

  • Black Market shows $0 with cash in the bank: research and buys take dirty cash only. Withdraw it at an ATM.
  • The item before it is still locked: unlock that one first. The Medium Body Armor needs the Light one.
  • You still live at the motel: rent a plot. The KL-545, the workbenches and the counter all need one.
  • It needs a level 2 or 3 settlement: you must live in one. The Mini Drill needs level 2.
  • It needs jail time: some items need a minimum. The AFAK (a medical item) needs 5 years, the DRM-14 (a Legendary weapon) 950 to 1,000. The prison guide shows how you earn them.

A raid block (a lock after someone hacks your base) also stops research there, so walk to Lenny's Motel instead.

Which shipments can wait?

Anything you can't reach before the wipe takes it. Skip these early:

  • Saving for the UV Lamp: $500,000 to research, and it needs a level 3 settlement. Grow without it first.
  • Eyeing the Laboratory Scales: it costs only $15,000 but needs 335 years of jail time.
  • Dreaming of the Buletti Soltempra: this level 3 car costs $2,000,000 to research and $10,000,000 to buy. It carries no cargo.

Research isn't wasted at the wipe, though. The feds count your unlocked Shipments into your jail time, and that counter never resets.

So unlock the four cheap ones tonight, and save the rest for your plot.

FAQ

Do Shipments reset at the wipe?

Yes. The Federal Raid every 7 days takes all unlocks with your cash and base. After the November 11 wipe, every Shipment had to be researched again.