Bunker

Disruption Logistics — Gunrunning Operations
Crew + Full Lobby
Solo + Invite Only
Solo + Full Lobby
Recommended — 3 helpers, +50% lobby bonus, reciprocity cost applied.
Fully upgraded (Equipment + Staff)
Supplies purchased, not stolen
Los Santos (remote) sales only
$1,800,000
$/Active Hour
10 min sell · 40 min total burden
$1,200,000
Net Income (Full Stock)
$1,575,000 gross − $375,000 supply
700m
Fill Time
11 hr 40 min — 5 supply bars ($375K)
$102,857
$/Passive Hr
Net ÷ fill time
Stock Level Vehicles Supply Cost Gross Revenue Net Income Active Time $/Active Hr $/Passive Hr
Full stock (100 units) 2–4 $375,000 $1,575,000 $1,200,000 40m $1,800,000 $102,857
50% stock (50 units) 1–2 $187,500 $787,500 $600,000 40m $900,000
25% stock (25 units) 1 $93,750 $393,750 $300,000 40m $450,000
Stock Level Vehicles Supply Cost Gross Revenue Net Income Active Time $/Active Hr $/Passive Hr
Recommended Sell Point50% stock — 1–2 vehicles, completable solo
50% stock (50 units) 1–2 $187,500 $525,000 $337,500 22.5m $900,000 $57,857
25% stock (25 units) 1 $93,750 $262,500 $168,750 10m $1,012,500
Not Recommended Solo3–4 vehicles, 15-min timer — high execution risk
Full stock (100 units) 2–4 $375,000 $1,050,000 $675,000 22.5m $57,857
Stock Level Vehicles Supply Cost Gross Revenue Net Income Active Time $/Active Hr $/Passive Hr
Recommended Sell Point50% stock — +50% lobby bonus applied, grief risk
50% stock (50 units) 1–2 $187,500 $787,500 $600,000 22.5m $1,600,000 $102,857
25% stock (25 units) 1 $93,750 $393,750 $300,000 10m $1,800,000
Not Recommended Solo3–4 vehicles, 15-min timer — execution risk + grief risk
Full stock (100 units) 2–4 $375,000 $1,575,000 $1,200,000 22.5m $102,857
McKillsey Verdict — Crew + Full Lobby

Always produce. Always fast-track. With HDB, you profit $135,000 per research project while completing it. Manual research costs $45K and earns nothing. Yes, selling adds 30 min of active burden per cycle — but you're clearing research and earning income. Never split staff between research and production; it doubles all timers.

Research unlocks Mk II ammo types (explosive, incendiary, armor-piercing rounds), thermal scope for the Heavy Sniper, Insurgent Pick-Up upgrades, Oppressor missiles, and proximity mines. You want these as soon as possible.

McKillsey Verdict — Solo + Invite Only

Always produce. Always fast-track. Without lobby bonus, you lose $22,500 per project instead of $45,000. Half the loss, same research speed — and you complete projects on your schedule rather than waiting 3.5 hours each. Selling the 30% stock adds ~10 min of active time per cycle (single vehicle), but halves your cost per research. Never split staff.

Research unlocks Mk II ammo types (explosive, incendiary, armor-piercing rounds), thermal scope for the Heavy Sniper, Insurgent Pick-Up upgrades, Oppressor missiles, and proximity mines. You want these as soon as possible.

McKillsey Verdict — Solo + Full Lobby

Always produce. Always fast-track. With HDB you profit $135,000 per project while completing research. Selling 30% stock adds ~10 min active time (single vehicle, public lobby) — low grief risk at that cargo level. Manual research costs $45K and earns nothing. Never split staff.

Research unlocks Mk II ammo types (explosive, incendiary, armor-piercing rounds), thermal scope for the Heavy Sniper, Insurgent Pick-Up upgrades, Oppressor missiles, and proximity mines. You want these as soon as possible.

