Selling Your Product
The basic rundown of the Gunrunning business is identical to those in Bikers. You buy or steal supplies, let your business use the supplies to create units of product over time, then sell the units. Selling missions involve a number of delivery cars, a drop-off point and a whole lot of Merryweather mercs in between the two. To facilitate selling, joining SecuroServe and the Open Road is the Disruption Logistics Network, the new in-game system used to access Gunrunning missions.
Starting on research first and only then focusing on actually earning a profit (as we suggest above) is a good idea due to the fact that research uses the same supply pool as production, and also requires the attention of your employees. Naturally, if 100% of your supplies and employees focus is on production and nothing is spent on research, you'll be selling more product in less time.
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Maximum Units & Maximum Profits
The maximum unit capacity of the bunker is 100. When selling, delivery vehicles are able to handle 25 units each, meaning 1-25 units will require one vehicle, 26-50 will require two, 51-76 need three and 76-100 need four.
While technically it would be viable to deliver one vehicle, go back, deliver another, and repeat until you’ve delivered all four, there are usually timers on sell mission which would make this impossible solo. Also, enemy NPCs have trackers targeting the delivery vehicles (not you or other player characters) so while you’re delivering one car the others will likely be destroyed, leaving you with a massive net loss.
There is no advantage to delivering more units at once, so if you're playing solo, we suggest sticking to lots of 25, but we’ll discuss solo play more extensively later on.
Selling units of product will net different amounts of profit based on where you're selling, check out the table below for specifics. Out in Blaine County, you'll be selling for GTA$ 5,000 per unit with no upgrades and GTA$ 7,000 per unit with full upgrades, whereas in Los Santos those numbers grow to GTA$ 7,500 and GTA$ 10,500, respectively.
Blaine County Sale Prices
|Units sold||Price (no upgrades)||Price (all upgrades)|
Los Santos Sale Prices
|Units sold||Price (no upgrades)||Price (all upgrades)|
Do You Need A Group For Gunrunning?
If you're asking the question whether Gunrunning is viable solo, the answer is yes, but you'll need to invest more time and money.
While in the long run, buying supplies is the better option compared to stealing them, this might not always be viable. However, resupply missions were designed specifically with multiple players in mind. All are difficult solo, with some being outright impossible. As a solo player, you'll be forced to buy supplies 100% of the time.
That said, there is a solo-friendly aspect here. Selling more units doesn't give you a percentage bonus like CEO crates. This means that selling 100 units in one go or 25 units four times will net you the same amount of profit. 1-25 unit sales have only one delivery vehicle, meaning 25 is the optimal number of units to sell solo, you'll just have to do the missions several times for the same amount of profit.
Gunrunning added 6 new weaponized vehicles to the game, some of which are new, while others are militarized versions of existing vehicles. You can get acquainted with these vehicles without having to drop the money through the mobile operations missions, upon which we'll expand further when touching upon the Mobile Operations Center below. Weaponized vehicles can be bought without owning a bunker beforehand, if you want, via Warstock Cache & Carry.
- Weaponized Tampa (GTA$ 2,108,050/1,585,000 Trade price) - This version of the fan favorite muscle car adds a whole lot of armor and quite the suite of weapons to the vehicle. In the end, that armor doesn't stack up to much, with full upgrades only offering the same protection as other regular armored vehicles plus a little extra in explosive protection from frontal attacks. But where the Weaponized Tampa shines is offense. You should definitely upgrade the turret to dual miniguns since this will actually allow it to be aimed, as opposed to the fixed single-gun variant. Frontal missiles and rear mortars can be added as well alongside a proximity mine laying feature, making this the single most heavily armed vehicle in GTA Online. You'll need to keep in mind that it's quite fragile, though. The Weaponized Tampa can be stored in your garage.
