Supplies/Sell Missions

There are multiple different ways of delivering stock created by Supplies in the Gunrunning business in Grand Theft Auto Online.

Description
Once the player has created stock from gathered supplies, they are able to export it to buyers. The sell missions work very similar to Motorcycle Club's Business sell missions, while the structure is essentially the same as Special Cargo sell missions. The missions vary in structure, however, they all involve dropping and delivering packages across Blaine County and/or Los Santos. In all but one scenario, the player is given 15 minutes to deliver all stock. 30 minutes are given in the exception.

The difficulty and length of the mission is dependent on the amount of stock sold, as the player is free to sell all of the stock they have at any time. If the player sells $175,000 or less (base selling amount, fully upgraded bunker. 125,000 when not upgraded at all.) worth of stock, which is 25 units or 25% of the 100 unit stock bar, they will be able to complete the mission on their own. If they sell more than $175,000, more players will be required, similar to other organisation selling missions. Another factor in having other players assist is that they can help protect the shipment from being destroyed by aggressive players. When selling more than $175,000, the player will have to click through a confirmation warning that they may get a mission with multiple vehicles, and should hire additional members beforehand.

Should a player wish to 'min/max' their stock to the maximum solo sale point of 25%, they could buy a full bar of supplies, wait for $35,000 (5 units worth) of stock to build up, then buy more supplies to top up the supply bar again. An easier 'set and forget' method which would max out at a 24% stock bar would be to complete one steal supply mission for 20 units of supplies/4 units of stock, then once those suppiles are used up, to buy a full bar of supplies.

The shipment will be masked from the session for one minute, then afterward the game will announce the shipment is available to be destroyed; other bunker owners will also be texted about 'unsanctioned gun runners' and encouraged to target it.

"Gun runners are moving arms across the state. Unsanctioned gun runners! We'd be very grateful if you'd go and take em out."

- Agent 14

Players that do destroy it are not given any money from the shipment itself, but instead rewarded $2,000: a minuscule fraction of what most weapon stocks are potentially worth to the seller.

The player is able to sell stock to either Blaine County or Los Santos - as Los Santos is further away, the amount of money made is 50% higher than that of the base (Blaine County) amount (for example, $100,000 worth of stock will sell for $150,000 in Los Santos), although the mission may take slightly longer, especially if multiple vehicles are given, or if multiple drops are required.

The amount of money made depends on the amount of stock created. Cash will still be rewarded if some, but not all, stock is delivered, and an additional 'High Demand' cash bonus will apply if all stock is delivered in busy GTA Online sessions. This is calculated out as an extra 1% of the stock's worth for each rival player that was in the session when delivery is completed.

Phantom Wedge
"Okay, expect law enforcement to get in the way on this sale, but hopefully the Phantom Wedge we're lending you will get them out of it. Stick to the route, stop for nothing, make the drop."

- Agent 14

"Okay, we need you to take this route to the buyers. The cops will be trying to intervene, so we've allocated a big rig with scoop on the front to keep them off. Sound good? Great."

- Agent 14

"Do you think local law enforcement realize when they're working in direct opposition to the nation's interests? Well, they might figure it out when you're knocking 'em out of the way in a modified big rig. Take the truck to the buyers on the route we give you, and pay as little attention to those numbskulls as you can."

- Agent 14

The stock for delivery is contained in a semi-trailer attached to a Phantom Wedge, which must reach a drop-off point in 15 minutes.

While the mission has no initial threats, once the global signal ends, the player will be given a 3-star wanted level, and police will quickly begin to give chase. "Looks like the Intel was solid. Use the truck to ram your way through any trouble and get the weapons to the drop-off for pick up."

- Agent 14's text

This wanted level cannot be removed and the driver of the truck must use its ability wisely. The police will give up when near the delivery location. The Phantom Wedge is much stronger than regular gameplay, being immune to at least 2 explosions, giving the player a slight advantage against tailing enemies, however, the collision resistance remains the same, and once the engine begins to emit white smoke, the driver will be given a reminder on how to detach the trailer in case the truck is destroyed completely. Also, the trailer has a limited amount of health, and can be destroyed by explosions or if it drowns.

The mission is not limited to the Phantom Wedge and the player is able to use a different truck if preferred, even a MOC cab. They are also able to use a Cargobob to transport the trailer, and it will not despawn unless time runs out. Using a Cargobob, if owned, is heavily recommended if the truck is destroyed, as the need to find another semi-trailer may waste time.

Upon dropping off at the location, a cutscene showing a Cargobob descending and collecting the trailer from the truck will be shown. An alternative version of the cutscene without the attached semi-truck plays if the trailer is delivered without the truck attached.

This mission is typically given when low levels of stock are sold and usually doesn't require the assistance of another player. However, at higher levels, two trucks will be provided.

After the Arena War update, the Phantom Wedge no longer takes damage from ramming vehicles, hence the difficulty is much lower.

