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Gauntlet Wins — Contract, Vendetta, Heist
The mode where one bad squad wipe ends your night in round one. Verified squads who actually reach round three, with you in the lobby or without.
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Gauntlet is REDSEC's structured mission mode: squads compete across three predetermined rounds, with eliminations between them, until one squad is left holding the objective. It is the most coordination-dependent thing in Battlefield 6 and the mode where a squad of randoms is least likely to succeed. A wins order buys completed runs — squad-based with you playing, or piloted while you're not.

Set what you want — a rank, a number of wins, a career rank, a weapon to 50, a dog tag, a trophy list. Add your platform and region. The price updates live and shows an estimated completion window before you pay.
Card, PayPal or crypto. No account needed to order — enter your email at checkout and your dashboard is built for you. Loyalty and volume discounts apply automatically when you're signed in.
Most orders are claimed within 15 minutes. Your booster connects through a region-matched VPN and plays manually, or squads up with you where the service works that way. You can message them in the order chat throughout.
Track progress live from your dashboard. When the target lands you review the order and release payment — not before. Everything earned on the way is already on your account.

Gauntlet drops multiple squads into a shared arena and runs them through three predetermined missions, cutting the field between each one. The standard configuration is eight squads of four; seasonal variants change the shape, and Season 2's Nightfall version ran six squads of three at Hagental Base in near-total darkness with flashlights, thermal optics and night vision doing most of the work.
Round one is Contract. Straight deathmatch. It ends when two squads have been wiped or when the timer runs out, and the top four advance. This is where most orders would die if we let randoms handle them, because a squad that plays it like a battle royale — third-partying, waiting, staying quiet — runs out of clock and gets cut on points.
Round two is Vendetta. Four squads left, deathmatch again, but one player is marked as a high-value target and their team earns bonus points for what they do. The marking changes everything about how the round should be played, and a squad that doesn't adjust its positioning around who's marked is throwing away the scoring multiplier that decides the round.
Round three is Heist. Capture-the-flag inspired, with squads attacking or defending objective caches at reduced team sizes. It's the round that decides the win and the one where individual mechanical skill matters least relative to coordination.
Everything above assumes four people making the same decision at the same time.
In battle royale you can carry three passengers to a win. In Gauntlet you mostly can't, because the scoring is round-based and a squad wipe in round one removes you from the entire run regardless of how well you personally played. One teammate who pushes alone at the wrong moment in Contract ends the night for all four of you at the eight-minute mark.
That's the structural reason this page exists. A verified squad is not just better at shooting — it's four people who've already agreed what round two looks like before round two starts.
Squad-based. You play, and verified boosters fill the rest of your squad. Depending on the variant that's two or three of them alongside you. Nothing is shared, nobody logs into anything, and the account risk is essentially nil. You'll also learn the mode properly, which is worth something given how opaque the scoring is.
Piloted. A verified player takes your account and runs it with their own stack. Faster, no scheduling around you, and it requires trusting us with credentials — one assigned booster, region-matched VPN, Offline Mode on, manual play only.
Squad-based is what we recommend here more strongly than anywhere else on the site, because Gauntlet with a competent squad is genuinely one of the better experiences in this game and playing it with randoms is one of the worse ones.
We won't run software. Javelin is kernel-level and effective, and we don't take that risk with customer accounts at any price.
We won't sell you a "guaranteed" Gauntlet win count on a tight deadline. The mode has elimination variance in it and honest pricing accounts for that rather than hiding it in small print.
And we won't quietly farm a low-difficulty tier and call it a win if you asked for something specific. Tell us the star threshold or the tier you actually need and that's what gets delivered.
Gauntlet doesn't reward survival the way battle royale does. It rewards completing missions efficiently, and speed and accuracy both feed the star rating that gates higher difficulty tiers and the cosmetics attached to them.
That distinction catches out good BR players constantly. The instincts that keep you alive to the last circle in REDSEC — patience, rotation, avoiding contact — score badly here, because a round that ends on the clock with you alive and unengaged is a round you lost on points.
The correct Gauntlet mindset is closer to a raid than a battle royale: there's a scoreboard, it's tracking throughput, and hiding is not a strategy. Watching that click for the first time is most of why we recommend the squad-based version for a first order.

