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Business • Solo / Duo / Trio / Quatro

Bunker Stock Sale

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 Stock SaleBUNKER / STOCK
Required purchaseBunker
Entry cost$1,165,000
Possible GTA$$700,000–$1,050,000
Possible RPVariable amount
Production cycle7 hrs 50 minrange: 2 hrs 20 min–11 hrs 40 min
01

Complete financial model

Team gross$700,000min: $210,000 · typical: $700,000 · max: $1,050,000
Setup / supply cost$250,000min: $75,000 · typical: $250,000 · max: $375,000
Fees and commissions$0min: $0 · typical: $0 · max: $0
Player payout (net)$450,000min: $0 · typical: $450,000 · max: $975,000
Player $/h (from payout)$57,447min: $0 · typical: $57,447 · max: $124,468
Full-cycle timefast: 2 hrs 20 min · typical: 7 hrs 50 min · beginner: 11 hrs 40 min
Production cycle
7 hrs 50 min • range: 2 hrs 20 min–11 hrs 40 minThere is no separate sale cooldown; another full result requires a new production cycle.
First weekly cycleBase model without temporary weekly bonuses.

the sale goes to the owner and every helper receives an extra bonus; it is not deducted from the owner

02

Bunker: from the Duneloader setup to the first weapon sale

BUSINESS STEP BY STEP • COMPLETE WALKTHROUGH

A Gunrunning onboarding that separates the Bunker purchase, one-time setup, Manufacturing versus Research, bought or stolen supplies and a realistic solo or crew delivery scope.

Start here

The correct menu, location and first entry point for the Bunker and Gunrunning.

Location

Buy a Bunker through Maze Bank Foreclosures. Cheapest Paleto Forest is far from many routes; location affects convenience, not access.

Marker

After purchase, the Bunker marker appears. Enter down the main ramp, watch the Agent 14 introduction and approach the Disruption Logistics laptop.

What to do there

Register as VIP/CEO or MC President, sign into the laptop and choose Set Up.

If the start is missing
  • The laptop is unavailable without an active organisation/MC or during another job.
  • If Set Up is gone, check whether staff are present and Disruption Logistics shows normal bars.
  • A Facility does not replace a Bunker; they are separate properties and systems.

From zero to the first payout

Buy a Bunker, deliver the setup Duneloader, assign staff to Manufacturing, consume the first supplies and sell a small batch.

  1. 01
    1. Buy and enter a BunkerFrom $1,165,000; purchase-page extras are optional for production.
  2. 02
    2. Steal the setup DuneloaderSet Up leads to an Ammu-Nation; take the supply truck and deliver it to the Bunker.
  3. 03
    3. Staff → ManufacturingFor the first cycle, disable the Research split so all progress goes to Stock.
  4. 04
    4. Consume the first suppliesSetup provides an initial bar; play online and verify Supplies fall while Stock rises.
  5. 05
    5. Sell a small batchChoose the near or distant market and launch a threshold manageable with one vehicle.

One-time Bunker Setup — Duneloader

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

  1. 01

    Bunker Set Up — Duneloader

    Goal

    Deliver the full initial supply bar and activate Disruption Logistics.

    Key actions
    1. Choose Set Up on the laptop and leave the Bunker.
    2. Travel to the marked Ammu-Nation, secure the Duneloader and enter the truck.
    3. Deliver the Duneloader to the yellow point at the Bunker ramp; do not stop for respawning enemies.
    Completion point

    The truck enters the Bunker, staff begin work and the laptop shows a full initial Supplies bar.

    What it unlocks next

    Manufacturing, Research, supply buying/theft, Upgrades and Sell Stock.

    How to recover the run

    Destroying the Duneloader fails the attempt but does not remove the Bunker. Relaunch Set Up from the laptop; clear the exit before moving rather than firing near the truck.

Requirements, purchase and entry budget

The cheapest Bunker costs $1,165,000. The MOC, quarters, shooting range, transport and Gun Locker are extras and are not required for first production.

01

Bunker — required property

Status

From $1,165,000 through Maze Bank Foreclosures.

  1. Choose a location with returns and Los Santos routes in mind.
  2. Do not add an MOC or shooting range for the first cycle.
Result

You gain the laptop, Manufacturing, Research and a separate excess-parts service after setup.

02

Setup Duneloader — free start

Status

The one-time mission provides initial Supplies; it is not a vehicle purchase.

