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GrandTheftAuto.World
GTA Online business · Gunrunning

Bunker

An underground arms factory: staff turn supplies into weapons stock to sell, research new weapon and vehicle mods, and send out a regular Ammu-Nation delivery.

  • Business
  • Active
  • Solo, with limits
To buy in
$1,165,000 – $2,375,000
Management
Medium
Raids
Can be raided
Buy first
No other business

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Bunkers · Mobile Operations Center

What the Bunker is

The Bunker is the home of the Gunrunning business. Staff turn supplies into weapons stock, which you make money from by selling it, and the same staff can be put to research that unlocks new weapon and vehicle modifications.

It is managed from the Disruption Logistics laptop in the bunker office, and it is also where the Mobile Operations Center, the command trailer sold alongside it, is kept.

What you get

  • Weapons manufacturing, with staff you can assign to manufacturing, research or both.
  • Research projects that unlock weapon and vehicle mods, bought afterwards at a Mobile Operations Center or Avenger workshop.
  • The Ammu-Nation Contract, a recurring delivery of spare weapon parts that pays on its own.
  • Storage for the Mobile Operations Center and the Anti-Aircraft Trailer, and optional rooms such as a shooting range, personal quarters and a gun locker.

Before you buy

What you need

  • The Gunrunning business is run while registered as a CEO, VIP or MC President.

How to start

Buy a bunker from the Maze Bank Foreclosures website; Agent 14 introduces the business and briefs its missions. The Paleto Forest bunker is free with the Criminal Enterprise Starter Pack.

Then bring in supplies so the staff have something to work with. Steal Supplies missions gather them at no cost.

How it runs and makes money

Staff use supplies to make stock. Research also eats supplies and takes hours per project, so splitting staff between the two slows research, while putting everyone on research gets it done sooner.

Research unlocks arrive in a random order, one project at a time. Agent 14's Request Bunker Research mission pays cash and pushes the current project along, and works without registering as a CEO or MC President.

Sell stock through sale missions. Several kinds of sale exist, from a single ram-fitted truck under a permanent wanted level to convoys of armed buggies or monster trucks under attack. Partial deliveries still pay for what arrives, and deliveries to Los Santos are worth more than those in Blaine County.

From time to time spare weapon parts are loaded onto a Duneloader for the Ammu-Nation Contract. It needs no registration, and a failed delivery stays on offer.

Daily fees are charged only while you are registered as a CEO, VIP or MC President, and each business upgrade adds to them. Keeping a Mobile Operations Center in the bunker adds nothing.

  • Steal Supplies

    Supplies

    Missions that bring supplies to the bunker without paying for them.

  • Phantom Wedge

    Selling1–4 players

    Tow a trailer of weapons with a ram-fitted truck to a single drop while carrying a permanent wanted level. Common for small sales; bigger ones can need a second truck.

  • Insurgent Pick-Up Customs ambushed by Merryweather

    Selling1–4 players

    Armoured pick-ups visit a series of drops, with Merryweather attacking after each and a last stand at the final one.

  • Insurgent Pick-Up Customs

    Selling1–4 players

    Drive armoured pick-ups to their own drops; expect a light wanted level or a gang in pursuit.

  • Dune FAV

    Selling1–4 players

    Armed buggies drop weapons at off-road points while Triads or the Lost MC give chase, depending on whether you run it as a CEO or an MC.

  • Marshall

    Selling1–4 players

    Monster trucks make drops around the countryside while Buzzard gunships attack them.

  • Insurgent (Multiplayer Co-Op Exclusive)

    Selling2–4 players

    Unarmed Insurgents sharing one signal jammer must travel together to a single drop. Offered for medium-sized sales to groups only.

  • Research

    Research

    Staff spend supplies over several hours to unlock weapon and vehicle mods in a random order; a project can be hurried along for cash.

  • Request Bunker Research

    Research

    Agent 14's mission: take out an armoured target, grab the research data, shake off the police and bring it to the bunker for cash and research progress.

  • Ammu-Nation Contract

    Contracts and jobs1–4 players

    Drive a Duneloader of spare weapon parts to any Ammu-Nation, possibly harried by gang or Merryweather vehicles on the way.

  • Mobile Operations

    Contracts and jobs2–4 players

    Contact missions started from the Mobile Operations Center's Command Center that unlock trade prices on Warstock vehicles.

Playing alone

Small sales can be handled alone. Above a certain amount of stock a sale may bring out several vehicles and need more members of the organisation, and larger sales get harder and longer.

Sale missions started alone have longer timers. One sale type, with unarmed Insurgents that must stay together, appears only for groups, and Mobile Operations need at least two players.

Figures

Only values two independent checks agree on. Payouts can change with updates, bonuses, lobby and difficulty.

Costs

Daily fee for the bunker
$2,000
Daily fee added by the Equipment Upgrade
$800
Daily fee added by the Staff Upgrade
$1,000
Daily fee added by the Security Upgrade
$700
Daily fees in all, with every business upgrade
$4,500
Mobile Operations Center, base configuration
$1,225,000

Limits and timers

Time between daily fees, in the same session
48 min
Players on a sale mission
4

Upgrades

Ordered by our rule: upgrades that raise production or value first, then ones some content needs, then the rest.

  • Equipment Upgrade

    Buy first

    Better machinery: stock and research finish sooner, each unit is worth more, and supplies go further.

    Faster production · Higher value

    Price not confirmed

  • Staff Upgrade

    Buy first

    More workers, so manufacturing and research take less time and the stock is worth more.

    Faster production · Higher value · Staff

    Price not confirmed

  • Shooting Range

    Needed for some content

    A firing range with challenges that unlock weapon rewards as you progress. Your progress is kept if you move bunkers.