Gauntlet orders come in three shapes and they're priced very differently.
A single completed run. You want the win, or you want to see the mode played properly once. Cheapest order on this page, best done squad-based, and a lot of customers never need a second one because round structure stops being mysterious after you've watched it work.
A block of runs. You're chasing a star threshold, a difficulty tier, or a cosmetic that sits behind repeated completions. Volume pricing applies and piloted often makes more sense, because you're buying an outcome rather than an evening.
A seasonal or event target. Gauntlet variants rotate — Nightfall changed the squad size, the team count, the map and the visibility rules all at once — and limited-time versions carry their own rewards. These are custom orders by nature. Name the event and we'll price the run rather than selling you a generic package.
Worth knowing so you can sanity-check anyone's pricing, including ours.
Round one, on the clock. Contract ends on two wipes or on time, and squads that play passively get cut on points without ever losing a fight. More failed runs die here than anywhere else, and it's almost always a pacing error rather than a skill one.
Round two, ignoring the mark. The HVT bonus is the scoring lever in Vendetta. A squad that plays it as a straight deathmatch loses to a squad that plays it as an escort or an assassination, even at equal gunfights won.
Round three, on numbers. Heist runs at reduced team sizes, so losing one player at the wrong moment on attack or defence is proportionally much worse than it was in round one. The squads that win round three are usually the ones that arrive at it with everyone alive.
A verified squad doesn't win every run either. It fails at a dramatically lower rate at each of those three points, which compounds across the structure.
Run count, with volume discounts applying automatically.
Whether a specific tier or star threshold is required, because a run that has to score well is a different job from a run that just has to finish.
The active variant. Standard Gauntlet and a seasonal variant like Nightfall are not equally difficult, and the price follows the one that's live.
Delivery shape. Squad-based needs scheduling around you. Piloted runs on the booster's clock.
Your platform. PC, PlayStation 5 and Xbox Series X|S; squad-based obviously requires matching.
Region and time. Lobby quality and scheduling both depend on it.
Speed, since rush orders pull a full squad off their queue rather than a single player — which is why Gauntlet rush pricing is steeper than elsewhere on the site.
Loyalty discounts grow with every order, and bundling with REDSEC wins or Ranked drops the price on the second service.
Gauntlet runs produce career XP, weapon Hardware XP and battle pass progress like anything else, and several accolades tick over during them.
If you're going to order weapon leveling later, name the gun you want used in the order chat. Gauntlet's round structure means a lot of concentrated engagements, so Hardware XP accumulates faster here than in most casual modes, and pointing it at the right weapon costs you nothing.
If some of your dog tag targets are Gauntlet-related, tell us — we'll take the overlapping ones off the second invoice rather than charging twice for the same matches.
Your platform and region. Non-negotiable for squad-based, and it affects scheduling for piloted.
Which variant is live where you are, if you're chasing something variant-specific. We track it, but you'll know your own goal better than we will.
Whether you want to be in the squad. It changes the price, the schedule and what you get out of it.
Whether voice is on the table. Round two's scoring depends on four people agreeing about the marked target in real time, and doing that over text is possible but noticeably worse.
Three minutes in live chat with those four answers usually produces a smaller quote than the one you'd have built yourself on the calculator.

Region-matched VPN + credential vault
Every order runs behind a region-matched VPN. Your credentials are scoped to the assigned Pro, rotated the moment the boost ends. Anti-cheat and risk systems see nothing unusual.
Anonymous, offline, silent
Your Pro appears offline in game. Never messages friends. Never accepts party invites. Never speaks in in-game chat. Leave specific notes in the order brief See how we keep every account safe in our dedicated safety section
One Pro. One order. One session.
Credentials go only to the assigned Pro. Nobody else on the team ever sees them. Revoked automatically when the order closes. Never shared

Pick your game, where you are now and where you want to be. The price updates as you click, every extra is free to add, and there's nothing to sign up for.
Squad-based Gauntlet carries essentially no account risk, and it's the delivery shape we push hardest on this page.
Your boosters play their own accounts. You play yours, from your own machine. Nothing is shared, nobody logs in, and filling a squad with skilled players is not against anyone's terms of service — it's what a squad is. If you have any hesitancy about a piloted order, this is the service where declining one costs you least.
Piloted orders involve a login. EA Javelin is kernel-level, requires Secure Boot on PC, and blocked over half a million cheating attempts in a single month — but Javelin is looking for cheat software, and we don't use any. What a piloted order actually runs into is EA's terms of service on account sharing, which is a manually enforced and much less automated category of risk. We won't call it zero.
What we control: one assigned booster who never shares a machine, a VPN matched to your region, manual play only, and Offline Mode on by default.
Security steps go out before anyone logs in. Two minutes. Across 50,000+ orders since 2006, no customer who followed them has reported a permanent ban.
Gauntlet is elimination-structured, which means variance compounds rather than averages out. A squad that wins 70% of round ones and 70% of round twos and 70% of round threes wins about a third of its runs — and those are strong numbers.
So we price per completed run, not per attempt and not per hour. A run that dies in Contract costs us, not you. That's why the per-run price looks higher than an hourly rate would, and it's the more honest arrangement.
We won't quote a tight completion window on a small order. One run might take one attempt or four. The estimate is a range on purpose.
If you want wins generally, not Gauntlet specifically. REDSEC wins in battle royale are cheaper per win and most challenges that ask for "wins" accept them.
If you want RP. Gauntlet and Ranked are separate ladders. Gauntlet runs don't move your Ranked division, and the division you finish the season at is what pays out.
If you have three friends who play. Genuinely — a coordinated stack of four people who've agreed on round two beforehand is most of what we're selling. Book one squad-based run, learn the structure, then go and do it yourselves. We'll still be here if you'd rather not.
If the mode's current variant isn't the one you want. Variants rotate and their rewards rotate with them. If you're chasing something from a version that isn't live, we can't conjure it back and neither can anyone else.
Squad-based orders need you online at an agreed time — your boosters will set one in the order chat, and Gauntlet's structure means a run takes a predictable block rather than an open-ended evening.
Voice is free and makes a squad-based run substantially better, because round two's scoring genuinely depends on four people agreeing about the mark in real time. Text-only works if you'd rather.
Everything earned stays on your account. Career XP, weapon XP, battle pass progress, accolades — none of it is stripped.
Payment releases when you confirm, not when the squad marks it done. Support runs 24/7 and you message the people who played, not a queue.
Gauntlet is the most coordination-dependent mode in Battlefield 6 and the one where solo queue lets you down hardest, because a single teammate's mistake in round one removes all four of you from the run.
What we sell is four people who already know what round two looks like. Squad-based, that's three of them plus you, with no credentials changing hands. Piloted, it's the whole thing handled while you're elsewhere.
Order one run if you want to understand the mode. Order a block if you want a star threshold or a tier. Order a custom run if you're chasing something a variant put behind a specific configuration.
Tell us the variant, the run count, your platform and whether you want to be in the squad — and we'll price it properly.

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