15mm Rounds

FOR SALE: BULK BOX OF 15mm LAS, MIXED

Hello! May name is Amy! My grandfather died last month. He was well into his one-seventies and passed peacefully which... apparently isn't how he lived. We've gotten most of his estate in order, but in his attic we found six boxes of 15mm LAS. I don't know much more than that, but there are a lot of different colored tips on them and my boyfriend told me that means they're different kinds of bullets! I don't know what they're worth exactly, but I'm selling them for $200 a box OBO.

Thank you,

Amy

Choices Are the Point

The real reason that Gyroc Guns and Smart Weapons are still around is the versatility offered by the choice of rounds. Whatever the gunman needs to do, kill, or penetrate, there's a bullet for that. There's a flavor of bullet for every warcrime imaginiable.

Costs Prohibitive? Dig

There were times past when the 15mm LAS was the main weapon of choice. Thousands of years of mass production has made them ubiquitous even a millenium after their heyday. There are hidden caches of 15mm LAS nearly everywhere, just waiting to be found and either sold or repurposed, and the North African Gigafactorum still cranks out tens of millions of rounds every year.

A Non-Comprehensive List of Rounds

Basic Gyroc: Solid Gray. The basic ammunition for Gyroc Guns and Smart Weapons is a no-frills self-propelled 15mm LAS round. It responds to an RI mounted in a Smartgun, but otherwise flies as straight as it can until it reaches an obstacle, self-adjusting for wind and gravity. At around 1,900 feet, it runs out of fuel and can no longer adjust its trajectory and it uses the last of its energy to shatter harmlessly apart. It's a simple penetrating round that does 6d pi++ damage. $5, LC 3.

Bodkin: Solid Gloss Black. Ammunition designed to penetrate armor by using alternating layers of graphene and diamond tips. This round functions like a basic Gyroc, but adds an armor divisor of (10), but it has a tendency to overpenetrate which gives it a damage of 4d pi++. $5.50, LC 2.

Hollowpoint: Solid Matte Brown. Ammunition designed to mushroom and expand inside the body, but less effective at penetrating armor. It does 8d pi++ damage instead of the usual 6d, but it has an armor divisor of (0.5). This is largely a hunter's round. $3.50, LC 3.

Homing: Solid Matte Green. These rounds have a suite of sensors on them that detect infrared and EM signatures. When not fired from a Smartgun, it homes in on the IR or EM signature nearest to its flight path, adjusting its trajectory. When fired from a Smartgun, it gives a much clearer firing solution. For a Gyroc, it adds a +3 to its wielder's attack skill for that attack. For a Smartgun, it adds +3 to every subsequent round fired by that Smartgun this turn. $5.75, LC 2.

Thumper: Orange/Yellow Split. These rounds are a LTL option. They deal 8d cr damage, with a dkb enhancement. When fired from Smartguns, they can be directed to swerve and attack the target from any angle. $6, LC 4.

Fragger: Red/Black Zig. This round scatters shrapnel on impact. Everyone within 15 yards receives 3d cut. $7.25, LC 2.

Frangible: Dark Red/Light Red Zig. This round scatters shrapnel after penetration, shredding internals of the target. In addition to the normal 6d pi++, the target takes 3d cutting damage. It deals no extra damage if it fails to penetrate armor. $7.25, LC 3.

Explosive: Red/Orange Zig. This round produces a fiery explosion on impact. Anything near the target is caught in the intense heat. The zero point of the explosion takes 6d burn damage, and nearby creatures and objects divide this damage by the number of yards distant. $8, LC 2.

