Back to ranking

Business • Solo / Duo / Trio / Quatro

Bunker Excess Weapons

The business card separates entry cost, production or stock preparation, the owner's sale payout and every helper's actual reward.

Dedicated artwork for Bunker Excess WeaponsBUNKER / AMMUNATION
Required purchaseBunker
Entry cost$1,165,000
Possible GTA$$50,000
Possible RPVariable amount
Cooldown48 min
01

Complete financial model

Team gross$50,000min: $50,000 · typical: $50,000 · max: $50,000
Setup / supply cost$0min: $0 · typical: $0 · max: $0
Fees and commissions$0min: $0 · typical: $0 · max: $0
Player payout (net)$50,000min: $50,000 · typical: $50,000 · max: $50,000
Player $/h (from payout)$300,000min: $300,000 · typical: $300,000 · max: $300,000
Full-cycle timefast: 6 min · typical: 10 min · beginner: 18 min
Cooldown
48 minThe next excess-weapons delivery becomes available after 48 min.
First weekly cycleBase model without temporary weekly bonuses.

owner and participants receive separate payouts

02

Excess Weapons: from an active Bunker to an Ammu-Nation delivery

BUSINESS STEP BY STEP • COMPLETE WALKTHROUGH

A short separate Bunker service: wait for the blue-blip Duneloader carrying excess parts, start by entering it and deliver it without confusing it with main Stock.

Start here

The correct menu, location and first entry point for the Ammu-Nation Contract.

Location

Enter your Bunker and look near the main ramp/exit. A ready Duneloader has a blue blip.

Marker

This service is not launched from the laptop. The job starts automatically when you enter the marked Duneloader.

What to do there

The Bunker must have completed Set Up. When the vehicle is ready, enter as owner; Agent 14 assigns a specific Ammu-Nation.

If the start is missing
  • No blue vehicle usually means Bunker setup is incomplete or the separate cycle is still running.
  • The availability card above shows the modeled interval to another delivery; do not restart main production.
  • The setup Duneloader collected from Ammu-Nation and the excess-parts Duneloader inside the Bunker are different missions.

From zero to the first payout

Complete the one-time Bunker setup, wait for the blue-blip Duneloader by the entrance and deliver it to a random store.

  1. 01
    1. Complete Bunker setupDeliver the one-time Duneloader from Ammu-Nation to activate Disruption Logistics.
  2. 02
    2. Wait for the blue-blip DuneloaderA ready vehicle appears near the entrance as separate excess stock; it consumes no main Stock.
  3. 03
    3. Enter and receive the destinationAgent 14 assigns a random Ammu-Nation once the vehicle starts the job.
  4. 04
    4. Deliver and settleDrive to the yellow point, handling pursuing enemy pairs without abandoning the truck.

Unlocking excess parts after Bunker setup

Every step states the objective, actions, completion condition and a safe way back after a mistake.

  1. 01

    Bunker Set Up prerequisite

    Goal

    Activate the Bunker so Agent 14 can issue separate excess-parts contracts.

    Key actions
    1. Buy a Bunker and watch Agent 14's introduction.
    2. Launch Set Up on the laptop and collect the Duneloader from Ammu-Nation.
    3. Deliver it to the Bunker and later wait for the blue excess-parts vehicle.
    Completion point

    Disruption Logistics is active and the periodic excess service can prepare its own Duneloader.

    What it unlocks next

    The Ammu-Nation Contract as a delivery separate from Sell Stock.

    How to recover the run

    If the setup Duneloader is destroyed, relaunch Set Up from the laptop. If the excess vehicle is absent, do not reset the business — check again after the availability interval.

Requirements, purchase and entry budget

Only an operating Bunker from $1,165,000 is required. The Duneloader, parts and job require no MOC, Research or separate vehicle purchase.

01

Operating Bunker

Status

From $1,165,000 plus the completed one-time Set Up.

