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.
BUNKER / AMMUNATIONComplete financial model
owner and participants receive separate payouts
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.
Enter your Bunker and look near the main ramp/exit. A ready Duneloader has a blue blip.
This service is not launched from the laptop. The job starts automatically when you enter the marked Duneloader.
The Bunker must have completed Set Up. When the vehicle is ready, enter as owner; Agent 14 assigns a specific Ammu-Nation.
- 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.
- 011. Complete Bunker setupDeliver the one-time Duneloader from Ammu-Nation to activate Disruption Logistics.
- 022. Wait for the blue-blip DuneloaderA ready vehicle appears near the entrance as separate excess stock; it consumes no main Stock.
- 033. Enter and receive the destinationAgent 14 assigns a random Ammu-Nation once the vehicle starts the job.
- 044. 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.
01 Bunker Set Up prerequisite
Goal Activate the Bunker so Agent 14 can issue separate excess-parts contracts.
Key actions - Buy a Bunker and watch Agent 14's introduction.
- Launch Set Up on the laptop and collect the Duneloader from Ammu-Nation.
- 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.
Operating Bunker
From $1,165,000 plus the completed one-time Set Up.
- Buy through Maze Bank Foreclosures.
- Deliver the setup Duneloader to your Bunker.
Excess-parts Duneloader
The business supplies the vehicle; purchase cost is $0 and it is not a personal garage vehicle.
- Find the blue blip by the ramp.
- Enter the cab to start the job.
First complete cycle
After setup, complete these actions in the Ammu-Nation Contract before attempting the first settlement.
01 Find the ready vehicle
ActionAfter entering the Bunker, head toward the ramp and look for the blue-blip Duneloader.
How to verifyThe blip is blue and the loaded vehicle is inside; the standard laptop has no start button for this service.
How to recover the runIf absent, confirm completed setup and return after the interval shown by the availability card.
02 Enter and read the objective
ActionEnter the Duneloader; wait for Agent 14's call/text and the yellow route.
How to verifyThe HUD must show a specific Ammu-Nation and an active job timer.
How to recover the runIf no destination appears, exit, finish other activity and re-enter; if still absent, change session.
03 Drive, do not farm enemies
ActionMaintain speed to the destination; enemies appear in pairs and may respawn after destruction.
How to verifyThe vehicle must remain operational until the yellow point behind/beside the store.
How to recover the runIf 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.
The contract is not a sale of the Disruption Logistics weapon bar.
Entering the vehicle launches the job; the computer has no Ammu-Nation Contract button.
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 costUse a ready vehicle when returning to the Bunker for Supplies or a Stock check.
Leave it for later
$0 main Stock lossYou do not have to launch the contract immediately when the vehicle appears.
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.
- The driver keeps moving and avoids fighting respawning enemies.
- At a blockage, exit only in cover and clear the immediate threat.
DUO–QUAD — optional escort
Helpers create no extra vehicles; their role is blocking and destroying pursuers.
- The driver does not stop for enemies.
- Escort stays behind/beside, draws fire and does not ram the Duneloader.
First Ammu-Nation delivery
Check batch state and team first, then deliberately choose a session and launch settlement from the correct terminal.
- Completed Bunker setup and visible blue-blip Duneloader.
- Checked armor/snacks and no active job.
- Invite Only for the first drive.
- Enter the blue-blip Duneloader.
- Wait for the yellow Ammu-Nation destination.
- Deliver the vehicle and stop it in the designated area.
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
Lets you focus on Agent 14's pursuing enemies without rivals.
No rival-player bonus; mechanics and baseline settlement remain unchanged.
Public session — deliberate risk
A rival-count high-demand bonus may apply; it is not part of this guide's baseline values.
A rival can destroy the slow Duneloader; any bonus is not part of the fixed baseline payout.
Delivery families and response
Road delivery to a random Ammu-Nation
After entering, one yellow store and pairs of hostile vehicles appear en route.
Use main roads, keep speed and shortcut only on streets suitable for the truck.
Enemies can return, so stopping to destroy all of them usually only extends exposure.
Destroying the Duneloader or timing out ends the job without delivery.
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.
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.
- 01
Check during Bunker visits
The blue Duneloader fits naturally into Supplies/Stock visits.
- 02
Run one route
Do not change staff assignment or main production.
- 03
Return after the interval
The availability card above shows the separate repeat model.
Common mistakes and fixes
Looking for a laptop button
FixEnter the blue-blip Duneloader near the Bunker entrance.
Avoiding it to protect Stock
FixExcess Weapons is separate and does not reduce main Stock.
Stopping for every pursuer
FixKeep 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.
There is no blue-blip Duneloader
- Verify the one-time Bunker setup is complete.
- Check the availability card after the last delivery.
- Finish any other active job.
I entered but no destination appeared
- Wait for Agent 14's message.
- Verify it is the blue-blip vehicle, not an ordinary Duneloader.
The Duneloader was destroyed
- After Freemode, verify no partial payout occurred.
- Do not launch Sell Stock or Set Up as a substitute.
Expanded informational overview
Guide scopeThis section organizes the complete cycle: requirements, phases, figures and dependencies. The detailed operation flow is in the walkthrough above.
How the full cycle works
This section complements the walkthrough with full-cycle dependencies: unlock, preparations, finale, settlement and the next available attempt.
Purchase and unlock
The base requirement is Bunker; the minimum entry cost is shown in the financial panel.
Setup
The business must be configured and remain active. Upgrades should be evaluated separately from the property price.
Job preparation
Job value and preparation time form one result rather than separate earnings.
Sale or collection
The panel separates owner proceeds, costs, commissions and extra helper rewards.
Next cycle
The next excess-weapons delivery becomes available after 48 min.
What affects the result
The range shows small, typical and full variants where value is variable.
Supply costs and agent fees are deducted before the owner's result.
The host and every participant have separately defined payouts; the team average does not replace those values.
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.
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.
Solo: full pace control and no crew wait.
- Host / owner
- $50,000
- Team net
- $50,000
- Cooldown
- 48 min
Duo: the host and 1 partner have separate payouts.
- Host / owner
- $50,000
- Each partner
- $10,000
- Team net
- $60,000
- Cooldown
- 48 min
Trio: the host and 2 partners have separate payouts.
- Host / owner
- $50,000
- Each partner
- $10,000
- Team net
- $70,000
- Cooldown
- 48 min
Quatro: the host and 3 partners have separate payouts.
- Host / owner
- $50,000
- Each partner
- $10,000
- Team net
- $80,000
- Cooldown
- 48 min
Complete figures by team
Typical values for the selected cycle; every cell also contains a min–max range.
| Team | Cooldown | Team gross | Costs + fees | Host / owner | Each partner | Team net | Host / owner $/h | Team $/h |
|---|---|---|---|---|---|---|---|---|
| SOLO | 48 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 |
| DUO | 48 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 |
| TRIO | 48 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 |
| QUATRO | 48 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 |
Key facts
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