    Unlocks content

    Black: $740,000 · White: $845,000

  • Command Center

    Needed for some content

    A Mobile Operations Center bay with the screen that launches Mobile Operations and a front turret. Passive mode is switched off while it is in use.

    Unlocks content · Security

    Price not confirmed

  • Weapon Workshop

    Needed for some content

    A Mobile Operations Center bay for fitting Mk II upgrades and researched weapon mods.

    Unlocks content

    Price not confirmed

  • Weapon & Vehicle Workshop

    Needed for some content

    Takes two bays of the Mobile Operations Center and adds vehicle work to the weapon bench, so weaponised vehicles can be modified as well.

    Unlocks content

    Price not confirmed

  • Personal Quarters

    Depends how you play

    A bed and wardrobe, so the bunker can be used as a safehouse and spawn point.

    Convenience

    $265,000

  • Gun Locker

    Depends how you play

    Somewhere to keep weapons, so you can choose which ones you carry.

    Convenience

    $175,000

  • Transportation

    Depends how you play

    Golf carts for getting about inside the bunker.

    Convenience

    Caddy 1: $85,000 · Caddy 2: $120,000

  • Security Upgrade

    Depends how you play

    Guards and cameras that make it less likely enemies get away with your stock.

    Security

    Price not confirmed

  • Personal Vehicle Storage

    Depends how you play

    Room in the Mobile Operations Center for one personal vehicle.

    Storage

    Price not confirmed

  • Front and Rear Turrets

    Depends how you play

    Rear cannon turrets for the Mobile Operations Center trailer, alongside the front turret of the Command Center.

    Security

    Needs: Unlocked through bunker research before it can be bought.

    Price not confirmed

  • Living Quarters

    Price not confirmed

Where you can buy it

Prices are shown only where confirmed. A cheaper site is not automatically a worse one: where your missions send you matters too.

The bunker sites differ in price. Paleto Forest is the cheapest and the one included with the Criminal Enterprise Starter Pack; Farmhouse costs the most. Because moving later wipes stock, unfinished research and the business upgrades, it pays to settle on a site before you upgrade.

Risks and common mistakes

Risks

Enemies can steal stock from the bunker; the Security Upgrade lowers the chance of that.

After a short period out of sight, a sale shipment is announced to the session, and other bunker owners are encouraged to attack it.

A bunker cannot be sold, only exchanged for another. Moving loses supplies, unsold stock, unfinished research, cosmetic options and the business upgrades; finished research, shooting range progress and an owned Mobile Operations Center come with you.

Common mistakes

  • Selling a large stock alone: bigger sales can call for several vehicles and more players.
  • Relocating after buying the business upgrades, which do not move with you.
  • Leaving staff split between manufacturing and research when you want research done quickly.
  • Forgetting where research pays off: the mods it unlocks are bought at a Mobile Operations Center or Avenger workshop.

Good to know

Before you buy

  • Gunrunning is run as a CEO, VIP or MC President.

What it unlocks

  • Bunkers are bought through the Maze Bank Foreclosures website.
  • Owners of the Criminal Enterprise Starter Pack get the Paleto Forest bunker free.
  • Vehicle and weapon mods unlocked by research are bought at a Mobile Operations Center or Avenger workshop.
  • Mobile Operations, launched from the Command Center of a Mobile Operations Center, unlock trade prices on Warstock vehicles.

Moving and trading in

  • You can own only one bunker; buying a different one trades in the one you have.
  • Moving to another bunker loses supplies, unsold stock, unfinished research, cosmetic options and the business upgrades; finished research, shooting range progress, statistics and an owned Mobile Operations Center or Anti-Aircraft Trailer are kept.
  • A bunker cannot be sold outright; it can only be exchanged for another site.

Meters

  • Bunker daily fees are charged only while you are registered as a CEO, VIP or MC President.
  • Keeping a Mobile Operations Center in the bunker, vehicle storage bay included, adds nothing to the daily fees.

Production

  • Staff can work on manufacturing, research or both. Sharing them slows research, and assigning everyone to research finishes projects sooner.
  • Research unlocks come in a random order, one project at a time; once everything is researched, the research staffing options go away.

Supplies

  • Research uses up supplies, and each project takes hours.

Safe income

  • Setting up the bunker unlocks the Ammu-Nation Contract: spare weapon parts are loaded onto a Duneloader every so often for delivery. It needs no registration, and a failed delivery remains available.

Selling

  • Selling more than a solo-sized load of stock may bring out several vehicles and require more organisation members; the bigger the sale, the harder and longer it gets.
  • A sale that only partly arrives still pays for the stock that was delivered.
  • Shortly after a sale begins, the session is alerted to it and other bunker owners are prompted to attack.

Playing alone

  • Bunker sale missions started alone give you longer timers.

Raids and defence

  • Stock can be stolen by enemies, and the Security Upgrade makes that less likely.

Storage

  • The bunker houses the Mobile Operations Center and the Anti-Aircraft Trailer, and its vehicle workshop opens once both have been bought.

What it connects to

Linked businesses

  • Nightclub — A Nightclub technician builds up Sporting Goods while you own a Bunker.
  • Arcade — The Master Control Terminal can start bunker sales remotely, though some sales still send you to the bunker.
  • Facility — Researched mods can also be bought at the Avenger's workshop, which comes with the Facility.
  • Acid Lab — Acid Lab resupplies count as Bunker supplies for daily objectives.

Sensible next purchases

  • Nightclub — Owning a Bunker lets a Nightclub technician collect Sporting Goods, so the two businesses feed each other.
  • Arcade — An Arcade's Master Control Terminal lets you start bunker sales without first travelling to the bunker.
Contacts
Agent 14, Chester McCoy
Vehicles