  1. Buy through Maze Bank Foreclosures.
  2. Deliver the setup Duneloader to your Bunker.
Result

Agent 14 can prepare excess parts independently from main Stock.

02

Excess-parts Duneloader

Status

The business supplies the vehicle; purchase cost is $0 and it is not a personal garage vehicle.

  1. Find the blue blip by the ramp.
  2. Enter the cab to start the job.
Result

You receive one delivery location and a separate settlement.

First complete cycle

After setup, complete these actions in the Ammu-Nation Contract before attempting the first settlement.

  1. 01

    Find the ready vehicle

    Action

    After entering the Bunker, head toward the ramp and look for the blue-blip Duneloader.

    How to verify

    The blip is blue and the loaded vehicle is inside; the standard laptop has no start button for this service.

    How to recover the run

    If absent, confirm completed setup and return after the interval shown by the availability card.

  2. 02

    Enter and read the objective

    Action

    Enter the Duneloader; wait for Agent 14's call/text and the yellow route.

    How to verify

    The HUD must show a specific Ammu-Nation and an active job timer.

    How to recover the run

    If no destination appears, exit, finish other activity and re-enter; if still absent, change session.

  3. 03

    Drive, do not farm enemies

    Action

    Maintain speed to the destination; enemies appear in pairs and may respawn after destruction.

    How to verify

    The vehicle must remain operational until the yellow point behind/beside the store.

    How to recover the run

    If stuck, push it with another vehicle only when destruction is not a risk; after destruction, wait for the next excess shipment.

Duneloader readiness and separate cycle

Excess Weapons appear as a separate periodic resource and do not subtract sellable Stock from main production.

SEPARATE RESOURCEDoes not reduce Stock

The contract is not a sale of the Disruption Logistics weapon bar.

STARTBlue-blip Duneloader

Entering the vehicle launches the job; the computer has no Ammu-Nation Contract button.

REPEATPer the availability card above

After delivery, a separate wait begins; do not try to shorten it by shutting down the Bunker.

Choose sourcing method and pace

Deliver between cycles

$0 launch cost

Use a ready vehicle when returning to the Bunker for Supplies or a Stock check.

Beginner recommendation

Best use: a short delivery between longer activities without changing the main production plan.

Leave it for later

$0 main Stock loss

You do not have to launch the contract immediately when the vehicle appears.

Beginner recommendation

If starting a large Stock sale or timed mission, return to the excess vehicle after the priority job settles.

BASELINE, NOT AN EVENTThe payout and interval in the finance card are baseline values; weekly Ammu-Nation promotions are not included.

Solo or crew — concrete assignment

Batch size and delivery-vehicle count matter more than the warehouse's nominal maximum value.

SOLO — standard

It is one truck and one destination, so the owner can complete the whole contract alone.

CONCRETE ROLES
  • The driver keeps moving and avoids fighting respawning enemies.
  • At a blockage, exit only in cover and clear the immediate threat.
SAFETY LIMIT

Do not abandon the Duneloader; its destruction ends the job.

DUO–QUAD — optional escort

Helpers create no extra vehicles; their role is blocking and destroying pursuers.

CONCRETE ROLES
  • The driver does not stop for enemies.
  • Escort stays behind/beside, draws fire and does not ram the Duneloader.
SAFETY LIMIT

One intact truck matters more than eliminating every NPC.

First Ammu-Nation delivery

Check batch state and team first, then deliberately choose a session and launch settlement from the correct terminal.

Prepare the session
  1. Completed Bunker setup and visible blue-blip Duneloader.
  2. Checked armor/snacks and no active job.
  3. Invite Only for the first drive.
Launching the sale
  1. Enter the blue-blip Duneloader.
  2. Wait for the yellow Ammu-Nation destination.
  3. Deliver the vehicle and stop it in the designated area.
Sale vehicle

One business-supplied Duneloader loaded with excess parts; it is not a personal vehicle and requires no purchase.