  1. Steal the truck from Ammu-Nation.
  2. Deliver it intact to the Bunker ramp.
Result

The Bunker is active and ready for staff assignment.

03

Operating budget

Status

Stealing Supplies costs $0; buying costs $15,000 per 20% or $75,000 for a full bar.

  1. Use the setup's initial bar without another purchase.
  2. Later, buy only after accounting for upgrades and net value.
Result

Paid Supplies save time, while free theft remains a complete start route.

First complete cycle

After setup, complete these actions in the Bunker and Gunrunning before attempting the first settlement.

  1. 01

    Select Manufacturing

    Action

    On Disruption Logistics, choose Manage Staff and assign everyone to Manufacturing.

    How to verify

    The staff diagram must show Manufacturing rather than Research or Both.

    How to recover the run

    If unavailable, finish the setup Duneloader and sign in again as an organisation/MC.

  2. 02

    Check first Stock growth

    Action

    Play online, then later return to the laptop or Bunker indicators.

    How to verify

    Supplies fall, Stock rises and Research takes no progress.

    How to recover the run

    With empty Supplies, launch theft or buy. With full Stock, sell first.

  3. 03

    Choose market and threshold

    Action

    On Sell Stock, compare local and distant delivery, but launch a small value for the first run.

    How to verify

    Immediately check vehicle count after launch; one driver cannot safely handle every full-stock variant.

    How to recover the run

    When the variant exceeds crew capacity, do not repeat full stock without help; rebuild a smaller threshold.

Weapon manufacturing, Research and supplies

Supplies can feed Manufacturing, Research or a split. For the first sale, assign all staff to Manufacturing and verify Stock rises.

ASSIGNMENTManufacturing / Research / Both

Only the Manufacturing allocation builds sellable Stock.

SUPPLIES$0 theft or $15k/$75k purchase

Buying does not grant instant Stock; it feeds later online production.

SALE THRESHOLDSized to available drivers

More Stock can mean several vehicles; count depends on the selected mission.

Choose sourcing method and pace

Steal Supplies

$0

Agent 14 assigns a variant; secure the cargo and deliver it to the Bunker.

Beginner recommendation

Use for the first refill after setup supplies to learn the flow without cost.

Buy Supplies

$15,000 / 20% • $75,000 / full bar

Delivery arrives after a delay; do not log out expecting instant progress.

Beginner recommendation

After Equipment + Staff, buying saves active time; before upgrades, check margin in the model above.

BASELINE, NOT AN EVENTResearch, Ammu-Nation excess parts and the public bonus are separate systems. Weekly multipliers are not included.

Upgrades after the first cycle

Upgrades are separate purchases. This guide identifies those that change operating results and those that affect only convenience or risk.

Action

After the first sale, open Upgrades in Disruption Logistics.

Goal

Equipment and Staff improve speed, Stock value and supply efficiency; Security reduces theft risk.

Condition / timing

Upgrades are available after setup with no separate cooldown.

How to check progress

The laptop shows purchased upgrades and Manufacturing/Research statistics.

Decision order

01

Equipment

Speeds Manufacturing and Research, increases Stock value and supply efficiency.

Practical note

First priority for a regular Bunker; costs $1,155,000.

02

Staff

Further improves staff speed and value.

Practical note

Second priority; costs $598,500.

03

Security

Reduces the chance of a stock attack.

Practical note

Costs $351,000; does not directly increase payout.

Purchase / decision

Equipment → Staff → Security. Buy property extras later for convenience, not as production upgrades.

What it actually changes
  • Equipment and Staff change the cycle model.
  • Security reduces raid risk.
  • The MOC, shooting range and quarters do not speed Stock.

Solo or crew — concrete assignment

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

SOLO — controlled Stock

Produce and sell a small batch before the mission can create several vehicles.

CONCRETE ROLES
  • The owner drives the only vehicle and completes all points.
  • In the Phantom Wedge, ignore police; in an Insurgent/Dune/Marshall, prioritise timer and objectives.
SAFETY LIMIT

A full Bunker does not guarantee one vehicle; do not treat maximum Stock as the solo baseline.

DUO–QUAD — larger batches

Each driver takes a separate vehicle; a passenger mans the weapon in armed Insurgents.

CONCRETE ROLES
  • The leader launches, chooses the market and assigns vehicles.
  • The slowest Dune/Marshall leave first; fast returns must not delay them.
SAFETY LIMIT

In the Insurgent jammer variant, keep vehicles together as instructed rather than splitting routes.

