Post by IceDree on Jun 17, 2017 9:57:05 GMT
Here's a breakdown of the Gunrunning business.
The Bunker:
There are 11 Bunkers scattered across Blaine County ranging from $1.1 millions to $2.3 millions to choose from. All bunkers have the same interior, you're just paying for the location.
There 2 types of Bunker upgrades that can be purchased:
- Renovations from the Maze foreclosure website, which includes Decoration, a Living Quarter, a Shooting Range* & a Caddy for transportation inside the Bunker.
- Upgrades from the Laptop inside the Bunker includes Equipment, Staff & Security upgrades.
Note: Only the MOC & the Anti-Aircraft Trailer are stored in the bunker. With a temporary parking spot for your current vehicle.
The Bunker's daily fees ranges between $5,400 & $9,600 depending on your upgrades. You can avoid paying it by not registering as a CEO, MC President or VIP.
You can watch the introduction video here, starring Mark Crowne & Agent 14.
The Business:
Anyone can purchase a Bunker & start the business. You can be a CEO & have access to all the SecuroServ vehicles & abilities or you can be an MC president & have 7 people in your crew. You don't even to be one of the two, all you need is a $50,000 in your bank account to become a VIP! ($50k is the new threshold for VIP, instead of 1 Million Dollars)
The Gunrunning business follows the same business model as the Biker Businesses.
1. Get Supplies (Raw material).
2. Staff Processes Supplies (Weapon Manufacturing).
3. Sell Weapons.
4. Profit.
Just like Biker Businesses, you have to either steal supplies or buy them ($15k per bar, $75k to fell it up). The only deference between Biker Businesses & Gunrunning is that you have to assign the bunker staff to just Manufacturing or both Research & Manufacturing.
The stock increases in $7,000 increments & takes about 12 hours (real time hours) to reach full capacity.
A fully stocked Bunker will sell for a $700,000 in local sale or a $1,050,000 in a remote sale. A full bar of supply ($75,000) set to manufacturing only will generate $140,000 worth of manufactured weapons ($210,000 in case of a remote sale) & will be shipped in a single vehicle
The delivery vehicles are a US-flagged Marshall, an Insurgent Pickup Custom, Dune FAV & a Phantom Wedge.
The Raids:
Once you have over %50 stock of manufactured weapons ready to sell, a 5-hour timer starts (real hours) & if you don't do any bunker related activities, you will get raided by Merryweather & they'll steal your entire stock. There are 2 types of recovery missions:
1. You trace your stolen merchandise to a Benson truck guarded by Merrrweather, once you take them out, you have to disable 3 bombs wired to the Benson & then return it to your bunker to recover your merchandise.
2. You trace your stolen merchandise to a Valkyrie helicopter guarded by Merrrweather, you have to them out before they get to fly Valkyrie & then fly it to the bunker to recover your merchandise.
The Research:
Research is a new feature introduced with Gunrunning to unlock the upgrades for the Weaponized Vehicles, Ballistic Armor & the MkII Weapons' modifications, Currently there are 51 research projects.
It takes between 3½ & 5½ hours depending on your Bunker upgrades AND supplies to unlock each project. You can either wait it out & unlock it as you play (or afk) or pay to fast-track it. It costs $225,000 to fast-track each project … It'll cost $11,475,000 to fast-track all projects (Yes, Eleven Million dollars. Its not a typo).
Notes:
1. Research projects are random & don't follow any specific order.
2. All 6 MkII Weapons & the Tracer rounds are unlocked from the beginning.
3. Armor Piercing rounds, Explosive rounds, FMJ rounds & Tracer rounds Ammo can ONLY be purchased from the MOC & there is a limit on how many rounds you can carry. (i.e. The Heavy Sniper carries a maximum of 42 explosive rounds).
4. You can switch between ammo types in the MOC & once you switched a weapon to different type of ammo, that weapon will only use this specific type of ammo until you switch back to traditional ammo for it. (i.e. You have a Heavy Sniper with 9999 rounds, but switch to Explosive Rounds, your Heavy Snipers will have 42 Explosive Rounds & your other Snipers will remain at 9999.)
You can find the full list of Research Projects here.
The Mobile Operations Center:
A Semi you can buy from Warstock Cash And Carry. The MOC is optional & you don't need it for Gunrunning Business itself however you need the MOC for:
1. Starting Agent 14's Mobile Operation missions to get the trade-in price for the Weaponized Vehicles.
2. Customizing & selling the new Weaponized Vehicles.
3. Customizing & buying special ammo for the MkII Weapons.
You can read more about the MOC & its functions in detail here.
