Three free jobs define the fight. Plant Security guards the interior and the checkpoints. Ground Service Personnel is the later exterior army. The West Noobian Assault Force is the free raider team. Paid branches change the tools, not the basic win condition: defense wants a stable reactor and finished power orders, raiders want that supply broken.
Defense path
Plant Security starts at 0 XP. Check visitor cards, run the metal detector, and patrol halls. Tactical Response Team opens at 30,000 Plant Security XP or 400 Robux. TRT escorts the Plant Director and earns XP for staying near them. If the director dies, that director loses the seat.
Ground Service Personnel opens at 50,000 Plant Security XP or 600 Robux and holds the outside checkpoint. Field medics open at 50,000 GSP XP and bring a healing ambulance. Local Military Police opens at 300,000 GSP XP or 800 Robux, with arrest tools. Their handcuffs also count as a clearance Z card. The 3rd Division Commander is 500,000 GSP XP.
Special Operations Command is the long defense grind: 500,000 GSP XP, plus 300,000 field medic XP, plus 300,000 military police XP, or a 2,200 Robux gamepass. Armored Cavalry Regiment is a 1,999 Robux team and asks for at least 8 hostile players in the server before you join.
Raider path
West Noobian Assault Force is free. You earn progress by fighting defense, hitting machines, and ending shifts with a worse plant score. Taking the control room is the fastest way to a meltdown, because raiders can touch rods, coolant, feedwater, and turbines. They still cannot use the Shift Manager panel.
Federal Maritime Defense Force is 380 Robux. Federal Ranger Regiment is 700 Robux, is not shown on camera scans, and has a hacking tool listed at 150 XP per camera. Bloxian Foreign Oversight is 2,500 Robux and requires at least 15 defenders online. The 1SFA subdivision inside BFO asks for 1,000,000 BFO XP and 300,000 West Noobian XP.
What to hit, and what defense should do first
Documented raider pressure points are the external transformers, the control room, and the SKALA computers during raid phase two. Two or three hits from anti-tank weapons are described as enough to knock a transformer offline. When transformers die, Reactor Operations must move to the turbine grid or the core loses cooling.
Defense priority when a raid notice appears:
- Keep bodies between raiders and the control room.
- Repair transformers as soon as they drop. Plant Maintenance and security both belong on that call.
- Stall the reactor at 323 K before phase two if the server is full of raiders. A stalled core stays cold even if cooling is lost, and it cannot melt during the announced raid. It can melt the instant the raid ends if you left it hot.
Hacking a console requires the raider hacking tool, a clear interaction line, and holding the prompt. Another avatar walking through the line cancels it. First person while holding E is the usual fix.
Guns by the published numbers
These figures are from a public stat table, not a private firing-range test. Pick by the team you can actually join.
| Weapon | Body / head | RPM | Reload | Magazine | Who can use it |
|---|---|---|---|---|---|
| BR-18A2 | 16 / 24 | 750 | 2.70s | 30 / 240 | FRR, BFO |
| C-16 GPMG | 18 / 21.60 | 600 | 10s | 100 / 400 | GSP, LMP, WN, BFO, SOC |
| DA-21 | 14 / 16.80 | 600 | 1.50s | 16 / infinite | GSP, SOC |
| D-23 STAR | 16 / 24 | 750 | 3.00s | 30 / 240 | TRT, GSP, NMP, PSD, SOC |
| Falkenkreuz | 18 / 27 | 60 | 0.35s per shell | 8 / 80 | PS, TRT, GSP, WN, PSD, SOC |
| T-29 Springbolt | 45 / 135 | 40 | 4.14s | 6 / 60 | GSP, SOC |
| M80 AMR | 80 / 140 | 45 | 5.00s | 5 / 15 | BFO |
The C-16 is the practical early machine gun because Ground Service and West Noobia both reach it without the expensive passes. The BR-18A2 and M80 sit behind FRR or BFO. Crouching tightens spread. Moving widens it. The M80 wants you standing still.
Pump shotguns named M24, T-3, and Munzworf are listed with the same shell profile as the Falkenkreuz.