First Bunker stock sale

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

Prepare the session
  1. Staff assigned to Manufacturing and Stock sized to the crew.
  2. Near/distant market choice and Invite Only for the first run.
  3. Snacks, armor and a gunner for an armed Insurgent.
Launching the sale
  1. Choose Sell Stock on Disruption Logistics.
  2. Compare Blaine County with Los Santos and deliberately confirm the longer market.
  3. On exit, immediately count vehicles and read Agent 14's mission type.
Sale vehicle

The roll includes Phantom Wedge, Insurgent Pick-Up Custom, jammer Insurgents, Dune FAV or Marshalls; a larger batch can create up to three vehicles.

Safety or public-session bonus

Invite-only session — first run

Benefit

Removes rival risk while retaining the full NPC variant and timer.

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

All vehicles become rival targets and the public bonus is not a baseline rate.

Delivery families and response

01

Phantom Wedge — single destination

How to recognise it

One truck and trailer with a distant destination; police pursuit begins en route.

Action

Maintain speed, use the wedge through roadblocks and drive directly to the buyer.

Tip

Do not stop to lose police — the pursuit ends at the destination.

Risk / failure condition

Destroying the cab or trailer can end the delivery.

How to recover the run

If the cab fails, another truck/Cargobob can recover the trailer when time and equipment allow; otherwise prioritise surviving vehicles.

02

Insurgents — shared drop or five ambushes

How to recognise it

The HUD shows one destination or five Merryweather stops; the jammer variant requires staying together.

Action

At ambushes, the driver positions the vehicle as cover, the gunner clears the wave, then the team moves on.

Tip

In the no-ambush variant, do not seek fights; deliver each vehicle to its assigned point.

Risk / failure condition

Separating jammer vehicles disables cover; in ambush runs helicopters arrive at later stops.

How to recover the run

Regroup vehicles if the jammer drops. Without a gunner, use armor and eliminate only enemies blocking the next stop.

03

Dune FAV / Marshall — multi-drop

How to recognise it

Several light vehicles, a short shared timer and four/five drops per vehicle.

Action

Each driver takes one vehicle; solo, start with the slowest and follow the route without fighting respawning pursuit.

Tip

The Marshall needs care on slopes and the Dune exposes its driver — movement beats fighting.

Risk / failure condition

Rolling or sticking one vehicle quickly consumes the shared time.

How to recover the run

If the vehicle cannot be righted in seconds, move to a survivor and finish its full route rather than losing all of them.

Delivery and settlement

The owner is paid after deliveries and helpers receive a separate bonus under the existing model. Deduct bought Supplies; do not add a weekly multiplier to the baseline batch.

What to do next

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

  1. 01

    Set staff priority

    Manufacturing for cash, Research for unlocks; splitting slows both goals.

  2. 02

    Resupply after a sale

    Buy only when Stock has room and production is active.

  3. 03

    Run other online activities

    Production does not require staying in the Bunker.

  4. 04

    Threshold before maximum capacity

    Sell earlier solo; reserve full Stock for an arranged crew.

Common mistakes and fixes

Staff are not building Stock

Fix

In Manage Staff, switch from Research/Both to Manufacturing.

Full batch without drivers

Fix

Use a lower threshold or arrange one driver per possible vehicle.

Buying an MOC as a requirement

Fix

The MOC and property extras are optional; an activated Bunker is enough for production.

Checklist: have / done / ready to settle

HAVE

  • A Bunker

  • CEO/VIP/MC laptop access

DONE

  • Setup Duneloader delivered

  • Staff assigned to Manufacturing

  • Stock growing from Supplies

READY TO SELL

  • Threshold matched to drivers

  • Chosen market and session

Common blockers and recovery

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

Problem

The Disruption Logistics laptop is locked

Check in order
  1. Register as CEO/VIP/MC.
  2. Finish other work and check the session organisation limit.
How to recover the run

Change session, register an organisation and return without an active mission.

Problem

Supplies fall but Stock does not grow

Check in order
  1. Check Manage Staff — progress may be going to Research.
  2. Check for full Stock capacity.
How to recover the run

Switch staff to Manufacturing or sell some Stock, then verify another tick during online play.

Problem

I did not complete every vehicle

Check in order
  1. After returning, inspect actual deposit and Stock.
  2. Record the vehicle type and threshold that exceeded the crew.
How to recover the run

Rebuild a smaller solo batch or return with drivers; do not assume a forced quit preserves full Stock.

