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Motorcycle Club • 13 contracts

Clubhouse Contracts

Thirteen permanent Malc contracts launched only from the Clubhouse wall. This guide separates them from the five MC businesses, Club Work/Challenges and Bike Service, and marks the five contracts that genuinely require at least two members.

1–8 MC members • 5 contracts require 2+Jump to walkthrough
Scene related to the Clubhouse Contracts guideCLUBHOUSE / CONTRACTS
Required purchaseClubhouse + MC President registration
Entry costNo start fee; Clubhouse required
Possible GTA$Variable amount
Possible RPVariable amount
Cooldown0 minno fixed wait
01

Complete activity guide

Rockstar documents a rotating wall of three entries; TU 1.61 added Hit the Roof and Life and Deathbikes to the original eleven. Rewards depend on the contract and completion condition, so they are not collapsed into one hourly value.

Start here

MC Clubhouse Contracts

Start here

Buy any Clubhouse from Maze Bank Foreclosures, enter its meeting room and approach the contract wall. Use Interaction Menu → Motorcycle Club to start an MC as President; only then select one of the three visible cards.

Access and requirements

The host must own a Clubhouse and be MC President. The club holds its leader and up to seven Prospects. Eight contracts can launch solo; Fragile Goods, Guns for Hire, Nine Tenths of the Law, Outrider and Weapon of Choice require at least two players.

If the start is missing

If the wall is inactive, finish other MC Work/Business activity and register as President. If the desired card is absent, the session shares a normal three-contract rotation; complete an available entry or change session. A missing second player blocks the 2–8-player contracts.

REQUIRED

Property

Any Clubhouse

REQUIRED

Status

MC President

REQUIRED

Wall

3 rotating entries from 13

REQUIRED

Players

1–8; five contracts require 2+

OPTIONAL / INFORMATIONAL

MC Businesses / Bike Shop

Not required

01 • First completion, step by step

First completion, step by step

  1. 01

    Buy and visit a Clubhouse

    ACTION
    Buy a Clubhouse location on Maze Bank Foreclosures, enter on foot and locate the meeting room wall. The Open Road laptop and Custom Bike Shop are separate systems.
    TIP
    Choose location for travel, not for a supposed contract difference—the catalogue is shared.
    RISK / FAILURE CONDITION
    Buying an MC business or Bike Shop does not replace the Clubhouse itself.
    HOW TO RECOVER THE RUN
    Return to Foreclosures and verify the Clubhouse icon, not a production-business icon.
  2. 02

    Start the MC and assemble players

    ACTION
    Use Interaction Menu → Motorcycle Club → Start a Motorcycle Club. If the card requires 2+, invite a Prospect before pressing Start.
    TIP
    For a first solo run choose Torched, Cracked, P.O.W. or Hit the Roof; add another player for escorts or multiple vehicles.
    RISK / FAILURE CONDITION
    Being registered as CEO blocks MC registration, and a 2–8 card cannot launch with only the President.
    HOW TO RECOVER THE RUN
    Retire as CEO, start the MC and use Find Prospects/Friends; do not try to bypass the solo gate.
  3. 03

    Read one of the three cards

    ACTION
    Check the name, minimum team and objective description. Note whether it requires delivering goods/a vehicle/an NPC, destroying targets or using a specified weapon.
    TIP
    Do not assume the three cards are the full catalogue—the entries rotate.
    RISK / FAILURE CONDITION
    Starting Weapon of Choice without understanding the specified weapon loses its condition and reward.
    HOW TO RECOVER THE RUN
    If a card does not fit the team, pick another or change session; do not buy an MC business to refresh it.
  4. 04

    Split roles before leaving

    ACTION
    The President marks the objective and leads interactions. A Prospect drives the second required vehicle, protects the client or clears pursuit. Solo, keep a safe vehicle and armour reserve.
    TIP
    In Outrider each client needs a motorcycle rider; in Guns for Hire protect multiple vehicles/clients.
    RISK / FAILURE CONDITION
    Everyone riding in one car cannot complete objectives requiring two simultaneous transports.
    HOW TO RECOVER THE RUN
    Stop before the area, split vehicles and only then engage the objective.
  5. 05

