⚔️ Solo of Fortune 2045

“Effective immediately, stop buying Solo of Fortune if you’ve never seen combat. This magazine isn’t for you.” — John “The Hoss” Havel Jr.

Solo of Fortune 2045 introduces Mercenary Level play — a higher-powered tier of Cyberpunk RED featuring ACPA (Assisted Combat Power Armor), machine guns, military-grade ammunition, combat drugs, and tactical mission gameplay. This content takes the game beyond The Street into full-scale military operations.


⚡ Quick Reference

Solo of Fortune At A Glance

FeatureSummary
Mercenary LevelHigher-powered campaign tier. Missions, not gigs. Operational budgets, rival crews, Hardened enemies.
ACPAPower Armor = Linear Frame + Metalgear Shell. Pilot inside, immune to Aimed Shots/Crits, sealed environment.
Machine GunsNew weapon category. Autofire (Machine Gun) mode. BODY requirements. Assault Rifle ammo.
New AttachmentsRange Table Mods, autofire conversions, compatibility upgrades.
New Ammo7 types: Burrowing, Explosive, High Precision, High Velocity, Hyper Expansive, Serrated/Hollow Point, Tracer.
Combat Drugs8 chemical weapons: Anti-Cerebral, Deliriant, Mindfire, Mortalis, Rime, Terrifier, Red Lace, White Lace.
New ArmorLight, Hybrid, and Heavy Metalgear variants.

🎖️ Mercenary Level

Mercenary Level takes the action beyond The Street by focusing on tactical combat and freeform missions. Planning and tactical gameplay are required from the start.

How It Differs from Street Level

AspectStreet LevelMercenary Level
FocusGigs, heists, personal dramaMissions, objectives, tactical ops
EnemiesStandard NPCsAll Hardened — Lieutenants as baseline, Mooks are rare
BalanceScaled to party sizeScaled to the situation — military bases don’t empty for small squads
RivalsOccasionalComplete Package rival crews with Role Abilities and LUCK
LootStrip the battlefieldSpoils belong to employer. Your objective is the mission.
ImpactLocal neighborhoodRegional power shifts. Topple factions. Change the status quo.

Mission Parameters

DifficultyOperational Budget (per person)Pay (per person)Description
”Easy”1,000–5,000 eb3,000–4,000 ebOrganized resistance expected. No mission is truly easy.
Typical2,000–7,000 eb4,000–7,000 ebEntrenched, outnumbering enemy. Crew has tactical advantages.
Dangerous10,000–30,000 eb6,000–9,000 ebOutclassed, outnumbered, outgunned. Slim chances. Deniable ops.

Operational Budget

Given at mission start. You can’t keep anything bought with it after the mission. Unspent budget goes away. Many missions take place far from home — rent is waived, and a Headquarters is provided on-site.

All Roles Fit

Yes, all Roles work at Mercenary Level — but motivation and Role Ability logistics may need creative explanations. Lawmen and Execs may work with local factions. Fixers negotiate increased pay the same way they do for gigs. Every mission survived counts as at least a successful Mission for Group IP.


🤖 ACPA — Assisted Combat Power Armor

ACPA are combat environment suits encased in Metalgear plates, built around a powered Linear Frame. They serve a siege role — outclassed by vehicles on open ground but superior in narrow urban environments.

Getting In and Out

  • Enter: 1 Action. Connect via 2 installations of Interface Plugs. Most ACPA have Authorization Handshake Ports (DV 17 Elec/Sec Tech to bypass temporarily, DV 24 to permanently disable).
  • Exit (intact ACPA): 1 Action.
  • Exit (destroyed ACPA): Free — walk through the hole they made.
  • Passengers: None. Room for one pilot only.

Clamshell Protection

While piloting an ACPA:

  • Your worn armor penalties still stack with ACPA penalties. Wear something light.
  • Cyberware that needs to pop out, plug in, or physically engage with the outside cannot be used.
  • Physical attacks damage the ACPA, reducing its HP and SP. Your personal armor doesn’t lose SP.
  • Cannot be grappled by anyone with BODY ≤ 14. Pilot cannot be grappled at all.
  • Immune to Aimed Shots — head and limbs aren’t weak points. Martial Arts don’t halve SP.
  • No Critical Injuries — instead, each Critical scored deals 5 HP directly to pilot (0 for FBC pilots) as neural feedback.
  • Sealed environment — immune to EMP, electrocution, toxic gases, flashbangs, radiation, extreme weather. Suitable for underwater and space use. Oxygen lasts 24 hours.
  • All ACPA components are Hardened (immune to EMP/Microwaver/Non-Black ICE effects) and cannot be set On Fire.

When Reduced to 0 HP

  • ACPA is Destroyed — ceases all protection.
  • Onboard weapons, cyberware, and Linear Frame become unusable.
  • Pilot walks out freely (no Action needed).
  • ACPAs are immune to Wound Threshold effects.