Parcher: Blue/Gray Stripe. This round destroys water. It bursts with microwave energy that is keyed to shred water molecules. It bursts with close proximity, and the microwaves destroy 8 gallons of water in its vicinity. An unprotected human body doesn't lose 8 gallons, but the effect does drain 1-1.5 gallons, destroys any water rations carried on their person, deals 6d fatigue damage and causes severe Dehydration symptoms. $6.50, LC 3

Cryocore: Solid Matte Blue. This round uses antimatter to flash with absolute zero. Technically, anyone frozen by this is dead, but the freezing is profound enough that they'll keep for years and be fine when revived in a clinical setting. A favorite among bounty hunters, and medics who have to medevac wounded men but won't be able to get them help in time. This attack causes 3d fatigue damage. If the target reaches 0 FP due to this attack, they are frozen until thawed. If they survive with FP, they still might have to roll HT to avoid frostbite. $125, LC 1.

Gasper: White/Blue Stripe. This round spreads a cloud of Iodide with some force. Anything within five yards of the burst has nearly all the air displaced with iodide, causing 1d fatigue damage and immediately starting suffocation. If creatures that have to breathe are caught suffocating, they can simply vacate the area with no immediate health concerns. Being checked for goiter and thyroid inflammation is recommended. The cloud also blocks radiation and instantly extinguishes all fires in the effected area, which is the original point of the round. $80, LC 4.

Incendiary: Solid Gloss Red. This round ignites just before impact, turning into a ball of superheated plasma. This attack does 6d burn damage, and ignites flammable material. $5.50. LC 3.

Radiation: Yellow/Black Check. The warhead of this round contains Carbon-15 in a stasis web. When the round penetrates, shedding its graphene exterior, the web is disrupted and the core rapidly decays in a burst of beta and gamma radiation. This round does 6d radiation damage with an armor divisor of (5). $13.75, LC 0.

Zappers: Yellow/Black Split. This warhead causes an electrical surge on impact, intended for use as both a LTL round and to disable robots and vehicles. The round does 5d burn sur. If the damage penetrates the target's armor, they must also roll HT to avoid being stunned. $83, LC 3

Far-Fighter: Solid Gloss Gray, segmented round. This round has stages, like an old step rocket. Every stage the rocket sheds adds another 1,900 feet to its distance, but downgrades the size of the round. Within 1,900, this round deals 6d pi++. Between 1901 and 3,800 feet, the round deals 6d pi+. Between 3,801 and 5,700 feet, the round deals 6d pi. At 5,700 feet, the round self-terminates harmlessly. $24, LC 0.

Whisper: Solid Matte Black. This round uses angled lenses, generated heat, and dampers to pass without a trace. It makes almost no sound, is extremely difficult to detect using any visual spectrum, and 'pops' inside its target with a release of high-PSI compressed air. The attack does 5d pi++ damage, with a follow-up of 4d crushing damage if the piercing damage penetrates. A living target that dies from this attack experiences such an increase of internal pressures that they likely can't get out a scream. Smartgun users loading this round will often swerve the round to attack from an odd angle, making it extremely difficult to find them even if the attack is discovered. $45, LC 1.

Stinker: Brown/Green Stripe. This round was designed for use during prison riots. It explodes with a chemical cocktail just before impact designed to be the 'perfect stink.' Anything within 3 yards is enveloped in the cloud, forcing every living creature in the area to roll HT-2 or become nauseated for 2d minutes. the cloud lasts 1 minute, and anything caught in or passing through it gets the chemical on their person. Any means of detecting chemical traces (such as scanners or dogs) can track the creature for 1 hour after its passing, and the sticky effect lasts until they bathe strenuously. $6.75, LC 4.

Blinker: Solid Gloss White. This round bursts with proximity in a blinding flash. Any being with visual senses within 3 yards must roll HT-1 or be blinded. This round was originally intended for use as a signal flare, and will burst with a flash in 1,900 feet. $7.50, LC 4.

Screecher: Solid Gloss Purple. This round 'screams' as it travels, the noise beginning at 3 yards after firing and building rapidly to a deafening shriek. After the initial 3 yards, any creature within 2 yards of the projectile until it terminates must roll a HT or be deafened. The experience is unpleasant. $7.50, LC 4.