    Execute the selected variant

    ACTION
    Follow the active text: collect goods, crack the safe, burn crates, free the client or seize a vehicle. Wait for the next marker after each stage.
    TIP
    In cargo missions do not abandon the marked package; during escorts, let the client board only beside a safe vehicle.
    RISK / FAILURE CONDITION
    A dead client, destroyed required vehicle/cargo or expired timer fails the contract.
    HOW TO RECOVER THE RUN
    Recover dropped cargo and lose the police; for an irreversible objective return to the Clubhouse for another card.
  6. 06

    Deliver and wait for settlement

    ACTION
    Place the required objective in the corona, keep clients alive and wait for Contract Complete, cash and RP before disbanding the MC.
    TIP
    Life and Deathbikes has an optional Deathbike return to the Clubhouse; distinguish completion from the extra condition.
    RISK / FAILURE CONDITION
    Changing session before the save can hide settlement or prevent the wall refreshing.
    HOW TO RECOVER THE RUN
    Wait for the save and return to the meeting room; a grey card may reflect session rotation or a timer, so choose another.

02 • Variants and mechanics

Variants and mechanics

By the Pound

1–8

Clubhouse wall.

OBJECTIVE
Collect drugs from a contact/boat, lose the police and deliver the product.
MECHANIC
The location variant changes the approach; the package remains the key objective.
COMPLETION
Product reaches the final drop-off.
HOW TO RECOVER THE RUN
If lost, follow the package icon; lose the police before the corona.

Cracked

1–8

Clubhouse wall.

OBJECTIVE
Enter the hideout, locate and crack the safe, take the cash and deliver it.
MECHANIC
One player clears the room while another starts the safe only after the door is secure.
COMPLETION
The cash reaches the client.
HOW TO RECOVER THE RUN
If safe cracking is interrupted, clear the wave and retry; do not abandon the bag.

Fragile Goods

2–8

Wall; a Prospect is required.

OBJECTIVE
Locate and destroy the distribution network's moving vans.
MECHANIC
Split the map between at least two drivers; start with the farthest targets.
COMPLETION
Every van is destroyed before time expires.
HOW TO RECOVER THE RUN
If a target escapes on the highway, get ahead and block it rather than firing from range.

Guns for Hire

2–8

Wall; a Prospect is required.

OBJECTIVE
Collect escort vehicles, deliver them to the client and defend the allies.
MECHANIC
Every required vehicle gets a driver; after delivery the team covers separate approaches.
COMPLETION
Clients/allies survive the defence.
HOW TO RECOVER THE RUN
If one vehicle is left behind, cover returns for it; do not begin defence without the full escort.

Gunrunning

1–8

Clubhouse wall.

OBJECTIVE
Break up an arms deal, collect cases, load the van/truck and deliver.
MECHANIC
Reverse the cargo vehicle toward the cases before collecting.
COMPLETION
All required cases reach the drop-off.
HOW TO RECOVER THE RUN
If transport is destroyed check whether the HUD supplies a replacement; otherwise the contract is lost.

Jailbreak

1–8

Clubhouse wall.

OBJECTIVE
Hijack the prison bus and deliver prisoners to the escape helicopters.
MECHANIC
Remove the driver without destroying the bus; the driver loses wanted level while cover blocks pursuit.
COMPLETION
The bus and prisoners reach extraction.
HOW TO RECOVER THE RUN
If the bus is stuck clear the obstruction with another vehicle; destroying it ends the run.

Nine Tenths of the Law

2–8

Wall; a Prospect is required.

OBJECTIVE
Steal multiple marked motorcycles from the tunnel, impound or village and deliver each one.
MECHANIC
Each player takes a separate motorcycle; cover moves only after every target has a rider.
COMPLETION
Required motorcycles reach the drop-off.
HOW TO RECOVER THE RUN
After a fall recover the correct marked motorcycle; a random model will not count.

Outrider

2–8

Wall; a Prospect is required.

OBJECTIVE
Collect clients on motorcycles and deliver them alive to separate destinations.
MECHANIC
Riders drive smoothly while an extra member clears pursuit; client safety matters more than a shortcut.
COMPLETION
All required clients are delivered alive.
HOW TO RECOVER THE RUN
If a client falls, return and wait for them to remount; do not ride beyond their blip.

P.O.W.

1–8

Clubhouse wall.

OBJECTIVE
Find the captive client, open the cell/free them, lose police and deliver to the safehouse.
MECHANIC
Police station, ranch or subway variants change the entry; clear the exit route before interacting.
COMPLETION
The living client reaches the safehouse.
HOW TO RECOVER THE RUN
If the NPC stops following, return on foot into range and provide a four-door vehicle.

