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
- 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
SuppliesMissions that bring supplies to the bunker without paying for them.
Phantom Wedge
Selling1–4 playersTow 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 playersArmoured 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 playersDrive armoured pick-ups to their own drops; expect a light wanted level or a gang in pursuit.
Dune FAV
Selling1–4 playersArmed 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 playersMonster trucks make drops around the countryside while Buzzard gunships attack them.
Insurgent (Multiplayer Co-Op Exclusive)
Selling2–4 playersUnarmed Insurgents sharing one signal jammer must travel together to a single drop. Offered for medium-sized sales to groups only.
Research
ResearchStaff 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
ResearchAgent 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 playersDrive 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 playersContact 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 firstBetter 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 firstMore 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 contentA 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 contentA 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 contentA Mobile Operations Center bay for fitting Mk II upgrades and researched weapon mods.
Unlocks content
Price not confirmed
Weapon & Vehicle Workshop
Needed for some contentTakes 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
A bed and wardrobe, so the bunker can be used as a safehouse and spawn point.
Convenience
$265,000
Gun Locker
Somewhere to keep weapons, so you can choose which ones you carry.
Convenience
$175,000
Transportation
Golf carts for getting about inside the bunker.
Convenience
Caddy 1: $85,000 · Caddy 2: $120,000
Security Upgrade
Guards and cameras that make it less likely enemies get away with your stock.
Security
Price not confirmed
Personal Vehicle Storage
Room in the Mobile Operations Center for one personal vehicle.
Storage
Price not confirmed
Front and Rear Turrets
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.
Paleto Forest Bunker
- Price
- $1,165,000
- Area
- Paleto Forest
Raton Canyon Bunker
- Price
- $1,450,000
- Area
- Raton Canyon
Lago Zancudo Bunker
- Price
- $1,550,000
- Area
- Lago Zancudo
Chumash Bunker
- Price
- $1,650,000
- Area
- Chumash
Grapeseed Bunker
- Price
- $1,750,000
- Area
- Grapeseed
Route 68 Bunker
- Price
- $1,950,000
Grand Senora Oilfields Bunker
- Price
- $2,035,000
Grand Senora Desert Bunker
- Price
- $2,120,000
Smoke Tree Road Bunker
- Price
- $2,205,000
Thomson Scrapyard Bunker
- Price
- $2,290,000
Farmhouse Bunker
- Price
- $2,375,000
Mobile Operations Center
- Price
- Not confirmed
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
- Mobile Operations Center — The optional command trailer kept in the bunker; it launches Mobile Operations and holds the weapon and vehicle workshops.
- Anti-Aircraft Trailer — Kept with the Mobile Operations Center; owning both opens the bunker's vehicle workshop.
- Duneloader — Carries the Ammu-Nation Contract delivery.
- Phantom Wedge — Sale truck.
- Insurgent Pick-Up Custom — Sale vehicle.
- Dune FAV — Sale vehicle.
- Marshall — Sale vehicle.
- Insurgent — Sale vehicle for groups only.