Piloting Rules

RuleDetail
StatsPilot uses their own Skills. ACPA modifies REF, DEX, MOVE via bonuses/penalties.
BODYSet by the Linear Frame Core. Doesn’t affect HP or Death Save.
WeaponsCan wield any weapon as if human. Two-handed weapons can be wielded one-handed.
Onboard WeaponsDon’t require hands. Connected via Interface Plugs. Cannot be disarmed.
Onboard CyberwareUp to 6 pieces. All treated as paired. Prerequisites ignored. Includes built-in Radar/Sonar (100m range).
Max Operation Time>4 hours/day: −1 to all Checks until rest. >8 hours: −2. FBCs and Moto/Interface Rank 4+ ignore the 4-hour penalty.

Dodging Bullets in ACPA

Normally no. Unless one of these is true:

  • ACPA has MOVE bonus +3 or higher
  • Pilot has REF 8+ + Reflex Co-Processor and ACPA has no REF penalty
  • Pilot has DEX 8+ and ACPA has no REF, DEX, or MOVE penalty
  • Pilot has Combat Awareness Rank 6+

ACPA Repairs

Damage LevelDVTime
Minor (less than full HP)94 Hours
Major (less than ½ HP)131 Day
Destroyed (0 HP)171 Week

Repair uses Weaponstech Skill. On failure, start over from scratch. Repairs restore HP, SP, and all onboard systems to full.


🔧 Building an ACPA

Step 1: Choose a Linear Frame

FrameCostBODYHPBonus
Salvaged1,000 eb (VExp)1014
Sigma2,000 eb (Lux)1222+1 MOVE
Beta10,000 eb (SLux)1427+2 MOVE
Omega20,000 eb (SLux)1632+3 MOVE

Step 2: Choose a Shell

ShellCostSPHP BonusPenalty
Salvaged1,000 eb (VExp)14+2−1 MOVE
Light Metalgear2,000 eb (Lux)16+3
Hybrid Metalgear5,124 eb (Lux)17+10−1 MOVE
Metalgear10,000 eb (SLux)18+17−3 MOVE
Heavy Metalgear10,000 eb (SLux)19+21−4 MOVE

Step 3: Tune (Choose A or B for each)

TuningOption AOption B
Acceleration−7 HP−1 DEX
Hydraulics−1 SP−1 MOVE
Maneuverability−7 HP−1 REF
Weight+7 HP+1 MOVE

Step 4: Onboard Equipment

  • Up to 6 Onboard Weapons and 6 pieces of Cyberware.
  • Cannot install: additional Linear Frames, SP-granting cyberware, FBC-only cyberware.
  • All cyberware is treated as paired. Prerequisites are ignored.

Pricing

ComponentCost
Base4,000 eb
+ Linear Frame(frame cost)
+ Shell(shell cost)
+ Each Onboard Weapon(weapon cost + 500 eb)
+ Each Onboard Cyberware(cyberware cost + 500 eb)
Availability= most difficult-to-acquire component

Fabrication

Fabrication cost = 2,000 eb + ½ frame cost + ½ shell cost. Final assembly: DV 24 Weaponstech, 24 hours. On failure, start over (components not lost). Techs must upgrade/fabricate/invent components separately.


📋 Pre-Built ACPA Catalog


🔫 Machine Guns (New Weapon Category)

Machine Guns are a new class with no “generic” version — each is unique. All use Assault Rifle ammunition unless stated otherwise. They accept AR-compatible attachments.

New autofire types: Machine Gun and Machine Pistol (see Expanded Autofire DV table below).

WeaponCostQualityDamageROFCapacityAutofireBODY ReqRange TableSpecial
Militech MK.27 LMG1,400 ebStandard4d6180MG 410 (or Prone)Assault Rifle2 Reload Actions
Midnight Arms HB3,000 ebStandard5d6160MG 511 (or Prone)Marksman Rifle
MetaCorp Victoria4,000 ebExcellent1100MG 512 (or mounted)Battle Rifle2 Reload Actions. 20 bullets per burst. Autofire/Suppressive only.
Scatter Ratter2,552 ebPoor4d6256SMG 58 (or mounted)SMGROF 2. Excellent Quality if fired Single Shot last turn.
Tsunami Helix5,000 ebExcellent140MP 511 (or mounted)Carbine2 Reload Actions. Autofire only.
TekRussia BMG-5003,000 ebStandard5d61500AR 511 (or Prone)Assault Rifle

Nomad Perk

A Nomad may choose to receive any Machine Gun when they first install a Vehicle Heavy Weapon Mount.