Per Research Cycle (210 min) A: Research Manually B: Produce + FT (Base LS) C: Produce + FT (HDB)
Bunker assignmentResearchManufacturingManufacturing
Stock produced $0 $315,000 $472,500
Supply consumed ($45,000) ($112,500) ($112,500)
Fast-track cost($225,000)($225,000)
Active time (amortized) 0 min 12 min 12 min
Research obtained1 project1 project1 project
Wait time per project3.5 hours
Net cash per project ($45,000) ($22,500) $135,000
Over All 51 Projects
Total supply ($2,295,000) ($5,737,500) ($5,737,500)
Total gross revenue $0 $16,065,000 $24,097,500
Total fast-track $0 ($11,475,000) ($11,475,000)
Total active time 0 hr 10.2 hr 10.2 hr
Total passive time178 hr178 hr178 hr
Net cash — 51 projects ($2,295,000) ($1,147,500) $6,885,000
Per Research Cycle (210 min) A: Research Manually B: Produce + FT (Base LS)
Bunker assignmentResearchManufacturing
Stock produced $0 $315,000
Supply consumed ($45,000) ($112,500)
Fast-track cost($225,000)
Active time (amortized) 0 min 13.5 min
Research obtained1 project1 project
Wait time per project3.5 hours
Net cash per project ($45,000) ($22,500)
Over All 51 Projects
Total supply($2,295,000)($5,737,500)
Total gross revenue$0$16,065,000
Total fast-track$0($11,475,000)
Total active time 0 hr 11.5 hr
Total passive time178 hr178 hr
Net cash — 51 projects ($2,295,000) ($1,147,500)
Per Research Cycle (210 min) A: Research Manually B: Produce + FT (Base LS) C: Produce + FT (HDB)
Bunker assignmentResearchManufacturingManufacturing
Stock produced $0 $315,000 $472,500
Supply consumed ($45,000) ($112,500) ($112,500)
Fast-track cost($225,000)($225,000)
Active time (amortized) 0 min 13.5 min 13.5 min
Research obtained1 project1 project1 project
Wait time per project3.5 hours
Net cash per project ($45,000) ($22,500) $135,000
Over All 51 Projects
Total supply($2,295,000)($5,737,500)($5,737,500)
Total gross revenue$0$16,065,000$24,097,500
Total fast-track$0($11,475,000)($11,475,000)
Total active time 0 hr 11.5 hr 11.5 hr
Total passive time178 hr178 hr178 hr
Net cash — 51 projects ($2,295,000) ($1,147,500) $6,885,000
The $9.18M Spread

Over 51 projects with full lobby sells, Scenario C nets +$6.9M while Scenario A costs −$2.3M — a $9.18M difference for the same 178 hours of passive time. With $11.5M on hand, you can clear all 51 in a ~3 hour session: set staff to research, wait ~3.5 min for one tick, fast-track, repeat.

McKillsey — Reciprocity Cost

Every crew scenario carries a 40-minute total active time burden — not 10. If three crew members spend 10 minutes helping you sell, you owe them 30 minutes back. That is time you are not running your Agency, not doing Cayo, not doing anything productive.

Total Active Burden = Sell Time + (Helpers × Sell Time)
Bunker standard: 10 min + (3 × 10 min) = 40 min total

On Buying vs. Stealing Supplies

A full supply bar costs $75,000. Stealing saves that but takes 5–15 minutes of active time per mission. At even a modest $500K/active-hr valuation, your time is worth more than the $75K you'd save. Buy supplies. Always.

On Bunker Location

Farmhouse Bunker and Chumash Bunker are both popular and viable. McKillsey recommends Farmhouse — it makes for shorter distances on the worst sell missions (Dune FAV buggies and Marshall monster trucks), which are the ones most likely to fail under the 15-minute timer. If you're at Paleto Bay, relocating is worth the cost. You lose upgrades, stock, and in-progress research on relocation — move before investing if possible.