Torched

1–8

Clubhouse wall.

OBJECTIVE
Reach the warehouse and burn every marked munitions crate.
MECHANIC
Remove shooters first, then spread fire between crate clusters.
COMPLETION
Every marked crate is burned.
HOW TO RECOVER THE RUN
If progress stalls, circle the site and find the lone crate under the active icon.

Weapon of Choice

2–8

Wall; a Prospect is required.

OBJECTIVE
Eliminate every target with the weapon specified by Malc.
MECHANIC
Assign one target per player and holster other weapons so accidental splash damage does not break the condition.
COMPLETION
Targets die by the specified method and the contract settles the condition.
HOW TO RECOVER THE RUN
If a target dies to the wrong weapon the condition cannot be restored; finish for base completion or restart early.

Hit the Roof

1–8

Clubhouse wall.

OBJECTIVE
Search containers, locate the Oppressor prototype and deliver its container to the buyer.
MECHANIC
One player searches containers while another watches approaches; preserve the vehicle/container before leaving.
COMPLETION
The container is delivered and the team leaves the area.
HOW TO RECOVER THE RUN
Destroying the Oppressor ends the run; after a wrong container return to remaining active markers.

Life and Deathbikes

1–8

Clubhouse wall.

OBJECTIVE
Break into the house, descend to the garage, steal the Deathbike, deliver it to the meeting and eliminate the gang.
MECHANIC
After the meeting use the Deathbike's weapons/agility, but preserve it for the optional Clubhouse return.
COMPLETION
The gang is eliminated; optionally delivering the Deathbike to the Clubhouse satisfies the extra condition.
HOW TO RECOVER THE RUN
If the bike is lost finish the base objective if the HUD permits; do not treat the optional delivery as mandatory completion.

03 • Real roles / Strategies

Real roles i Strategies

Real roles

MC President — objective and interactions

Selects the contract, handles the bag/safe/client and keeps the MC active until the save.

Real roles

Prospect — second vehicle or cover

Takes the second bike/vehicle, protects the NPC or splits destruction targets; required to launch 2–8-player contracts.

SAFE FIRST RUN

Choose a solo-capable Torched or Cracked, read the card and bring a safe four-door car. Learn the wall and settlement first, then recruit for escorts.

ADVANCED

For 2–8-player contracts place Prospects on required vehicles before entering the area. Rotate the active three with other MC Work instead of forcing one card.

04 • Reward and economic status

Contract-specific cash/RP • no single rate

Each contract has its own objective, completion condition and MC-member settlement. Because the wall mixes deliveries, destruction, protection and optional objectives, the site does not present one range as the payout for the whole family.

GTA$GTA$ ≈ 20 × (300 + mission unlock rank) × time × difficulty × players

Observed range specific to this activity; variant, result, duration or completion condition selects the value within it. Event multipliers are excluded.

Bcommunity-reported
RPRP ≈ 9 × (100 + rank/2) × time × difficulty × targeting/players + action RP

The formula and roles apply to the stated settlement unit; event multipliers are excluded.

Bcommunity-reported

The wall shows three contracts and rotates within the session; no unverified universal cooldown is published.

CONFIDENCE: Catalogue and gates: A/B; aggregate economics: not calculated

05 • Common mistakes and recovery

Common mistakes and recovery

Clubhouse confused with an MC business

Contracts are on the Clubhouse meeting-room wall; Open Road factories have their own setups and sales.

Solo on a 2–8 card

Invite at least one Prospect for Fragile Goods, Guns for Hire, Nine Tenths, Outrider and Weapon of Choice.

Waiting for a missing card

The active three are a session rotation; choose an available entry or change session after saving.

06 • Readiness checklist

Readiness checklist

  • I own a Clubhouse and am MC President
  • I checked the card's minimum team
  • The team knows its required vehicles/clients
  • We delivered the living/intact objective
  • I waited for the save before disbanding the MC

07 • What next

What next

VIDEO

Video walkthrough

Verified video · EN

Gta Online MC Clubhouse Contracts Quick Guide

Clubhouse board, MC registration, contract selection and completion.

Channel
Bawsarnold
Published
19 Feb 2026
Checked
29 Aug 2026
Open the walkthrough on YouTube