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 formatBusiness with a production or accrual cycle
Payout modelOwner proceeds plus a separate reward for each helper. The sale value is not split equally.
Full cycle, not delivery time alone

Time and hourly results include stock or income accrual. The final delivery is only one part of the complete cycle.

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

Production / accrual

The full time model uses 7 hrs 50 min as the typical cycle.

04

Sale or collection

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

05

Next cycle

There is no separate sale cooldown; another full result requires a new production cycle.

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

Owner proceeds plus a separate reward for each helper. The sale value is not split equally.

Full time

The comparison uses 2 hrs 20 min / 7 hrs 50 min / 11 hrs 40 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
$450,000
Team net
$450,000
Production cycle
7 hrs 50 minrange: 2 hrs 20 min–11 hrs 40 min
DUO2P

Duo: the owner keeps the proceeds and 1 helper receive separate rewards.

Host / owner
$450,000
Each partner
$60,000
Team net
$510,000
Production cycle
7 hrs 50 minrange: 2 hrs 20 min–11 hrs 40 min
TRIO3P

Trio: the owner keeps the proceeds and 2 helpers receive separate rewards.

Host / owner
$450,000
Each partner
$60,000
Team net
$570,000
Production cycle
7 hrs 50 minrange: 2 hrs 20 min–11 hrs 40 min
QUATRO4P

Quatro: the owner keeps the proceeds and 3 helpers receive separate rewards.

Host / owner
$450,000
Each partner
$60,000
Team net
$630,000
Production cycle
7 hrs 50 minrange: 2 hrs 20 min–11 hrs 40 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
SOLO7 hrs 50 minProduction cycle • range: 2 hrs 20 min–11 hrs 40 min$700,000min: $210,000 · typical: $700,000 · max: $1,050,000$250,000min: $75,000 · typical: $250,000 · max: $375,000$450,000min: $0 · typical: $450,000 · max: $975,000$450,000min: $0 · typical: $450,000 · max: $975,000$57,447min: $0 · typical: $57,447 · max: $124,468$57,447min: $0 · typical: $57,447 · max: $124,468
DUO7 hrs 50 minProduction cycle • range: 2 hrs 20 min–11 hrs 40 min$700,000min: $210,000 · typical: $700,000 · max: $1,050,000$250,000min: $75,000 · typical: $250,000 · max: $375,000$450,000min: $0 · typical: $450,000 · max: $975,000$60,000min: $21,000 · typical: $60,000 · max: $60,000$510,000min: $21,000 · typical: $510,000 · max: $1,035,000$57,447min: $0 · typical: $57,447 · max: $124,468$65,106min: $2,681 · typical: $65,106 · max: $132,128
TRIO7 hrs 50 minProduction cycle • range: 2 hrs 20 min–11 hrs 40 min$700,000min: $210,000 · typical: $700,000 · max: $1,050,000$250,000min: $75,000 · typical: $250,000 · max: $375,000$450,000min: $0 · typical: $450,000 · max: $975,000$60,000min: $21,000 · typical: $60,000 · max: $60,000$570,000min: $42,000 · typical: $570,000 · max: $1,095,000$57,447min: $0 · typical: $57,447 · max: $124,468$72,766min: $5,362 · typical: $72,766 · max: $139,787
QUATRO7 hrs 50 minProduction cycle • range: 2 hrs 20 min–11 hrs 40 min$700,000min: $210,000 · typical: $700,000 · max: $1,050,000$250,000min: $75,000 · typical: $250,000 · max: $375,000$450,000min: $0 · typical: $450,000 · max: $975,000$60,000min: $21,000 · typical: $60,000 · max: $60,000$630,000min: $63,000 · typical: $630,000 · max: $1,155,000$57,447min: $0 · typical: $57,447 · max: $124,468$80,426min: $8,043 · typical: $80,426 · max: $147,447
08

Key facts

Full-cycle time2 hrs 20 min / 7 hrs 50 min / 11 hrs 40 min
Team1–4 players
Production cycle7 hrs 50 min • range: 2 hrs 20 min–11 hrs 40 min
VIDEO

Video walkthrough

Verified video · EN

Bunker Business Guide: How to Make MILLIONS Completely SOLO (2026)

Purchase, upgrades, supplies, research and solo sale.

Channel
Hazard
Published
12 Jul 2026
Checked
29 Aug 2026
Open the walkthrough on YouTube