Insurgent Pick-Up Customs ambushed by Merryweather
"Here Merryweather goes again. Pissing in our soup. Get the weapons to the buyers and look out for those private security goons. Maybe[Sic] good to have someone manning the gun on the Insurgent too."

- Agent 14

"Okay, you're making a few drops today. Slight complication is Merryweather's got your delivery schedule. Look out for 'em and maybe put someone on the Insurgent's weapons system. Otherwise, good luck."

- Agent 14

"Buckle your seatbelts, it's gonna get bumpy. Merryweather got wind of these sales, so expect them to show up at some point, and maybe have someone waiting on the gun for them. The important thing is the weapons get to the drops."

- Agent 14

Up to three Insurgent Pick-Up Customs with Medium Armor Plating will be provided to deliver weaponry in 30 minutes to five points, where after a drop is made at each site, will be attacked by Merryweather troops with Sanchez bikes, Mesas, Insurgent Pick-Ups, and in locations 4-5, Buzzards. Each of the Insurgent Pick-Up sale vehicles must make it to the drop-off point given and each Merryweather unit eliminated, or the next point won't be given. Global Signal jammers are provided at each point, as long as none of the trucks leave.

There are certain drop off areas in which there are gangs of one type or another that can become aggroed when firing weapons in their presence, or surrounding property becomes damaged. Although not actually part of the mission, these will likely have to be dealt with.

If a player is doing this alone with one Insurgent, they will have to climb up onto the roof and enter the turret gun at each drop in order to use it. As the vehicle can be moved once the drop is made, it is best to maneuver it so the driver side is sheltered by an impenetrable wall or some such to get as much cover as possible while getting out of the driver's seat to make the transition. The player should also learn about how to switch seats for their platform, so that they may 'duck down' into the armored Insurgent for more cover to replenish their health with snacks and put on new Body Armor as necessary.

As the windows can be fired through, the player can also choose to use a drive by weapon instead.

During the final ambush, the vehicles are locked, the player(s) forced to exit them and only the turret is usable, but there is no longer any timer to worry about, so the players can take their time. Note that it is possible that the final position of the players' Insurgents ends up being disadvantageous locations for the turrets to have a clear line of fire (such as surrounding objects like trees). Once all enemies are defeated, everyone must leave the area to conclude the sale.

Each location will have 5 enemy vehicles, as listed below:

Insurgent Pick-Up Customs
"We're all business today. The guns are in an Insurgent. Get it to the buyers and your job is done."

- Agent 14

"I've found when you're selling to Generals and the like, it pays to look professional. We've loaded the guns in Insurgents. Get them to the buyers and you'll be paid."

- Agent 14, multiplayer

An easy mission. Up to three vehicles will be provided, and the players must simply drive the vehicles to the destination in 15 minutes to complete the sale. Unlike the Merryweather ambush, each Insurgent can have a different drop-off point. Once all Insurgents are delivered, the sale ends. Each Insurgent only needs to be delivered to one location. The sale is similar to the Phantom Wedge example otherwise.

The players may encounter three circumstance shortly after entering one of the Insurgents.


 * 1) Nothing will happen. The players can deliver the vehicles without any distraction.
 * 2) A 1-star wanted level will be given. The wanted level can be removed with any possible means. Either by avoiding being seen, calling Lester or activating Bribe Authorities."The LSPD are on to you. Lose them and get the weapons to the buyer."

- Agent 14's alert text

"The Cartel think they can steal your guns. Take them out or lose them."
 * 1) The players will be chased by NPC enemies in 2 vehicles, each with one driver and one gunner. They will respawn if were killed or lost by the players.

- Agent 14's alert text

Dune FAV
"Okay, we're dropping these shipments out of the way. Take a dune buggy and head for the markers. This one is time sensitive."

- Agent 14

"Believe me, you do not want to make this handover face to face. Not with these buyers. Get in a dune buggy and make the dead drops. Quick as you can, or they're gonna get pissed."

- Agent 14

"We need distance between us and the buyers this time. You're making dead drops round the state. Pick up a dune buggy and let's get it moving. Time is tight."

- Agent 14

The player is provided with a Dune FAV that has been modified with a passenger operated 7.62 mm Minigun and Proximity Mines, and 15 minutes to complete the sale. The same four drop-off points are given to each vehicle, free to tackle in any order the players like. Each point is at an off-road location, so even if the player marks them with a waypoint, one should be aware that there could be impassable obstacles that the system will ignore in order to use the roadways to get the player as close to the point as possible, such as concrete barriers, or guiding the player to a highway that can't be entered or left, or even on the other side of an impassable highway.

Once arriving at the first drop-off and dropping off the weapons, the vehicle will be chased by Los Santos Triads in s, if signed as a CEO/VIP, or the Lost MC on motorcycles if the mission is played as a Motorcycle Club President. When following the player from behind they can be easy to take out since they are unlikely to avoid the proximity mines, but the player must ensure that there is a good amount of distance between the FAV and the exploding vehicles, as it can be enough to kill the player and damage the FAV. Once triggered, a total of four groups of enemies will spawn as the player makes their way to the drops. If doubling back the player must be mindful of not running over their own unexploded proxy mines.