Antiseptic: Green Stripe. This round was originally meant for cleaning up biohazards in emergency situations. On a proximity fuse, it bursts with a 3 yard mist of antiseptic spray. A creature caught in this mist takes 1d-2 of toxic damage, but also must roll a HT-2 or all of their exposed skin goes numb, giving the Bad Grip and Numb disadvantages. $6.25, LC 4.

Nestor: Red/White Check. This round, sometimes called the Fleshprison, takes the previous three rounds and combines them. The inventer of this round was Nester Gray, a bounty hunter and most likely a psychopath, though his psychological profile is lost to history. When this round bursts to an intense light and sound show, accompanied by a cloud of antiseptic. Those trapped within 3 yards of this burst must roll a HT-1 or be rendered, Blind, Deaf, and Numb. $122, LC 0.

Torpedo: Solid Blue. This round traveles perfectly underwater. It's range is halved in the air, but in the water it can propel itself the full 1,900 ft. $5.15. LC 4.

Shotshell: Solid Matte Brown, flat head. This warhead is a cannister shot of flechettes. At a proximity of one yard, it bursts, flinging nine serrated slivers of carbexene in a tight cone. This round does 2d pi+ damage, but makes 9 attacks instead of the one. $5. LC 4

Monowire: Solid Gloss Black. This round splits with proximity, the two halves of the round separating and connected by a monowire between them that cuts anything in its path. This attack has +1 to hit and does 3d cut daamge. Additionally, if it hits a neck, face, skull, extremity or limb (or anywhere on a target who has SM -2 or les) it does cutting damage with a (10) armor divisor. $25 LC 2.

Whumper: Orange/Yellow Split. This round explodes with force, but has a light body to minimize shrapnel. Meant as an LTL round, this round does 2d cr ex damage. $8, LC 2.

High Explosive Multi Purpose (HEMP): Red/Black zig. This round has a shaped-charge warhead. It deals 5dx2(5) imp inc + linked 1d cr ex [1d-1] and is one of the deadlier rounds available. $15, LC 0.

EMP: Black/Yellow Zig. This round uses an explosive power cartridge to energize a non-nuclear electromagnetic pulse. Anything electrical (or anyone with the Electrical disadvantage) within 1 yard must make a HT-8 (2) resistance roll or be knocked out of action for seconds equal to the margin of failure. Robots become unconscious, while total cyborgs suffer the Seizure incapacitating condition, ignoring FP loss if they have the Machine meta-trait. $50, LC 2.

Expendable Jammer: Purple Stripe. These rounds neutralize all enemy radio equipment within a certain radius, swamping it with static. When a jammer goes off, it gives a -10 penalty to all Electronics Operation (Comm) rolls made to operate radio and radar equipment in the radius of effect. The enemy will know immediately that a jammer is operating, but not where it is. The jammer continues to operate for 5 minutes. $25, LC 3.

Force: Solid Gloss Gray. This round emits an omni-directional gravity pulse. These rounds emit an omni-directional gravity pulse. A force warhead inflicts crushing damage with the explosive and double knockback damage modifiers. Force warheads are often preferred for fighting in vehicles or buildings, since they are not incendiary and produce no fragmentation. $25, LC 2.

Nanofab: Green/Black check. This round has a small nanofab tube in it capable of producing anything less than 15 lbs. It deals 6d cor damage with the cyclic (1 minute) modifier. If the target dies, it leaves behind a husk out of which the desired item is built. $120, LC 2

Necromancer: Black/White Check. This round is a small necrotube. If it strikes a living body, it does 4d corr damage. If this kills the target or the round strikes a dead body, it gets to work. Over the course of 18 rounds, the nanites convert the body into a haphazard Necroid. If the round was unguided, as from a Gyroc Gun, the Necroid is berserker and attacks anything near it until it falls apart. If the round was guided by a Smartgun then the body has the Slave Mentality towards the wielder of the weapon. $500, LC 0+S.

Bloodhound: Solid Matte Green. This round uses chemical olfactors to track targets. Exposing the warhead to a scent, it stores the chemical signature and when fired will follow it, preferring to move from older to newer. Sweat or blood is usually the best material to ensure a good trace. $250, LC 2.