Safety or public-session bonus

Invite-only session — first run

Benefit

Lets you focus on Agent 14's pursuing enemies without rivals.

Risk / failure condition

No rival-player bonus; mechanics and baseline settlement remain unchanged.

Public session — deliberate risk

Benefit

A rival-count high-demand bonus may apply; it is not part of this guide's baseline values.

Risk / failure condition

A rival can destroy the slow Duneloader; any bonus is not part of the fixed baseline payout.

Delivery families and response

01

Road delivery to a random Ammu-Nation

How to recognise it

After entering, one yellow store and pairs of hostile vehicles appear en route.

Action

Use main roads, keep speed and shortcut only on streets suitable for the truck.

Tip

Enemies can return, so stopping to destroy all of them usually only extends exposure.

Risk / failure condition

Destroying the Duneloader or timing out ends the job without delivery.

How to recover the run

If the truck remains functional, push it back to the road and continue. After destruction, return later for a new excess shipment; do not rerun Bunker setup.

Delivery and settlement

Entering the yellow point completes the separate contract and pays the fixed baseline value from the model above. Main Stock and Research remain unchanged.

What to do next

A repeatable loop after the first successful payout, with cost and risk checked before the next start.

  1. 01

    Check during Bunker visits

    The blue Duneloader fits naturally into Supplies/Stock visits.

  2. 02

    Run one route

    Do not change staff assignment or main production.

  3. 03

    Return after the interval

    The availability card above shows the separate repeat model.

Common mistakes and fixes

Looking for a laptop button

Fix

Enter the blue-blip Duneloader near the Bunker entrance.

Avoiding it to protect Stock

Fix

Excess Weapons is separate and does not reduce main Stock.

Stopping for every pursuer

Fix

Keep moving; eliminate only enemies actually blocking the route.

Checklist: have / done / ready to settle

HAVE

  • A Bunker

  • Completed Bunker Set Up

DONE

  • Found the blue-blip Duneloader

  • Read Agent 14's destination

READY TO DELIVER

  • No other active job

  • A route plan without stopping for pursuit

Common blockers and recovery

Repair the business or current mission state; do not repurchase a property as a workaround.

Problem

There is no blue-blip Duneloader

Check in order
  1. Verify the one-time Bunker setup is complete.
  2. Check the availability card after the last delivery.
  3. Finish any other active job.
How to recover the run

Do not shut down the business. Change session after the interval and re-enter the Bunker.

Problem

I entered but no destination appeared

Check in order
  1. Wait for Agent 14's message.
  2. Verify it is the blue-blip vehicle, not an ordinary Duneloader.
How to recover the run

Exit, end conflicting work and re-enter; change session if still missing.

Problem

The Duneloader was destroyed

Check in order
  1. After Freemode, verify no partial payout occurred.
  2. Do not launch Sell Stock or Set Up as a substitute.
How to recover the run

Wait for the next excess shipment per the availability card and retry in a safe session.

03

Expanded informational overview

Guide scopeThis section organizes the complete cycle: requirements, phases, figures and dependencies. The detailed operation flow is in the walkthrough above.

Activity formatActive owner business or service
Payout modelThe host and every participant have separately defined payouts; the team average does not replace those values.
04

How the full cycle works

This section complements the walkthrough with full-cycle dependencies: unlock, preparations, finale, settlement and the next available attempt.

01

Purchase and unlock

The base requirement is Bunker; the minimum entry cost is shown in the financial panel.

02

Setup

The business must be configured and remain active. Upgrades should be evaluated separately from the property price.

03

Job preparation

Job value and preparation time form one result rather than separate earnings.

04

Sale or collection

The panel separates owner proceeds, costs, commissions and extra helper rewards.

05

Next cycle

The next excess-weapons delivery becomes available after 48 min.

05

What affects the result

Stock or service value

The range shows small, typical and full variants where value is variable.

Supplies and commissions

Supply costs and agent fees are deducted before the owner's result.