Each group that spawns should be taken out before moving on, even if an enemy gets stuck in the environment, or could be despawned by out-distancing them with the Dune FAV. If not taken out, they can and will suddenly respawn a full group of enemies around the player while en route to the next point, including directly in front of a speeding FAV and cause a head-on collision, where the player is already quite vulnerable to weapons fire. With a less than three-minute window for travel time, dropping off a shipment, and eliminating enemies, even one death for a solo player can make a complete sale virtually impossible.

When a vehicle's four drop-offs have been reached and the product dropped, a 5th drop-off will be revealed. Once arrived at the final drop-off, the players must leave the area before time runs out to conclude the sale.

With the NPCs' unerring aim, no protection on the front and sides of the FAV and the short window to complete it in, many players consider this mission the most frustrating sale to do, and may choose to outright leave the session (and take a hit on losing a fraction of the sale) to join another session to likely get an easier sale mission and the likelihood of completing the sale at all.

Marshall
"Okay, these buyers can't be seen to touch down on US soil, so they're picking up the shipments at altitude. Get your Marshall off roader and get to the site."

- Agent 14

"In case you were worried about selling these arms and them not getting used, we got a buyer airlifting this shipment right into a hot zone. You'll need big off roaders to get to the pickup sites, so get in the cab and get on the road."

- Agent 14

"Okay, you've been allocated Marshall off roaders for this one. Buyer needs the weapons in a hot zone right away, so they want to pick them up at altitude to fly them out the country."

- Agent 14

The player is provided up to three Marshall monster trucks to make five weapon drops in 15 minutes in the steep hills of the country. With the vehicle's extensive off-road abilities, this should prove extremely easy. After the first drop, two Buzzards with side gunners will attack the trucks, although the pilots won't use any vehicle-mounted weapons like miniguns or missiles. Should a chopper be disabled or destroyed, another one will spawn after the next drop to replace it. While it is possible to kill the gunners thus 'disarming' a chopper, the time taken to do this is probably better spent focusing on driving, replenishing body armor, and healing up with snacks. Without gunners, the chopper will continue to chase the player for a time before the pilot attempts to land, and if successful will pursue the player with a pistol. The sale is mostly similar to the Dune FAV one otherwise. At the last drop, a Cargobob will take the truck in a cutscene. With the mission complete, the players will be spawned on Sanchezes for their convenience, such as being able to get to the nearest road to spawn a personal vehicle. These bikes cannot be kept.

Insurgent (Multiplayer Co-Op Exclusive)
"So, we really, really do not want to be seen selling to these people. We've set up surveillance scramblers on your Insurgents to give you some cover, but it's going to mean you absolutely have to stick together on the way to the sale."

- Agent 14

"You ever wanted to go on trial in the Hague? Yeah, me neither. So we're going to need total blackout on this sale. There are scramblers in the Insurgents but they only work when they're in close proximity. Stick together, make the delivery."

- Agent 14

Stock will be held by 2-3 unarmed Insurgents, which must all reach the same drop off point in 15 minutes. This means that it will only happen if selling a medium level of stock. The Insurgents come equipped with a signal jammer, which will activate in 35 seconds after the call ends, preventing NPC enemies from showing up and will disrupt the global signal of other players, as long as the Insurgents stick together within a certain radius. No matter how many Insurgents, the area for the signal jammer to work seems to be the same, increasing difficulty for more vehicles in one sale. A strength bar designated 'Global Signal Jammer' is provided to help maintain the jammer radius. "The signal hammer is almost ready. Keep those Insurgents close together if you want to stay hidden."

- Agent 14's text after entering Insurgents


 * First warning


 * Susequent warnings

"Return to the convoy if you want that signal scrambler to work."

- Agent 14's text

Once all the vehicles reach the drop off point, all players must leave the area for the sale to be completed.

"Delivery secured. Now get out of the area before you attract any more attention."

- Agent 14's text

Failure
"You're really making my attempts to spread peace around the world through the distribution of arms complicated by not actually delivering the arms. No more screw ups please."

- Agent 14

"Well, that was an unmitigated disaster. How's morale at the lab, 'cause morale over here is in the toilet. If the money's not enough of a motivation to close these deals, then please do it for me next time."

- Agent 14

Partial Sale
"That's some of it sold.. at least. Maybe our buyer'll give those peace talks another go... ha."

- Agent 14

"Made part of the sales get part of the payment. Now if they could only fight part of their war."

- Agent 14

"Well, at least some of the shipment got to the buyers. If they lose their war, you're to blame."

- Agent 14

Success
"And that, I believe, is everything sold. Next time you see those weapons, they'll be on the news."

- Agent 14

"Look at that, all deliveries received. Now let's just hope they know how to use 'em. Right?"

- Agent 14

"Looks like you sold out... to the right people too... only the good wars being fought with those guns... promise."

- Agent 14