The Weaponized Vehicles:
Weaponized Vehicles is a new class of vehicles introduced with gunrunning. All of them are classified as Personal Vehicles & stored in your personal & CEO garages or MC (in case of the Oppressor), except for the Anti-Air Trailer which is stored at the Bunker next to the MOC. 6 new vehicles were introduced alongside 2 vehicle conversions from Pegasus.
BF Dune FAV
Bravado Half-Track
Vom Feuer Anti-Aircraft Trailer
HVY APC
HVY Insurgent Pick-up Custom
Declasse Weaponized Tampa
Karin Technical Custom
Pegassi Oppressor
Notes:
1. You'll need to own an MOC with The Weapon & Vehicle Workshop Module in order to customize or sell Weaponized vehicles.
2. The Anti-Aircraft Trailer is stored & customized at the Bunker.
3. Weaponized Vehicles can used in Contact Missions.
4. All Weaponized Vehicles with the exception of the APC & Oppressor can be used in Heist Setups.
The Ballistic Equipment:
A new unique item introduced with Gunrunning, Its the Heavy armor suit used in The Paleto Score mission in Story Mode. As you would expect with a such an item, there are few restrictions:
1. You must complete the research project for it before you can buy of Warstock Cash & Carry for $500,000.
2. You have to order it form the Interaction Menu every time you want to use it, it will cost $5,000 every time you order it & it will be air dropped to your location.
3. Once you wear it, you can't drive any vehicle at all.
4. Once you die or take it off, there's a 15 minutes cool down before you can order another.
5. Its only available in free roam. You can't use it during Heists, Lamer missions, Contact missions or even VIP work & MC contracts.
6. You can use only one gun while wearing it ... The Minigun. on the upside, it have infinite ammo & will not tap into your own Minigun ammo.
The Weapons:
A new series of customizable Weapons have been introduced with Gunrunning available for purchase & customize exclusively from the MOC's Weapon's bench, they are:
1. Pistol MkII, available for $73,750.
2. SMG MkII, available for $85,500.
3. Assault Rifle MkII, available for $98,750.
4. Carbine Rifle MkII, available for $107,500.
5. Combat MG MkII, available for $119,000.
6. Heavy Sniper MkII, available for $165,375.
New ammo types with varying affects have been introduced as well, they are:
1. Tracer Rounds. Shoots tracers every 5 shots matching the weapon's tint. Available for all MkII Weapons & identifiable by a white trim surrounding the magazine.
2. Incendiary Rounds. Sets targets on fire after a few shots. Available for all MkII Weapons & identifiable by a red trim surrounding the magazine.
3. Hollow Point Rounds. Increase damage to targets. Available for all MkII Weapons & identifiable by a green trim surrounding the magazine.
4. Armor Piercing Rounds. Penetrates Body Armors. Available for all MkII Weapons & identifiable by a white blue surrounding the magazine.
5. Full Metal Jacket Rounds (FMJ). Penetrates armored & bulletproof cars. Available for all MkII Weapons & identifiable by a pink trim surrounding the magazine.
6. Explosive Rounds. Available exclusively for the MkII Heavy Sniper & identifiable by a yellow trim surrounding the magazine.
All MkII can be fitted with new attachments such as Compensators, Heavy Barrels, Muzzle Breaks, Suppressers & Scopes, liveries and tints.
The Contact:
You may remember Agent 14 from the Prison Break & Humane Labs Raid heists, he is back & he is our contact for the Gunrunning business.
The Mobile Operations:
There are 8 Mobile Ops provided by Agent 14 to unlock the Trade-In Prices for the Weaponized Vehicles unlocked by completing Resupply Missions.
1. Severe Weather Patterns.
2. Half-Track Bully.
3. Exit Strategy.
4. Offshore Assets.
5. Cover Blown.
6. Mole Hunt.
7. Data Breach.
8. Work Dispute.
Note: You need the MOC to start the missions from the Living Quarters module or the Command Center module.
The Enemies:
Rogue IAA Agents (Mobile Ops only), Merryweather, The LSPD, The Kkangpae, The Lost (If you register as an MC President) & other players in the session.
Agent 14 texts you about an unsanctioned gunrunning operation & asks you to take out the other player for cash & RP. He does it to all players lol.
The UFO Mystery:
A one-time Easter egg resupply mission unlocked after completing 600 sale missions. Doesn't unlock anything or do anything at all, just another resupply mission. Check the GTASeriesVideos video below
* The shooting Range have its own challenges, divided into 3 Tiers. Which unlocks new clothes, hats & spawns RPG, Grenade Launcher & Molotov Cocktail ammo inside the bunker.