- Half-Track (GTA$ 2,254,350/ 1,695,000 Trade price) - The Half-Track is a variant of the Duneloader with the rear wheels replaced by treads and an anti-aircraft turret stuck on the rear. This vehicle is heavily armored, taking as many rounds as an Insurgent Pickup and upgrades can completely bulletproof the windows. The turret fires non-explosive ammo and the upgrade to it doesn't change its mechanics, you're just getting a straight upgrade of the same weapon type. However, the Half-Track is a bit of an enigma. Even though it's billed as an anti-aircraft vehicle, since the turret position isn't armored explosives can kill the turret operator while leaving the vehicle itself unharmed, making this somewhat ineffective agains aerial vehicles equipped with missiles. The weapon is, however, effective against enemies on foot and unarmored cars. But here you run into the issue of aiming, since the gun can't be angled downwards. Of course, if both turret operator and driver are skilled, this can still tear up a Hydra before it gets in a good shot to kill the operator. The Half-Track can be stored in your garage.
- Oppressor (GTA$ 3,524,500/ 2,650,000 Trade price) - This has to be the single most fun addition to the game this DLC yielded. The Oppressor is a flying, jet-powered bike. It has no armor, but good luck to anything other than another Oppressor actually hitting you. You should definitely upgrade the machine guns to missiles, since the latter are homing and do massive damage. This thing is a fantastic Hydra deterrent, and will make short work of just about anything else - it's absolutely worth the asking price. The Oppressor can be stored in your garage or MC Clubhouse
- APC (GTA$ 3,092,250/ 2,325,000 Trade price) - The APC is another vehicle which, though geared against aircraft, is most effective against ground vehicles. The default tank turret does more damage out of the two configurations but has a much lower rate of fire, meaning the SAM turret is the better damage dealer overall. That said, the APC isn't too well armored even with upgrades, meaning that aircraft missiles will likely kill it before it kills the attacking aircraft. Not to mention that the SAM turret can't aim steeply upwards. Proximity mines are available for this vehicle as well. The APC can be stored in your garage.
- AA Trailer (GTA$ 1,862,000/ 1,400,000 Trade price) - This is the only vehicle actually useful against aerial targets. The flak cannon turret is the best choice, as it fires 2-round bursts which is already enough to take out pretty much everything in the game. That said, it is vulnerable against explosives so you need to make sure you get those shots in first. Also very effective against ground targets. The AA trailer must be stored in your bunker and comes with a free Vapid Sadler which you can use to tow it.
- Dune FAV (GTA$ 1,130,500/ 850,000 Trade price) - The Dune FAV's price is pretty good indication of how useful it is compared to the other vehicles. Armor may as well be cosmetic, and the minigun is more or less the only useful weapon choice with this vehicle. It's only useful against unarmored targets. The Dune FAV can be stored in your garage.
Mobile Operations Center
The Mobile Operations Center is Gunrunning's way of one-upping itself in terms of comical supervillain characteristics. If the bunker wasn't enough, you can also own a massive armored truck with a small HQ in the trailer.
You’ll need to own a bunker before buying a MOC from Warstock Cache & Carry and depending on which modules you choose, the price will fluctuate between GTA$ 1,225,000 and GTA$ 2,790,000. The MOC is essential for launching Mobile Operations missions, and is a great way to ensure safety when out and about in the game world.
Right after making money, your second concern should be saving money. One thing that is easy to forget is that the weaponized vehicles can be bought at a discount if you complete their Mobile Operations mission from your MOC. While at first glance the discounts aren't massive, if you plan on buying multiple ones, they add up - plus, you know, the missions are fun!
Speaking of the Mobile Operations Center, there are a number of modules available with only a limited number of slots. You'll blow through a lot of cash if you'll buy each just to try them out and put together a configuration you like. There exists an optimal config for the MOC which you can just hit from the get go without wasting cash on the other components.
It goes like this: There are three slots in the MOC and a total of five modules. The personal quarters are absolutely useless, since players already have plenty of properties, plus the bunker has accommodations as well. The best combo is the Command Center paired with the Weapon & Vehicle Workshop, the latter of which takes up two slots. The Weapon Workshop exists as a one-slot standalone, however the personal vehicle storage is hardly as useful as the Vehicle Workshop.