Owner versus helper

The host and every participant have separately defined payouts; the team average does not replace those values.

Full time

The comparison uses 6 min / 10 min / 18 min for the complete cycle.

Main strengths

  • Can combine active sales with passive value accrual.
  • Helpers do not automatically reduce the owner's proceeds.

Constraints

  • Purchase payback depends on regular use.
  • A helper's reward can be far lower than the owner's proceeds and is shown separately.
06

Solo / Duo / Trio / Quatro variants

Every supported team size shows its host, partner and team model; unofficial figures carry a clear source label, while lower-confidence payouts stay outside calculators.

SOLO1P

Solo: full pace control and no crew wait.

Host / owner
$50,000
Team net
$50,000
Cooldown
48 min
DUO2P

Duo: the host and 1 partner have separate payouts.

Host / owner
$50,000
Each partner
$10,000
Team net
$60,000
Cooldown
48 min
TRIO3P

Trio: the host and 2 partners have separate payouts.

Host / owner
$50,000
Each partner
$10,000
Team net
$70,000
Cooldown
48 min
QUATRO4P

Quatro: the host and 3 partners have separate payouts.

Host / owner
$50,000
Each partner
$10,000
Team net
$80,000
Cooldown
48 min
07

Complete figures by team

Typical values for the selected cycle; every cell also contains a min–max range.

TeamCooldownTeam grossCosts + feesHost / ownerEach partnerTeam netHost / owner $/hTeam $/h
SOLO48 minCooldown$50,000min: $50,000 · typical: $50,000 · max: $50,000$0min: $0 · typical: $0 · max: $0$50,000min: $50,000 · typical: $50,000 · max: $50,000$50,000min: $50,000 · typical: $50,000 · max: $50,000$300,000min: $300,000 · typical: $300,000 · max: $300,000$300,000min: $300,000 · typical: $300,000 · max: $300,000
DUO48 minCooldown$60,000min: $60,000 · typical: $60,000 · max: $60,000$0min: $0 · typical: $0 · max: $0$50,000min: $50,000 · typical: $50,000 · max: $50,000$10,000min: $10,000 · typical: $10,000 · max: $10,000$60,000min: $60,000 · typical: $60,000 · max: $60,000$300,000min: $300,000 · typical: $300,000 · max: $300,000$360,000min: $360,000 · typical: $360,000 · max: $360,000
TRIO48 minCooldown$70,000min: $70,000 · typical: $70,000 · max: $70,000$0min: $0 · typical: $0 · max: $0$50,000min: $50,000 · typical: $50,000 · max: $50,000$10,000min: $10,000 · typical: $10,000 · max: $10,000$70,000min: $70,000 · typical: $70,000 · max: $70,000$300,000min: $300,000 · typical: $300,000 · max: $300,000$420,000min: $420,000 · typical: $420,000 · max: $420,000
QUATRO48 minCooldown$80,000min: $80,000 · typical: $80,000 · max: $80,000$0min: $0 · typical: $0 · max: $0$50,000min: $50,000 · typical: $50,000 · max: $50,000$10,000min: $10,000 · typical: $10,000 · max: $10,000$80,000min: $80,000 · typical: $80,000 · max: $80,000$300,000min: $300,000 · typical: $300,000 · max: $300,000$480,000min: $480,000 · typical: $480,000 · max: $480,000
08

Key facts

Full-cycle time6 min / 10 min / 18 min
Team1–4 players
Cooldown48 min
VIDEO

Video walkthrough

Current search · EN

Find a current walkthrough: Bunker Excess Weapons

Text-only curation on 2026-08-29 found no adequate complete English walkthrough. These are specific results for Bunker Excess Weapons; choose a current guide.

No verified direct video has been found in this language yet. The link opens activity-specific results so you can choose a current walkthrough.

Channel
YouTube
Checked
29 Aug 2026
Open the walkthrough on YouTube