Star Citizen Bunker Missions: Contracts, Equipment and Completion
Choose the right ground contract, recognise who is on your side and bring home the reward without mistaking every mercenary job for the same bunker run.
Bunker missions combine a flight with fighting inside a guarded facility. The important distinction is who hired you: some contracts put local security on your side, while others send you into a hostile site. Shooting the wrong person can end a lawful job before its objective is complete.
For a first run, choose an introductory security contract in Stanton, bring replaceable equipment and use the ship you already have. A larger transport or medical vessel can support a group, but neither is an entry requirement for ordinary on-foot missions.
Finding contracts and building the right reputation
Open the mobiGlas Contract Manager and browse available verified combat or mercenary work. Read the employer, location, objective and time limit before accepting. “Mercenary” also includes jobs involving ships and surface outposts; it does not promise an underground bunker.
Foxwell Enforcement’s introduction is Exciting New Opportunities with Foxwell Enforcement. Its briefing asks you to assist security forces against outlaws using your own weapons and armour. Completing that introduction opens further opportunities, but higher contracts also have standing requirements.
SC DataHub’s extracted contract records put Help Protect Site at Jr. Contractor and Sweep and Clear Location at Contractor. Its 4.10-era record for Carefully Clear Site places that job at Sr. Contractor. These are Foxwell ranks: a local security employer’s reputation is a different progression track. Check the employer as well as the mission name when a guide’s unlock advice does not match your list.
Older regional contracts remain documented separately. For example, microTech’s Defend Occupants follows Security Contractor Evaluation. Do not assume that completing one organisation’s assessment unlocks every security contract in Stanton. Available offers also depend on your location, eligibility and the missions the game is currently generating.
For a group, form the party and share a shareable contract from the Accepted tab. Have each participant accept it and check that the same site appears in their contract list. Being aboard the contractor’s ship is not the same as having their mission. The party and shared-mission guide covers that setup.
Read the objective: bunker and nearby ground-mission variants
Assist security: introduction and Help Protect Site
These Foxwell briefings describe outlaws attacking a site with security already present. Help the defenders eliminate the attackers without hitting allied personnel. Guards may move through your line of fire; having an enemy behind them does not make a shot safe.
The regional Defend Occupants mission also mixes local security with Nine Tails. On microTech, the documented allied equipment includes white security armour, but use the full identification checks below rather than colour alone.
Clear an occupied location
Sweep and Clear Location sends a contractor against a gang occupying somebody else’s property. Expect a clearance objective rather than the same friendly-defender arrangement as Help Protect Site. Follow the destination in the offer: the combat-contract list covers several kinds of site.
Clear a site containing civilians
Carefully Clear Site explicitly requires sparing non-combatants. Its current extracted briefing describes a derelict outpost, so it should not be mistaken for a fixed underground layout. Move slowly enough to identify people behind cover and avoid explosive weapons where civilians may be nearby.
Defend against a more dangerous attack
Regional defence contracts can call for a team. BlacJac’s Defend Site From Dangerous Threat, for example, explicitly advises bringing other mercenaries. Treat the active defence objective as unfinished until the game confirms completion; do not start stripping equipment from bodies while further attackers can arrive.
Recover and deliver confidential materials
Hurston’s Defend Site and Retrieve Confidential Materials adds retrieval to the fight. Its briefing describes datapads holding access codes, a package conveyor and boxes that must be delivered elsewhere. Killing the attackers alone does not earn the delivery reward. Read the named drop-off and make room aboard your ship for the required packages.
Drug destruction and unlawful work
Drug-destruction contracts require destroying the specified contraband, rather than collecting it as ordinary loot. However, the current community database marks Foxwell’s Destroy Illegal Drugs entry as unreleased; it should not be treated as a guaranteed job to unlock and farm.
Unverified offers can also ask you to attack people whom local law regards as legitimate security. Read the employer and targets before accepting. Neither a familiar bunker nor a high reward makes that contract lawful.