🔧 New Attachments

Range Table Modification Types


💣 New Ammunition

AmmoCost (10)TypesEffect
Burrowing40 ebArrows, Bullets, SlugsRequires Skill 7+ or Combat Awareness 1+. +1 Attack (Single Shot), +2 Attack (Aimed Shot).
Explosive100 ebArrows, Bullets, Slugs−2 Attack penalty. Cannot Aimed Shot. 5s count as 6s for Critical Injury determination.
High Precision100 ebArrows, Bullets, Slugs, ShellsCrits can’t be Quick Fixed (unless permanent). Quick Fix/Treatment DV +2.
High Velocity40 ebBulletsTargets take −2 to dodge.
Hyper Expansive100 ebArrows, Bullets, Slugs, ShellsOn Crit: victim rolls a second Critical Injury (no Bonus Damage).
Serrated/Hollow Point30 ebArrows, Bullets, SlugsOn Foreign Object Crit: roll again for a second Crit (deals Bonus Damage).
Tracer40 ebBullets+1 to Autofire Skill Checks.

💥 Explosives

ItemCostEffect
C9 Charge250 ebPlant as Action. DV 17 Demolitions: 8d6 AP Grenade (5d6 on fail). Arms in 30s. Remote or timer detonation.
Mini C9 Charge60 ebSame but 6d6 (4d6 on fail).
C9 Kill Switch100 ebInstall on vehicle/ACPA/LF/smartgun/cyberdeck. Detonates on unauthorized access. Guaranteed destruction if DV 17 Demolitions was met.
Stickybomb Launcher1,300 ebGrenade Launcher. Fires sticky Mini C9s. ROF 2, Cap 8, 1-handed. Remote detonate only.

🛡️ New Armor

ArmorCostSPPenalties
Light Metalgear1,000 eb (VExp)16−3 REF, DEX, MOVE
Hybrid Metalgear2,552 eb (VExp)17−3 REF, −4 DEX, −4 MOVE
Heavy Metalgear5,000 eb (Lux)19−4 REF, −5 DEX, −5 MOVE

☠️ Combat Drugs (Chemical Weapons)

Chemical Weapons

These are military-grade chemical weapons, not recreational street drugs. Originally developed by Biotechnica for the Second Central American War. Delivery methods include injection, Arrowhypo Ammunition (100 eb/arrow), Airburst Ammunition (125 eb/grenade, requires 3 doses), and Multihypo (500 eb, quad-reservoir).

DrugCost/DoseDurationPrimary EffectSecondary Effect (DV)
Anti-Cerebral60 ebInstant1d6 HL + immediate Secondary checkDV 17: 1d6 HL. Not addictive.
Deliriant50 eb10 minDV 17 RTD: Damaged Ear + Eye + Torn Muscle (no Bonus Dmg). Cybereyes immune to Eye.DV 17: If addicted to Blue Glass, 1d6 HL. Not addictive.
Mindfire50 eb1 min (30 rds)DV 15 RTD: 1 HP/turn (min 1 HP). Requires no Pain Editor.DV 15: 1d6 HL if failed Primary. Not addictive.
Mortalis250 eb9 sec (3 rds)DV 21 RTD: Mortally Wounded effects (no Death Saves). Enhanced Antibodies: 1 round only. FBCs immune.DV 13: Death Save. Fail = Brain Injury + Concussion (no Bonus Dmg). Not addictive.
Rime60 eb24 hr−2 REF (min 6). Cyberspine immune.DV 15: 1d6 HL (no Cyberspine). Not addictive.
Terrifier40 eb24 hrDV 15 RTD: −2 vs anyone seen in first minute after dosing. Speedware/Berserk immune.DV 17: Re-suffer Primary (same targets). Not addictive.
Red Lace110 eb24 hr1d6 HL. Melee 5s count as 6s for Crit determination. Removes Black Lace addiction REF penalty.DV 17: Addicted. +impulsive RP. −2 DEX while not on Red Lace.
White Lace20 eb12 hr1d6 HL (returned if no Secondary). Ignore Seriously Wounded. Removes Black/Red Lace stat penalties.DV 15: HL permanent. Addicted to Black Lace (−2 REF while off).

🔫 Other New Weapons


🧰 Other Equipment

ItemCostEffect
Authorization Handshake Port100 ebInstall on ACPA/External LF. Only authorized Interface Plugs can operate it. DV 17 Elec/Sec to bypass (24hr), DV 24 to disable permanently.
Thermal Decoy100 ebInflatable heat decoy. Registers as human to Smart/Tech weapons and IR. Enters initiative. DV 17 Perception to spot. Destroyed by any damage.
Multihypo500 eb4-reservoir drug injector. Administers all 4 at once as 1 Action. Cannot inject unwilling conscious targets. 16 total doses (4×4).
Arrowhypo Ammunition100 eb (×1)Arrow loaded with 1 drug dose. No damage — injects on meat hit. Recoverable.
Airburst Ammunition125 eb (×1)Grenade/Rocket. Requires 3 doses of 1 drug. No damage — gases targets on meat hit. Blocked by nasal filters/gas masks.

📊 Expanded DV Tables


❓ Quick Answers



(Source: Interface RED Volume 5, Chapter 9, pp. 105–147)