Tangle:
Split Orange/White. A monofilament bolo that blossoms mid-flight and cinches hard. Treat hit as a grapple; target must win a ST or Escape contest each turn to break free. On a MoF ≥3, they fall prone. Safe vs. bystanders (cuts power if it misses). No direct damage; Entangling (net/bola) with ST 13. $12, LC 4.

Foamer: Split White/Green. Expands into high-visc “rescue foam” on proximity. Smothers flames, glues limbs, and pads impact. 1-yard burst; target must win a ST vs. 13 or be Bound (Bad Grip, -4 DX for fine tasks). Fire in hex is extinguished. Lasts 2d minutes or until cut free (cutting damage totals 6 to clear one hex). $9, LC 4.

Smart Breach: Zigs Yellow/Black. Linear shaped-charge that auto-orients along a door frame or panel seam during terminal guidance. Minimal frag. 6d×2(6) imp inc vs. one yard of barrier; +5 to Forced Entry on that spot. Half damage vs. homogeneous walls; near-zero collateral. $18, LC 2.

Glasser: Solid Gloss Orange. Thermite-plasma liner that “glasses” armor and soft steel. 4d(10) burn inc; follow-up cyclic 1 sec×2 for 2d burn (armor divisor applies to initial only). Ignores flammables’ fragmentation. $9.50, LC 2.

Shimmer (Decoy/Chaff): Stripe Purple/Gray. Dispenses micro-chaff, IR flares, and laser retroreflectors along flight path; great for breaking locks or masking fire origin. On detonation, tracking/lock-on rolls vs. shooters in the 5-yd cloud are at -4 for 10 seconds; lasers have -3 to rangefinding through the cloud. $7, LC 3.

Nerve-Dart: Split White/Purple. Hollow hypodermic micro-dart with fast sedative. 1d-1 pi- + follow-up HT-3 or Unconscious (roll every minute to recover; +4 with antitoxin). Animals at HT-1. $38, LC 1.

Sapper: Checks Green/Yellow. Corrosive micromist erodes plates and seals; persistent contamination risk. 4d cor; cyclic (1 sec ×3). If any damage penetrates, target’s DR vs. cor is reduced by 2 for 10 minutes (minimum DR 0 vs. cor). $14, LC 2.

Shocker Net: Split Black/Yellow. Expanding conductive net; stuns and binds.
On hit: Entangle (ST 12). Each turn, target must roll HT-2 or be Stunned. Robots/Cyborgs roll HT-4. Cutting 8 damage frees one hex. $35, LC 3.

Anchor: Stripe Gray/Black. Mag-spike that bites metal, then beacons. Doubles as a fast-rope or retrieval point; Smartgun can steer it to a patch on command.
No damage. Creates a TL-10 climbing anchor (holds 600 lb). Emits a coded homing ping for 30 minutes; +3 to locate with compatible sensors. $12, LC 3.

Loitering Shell: Solid Matte Green. Loitering micro-thruster round: if no FFID target is valid, it circles a 10-yd radius for up to 9 seconds, then strikes the designated signature. When it attacks: 5d pi+ with +2 to hit (terminal guidance). If time expires, it self-terminates harmlessly. $22, LC 2.

Shattercone: Split White/Orange. Pure overpressure pop designed to break glass and eardrums without frag. 3-yd burst; 2d cr ex (divide by yards). Anyone in burst must roll HT-1 or be Deafened (minutes equal to MoF). $8, LC 4.

Nullfield: Stripe Blue/Purple. Hardlight/field disruptor tuned for shields and ray-screens; beloved by breachers. On impact in a 2-yd radius, ray shields/hardlight barriers are suppressed for 3 seconds (no DR from those sources). Targets also suffer -2 to active defenses vs. lasers for 3 seconds. $29, LC 1.




Item type
Ammunition

Comments

Please Login in order to comment!