Armour, ammunition and medical supplies
Start with an undersuit and helmet, armour you can replace, a familiar rifle, compatible magazines and medical supplies. A sidearm gives you a second weapon if the rifle is empty or unusable. Put spare magazines and MedPens in accessible equipment slots; supplies left in a station inventory will not help downstairs.
A backpack is useful for smaller loot, while a compatible storage container aboard the ship gives you somewhere to put bulkier finds. Take a tractor-equipped multi-tool if you plan to move containers. For a first combat run, avoid loading your whole collection of rare equipment: death or a lost ship can strand what you brought.
With friends, carry a medical device and learn its controls before entering combat. Another player may be able to help an incapacitated teammate, but recovery depends on the injury and whether reaching them is safe. A medical ship outside does not remove the need to extract somebody from the facility.
Arrival, turrets and identifying targets
Check the mission marker against the actual facility before descending. At a lawful defence job, confirm everyone’s accepted contract before approaching security. A missing trespass warning is not permission: CIG currently lists a fault where underground facilities can omit that warning.
If the turrets engage, move away and reassess the contract and location. Do not destroy friendly defences simply to make landing easier. For a hostile objective, use terrain that blocks the turrets’ view and keep the ship out of their fire. There is no single parking distance or rock position that makes every facility safe.
Inside, use the briefing, faction appearance and target indicators together. Security uniforms differ by employer; a colour remembered from microTech is not a universal rule for Hurston or ArcCorp. Players can also wear looted equipment. Hold fire when you cannot identify a person, and leave room for a teammate or guard to cross in front of you.
Move between cover rather than standing in the entrance lift with your inventory open. Reload and treat injuries from cover. Looting occupies the same attention needed to watch doors, and remaining NPCs or other players can still reach you.
Finish the contract, then get the equipment out
Check the active objective and wait for the success notification. A delivery job needs its hand-in; a defence job needs its defence condition completed. Confirm the reward before accepting another job with a similar name.
Contract pay, employer reputation and recovered equipment are separate benefits. The 4.10.2 community mission records also list an Antium armour blueprint pool for several Foxwell ground contracts. A pool is not a promise of one particular piece; use the offered reward and your resulting unlocks to decide whether another run is worthwhile. The crafting guide explains what a blueprint lets you make.
For shareable missions, CIG describes the monetary reward as divided between participating party members. Do not multiply the displayed payout by the number of friends attending. Travel, equipment replacement, unsuccessful contracts and time spent carrying loot all affect what you keep; a headline payout is not an hourly income figure.
Leave promptly once the work is complete. CIG says players should have 15 minutes to exit after turning in all missions for an underground facility, but the missing-warning bug makes lingering a poor gamble. Carry out useful loot only while you still have permission and a clear route to your ship.
When the mission will not complete
If a counter remains unfinished, reread the objective and check accessible areas without firing through walls or attacking unidentified NPCs. A remaining target can be missing rather than hiding. If the lift or objective is broken, preserve the mission name, location and symptoms for an Issue Council report; Character Repair is not a routine cure for a mission spawn.
Two current problems are worth separating from ordinary bunker clearance. CIG lists missing targets for Evict Illegal Occupants at derelict outposts, with no workaround. It also advises avoiding Repel Raid on Orison because absent targets can leave players failing or abandoning the mission and losing reputation. Orison platforms and derelict outposts are different locations from underground facilities.
Abandoning a broken job can still have consequences for standing. Repeatedly accepting the same known-broken mission is not a reliable progression method. Check the known-issues list before planning a session around it.
Choosing transport once you know what you need
An existing starter is enough to get you to ordinary ground jobs. If transporting loot is the limitation, the Avenger Titan’s walk-in hold and rear ramp offer useful access for one pilot. You can compare Titan offers if you want that arrangement, or try an in-game rental first.
A group transporting more equipment or a compatible compact ground vehicle may prefer the Cutlass Black’s larger rear bay. It adds carrying space, not an onboard medical bed. Confirm the exact vehicle fits before choosing a transport; buying a vehicle separately does not ensure it can travel in your ship.