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TK Rail Gun

By: Dustin M. Ramsey aka Kralizec! (DustinM@rifts-rpg.com)


Any type of rail gun can be converted into this incredibly powerful Techno-Wizardry weapon. Once converted, the weapon amplifies and directs telekinetic energy to fire bullet-hard bolts of force. The basic principle is not unlike mundane rail guns except instead of firing metal at high speeds, the TK rail gun fires high speed bolts of force. Note: The TK bolts leave no telltale casings, bullets, or barrel flash. Bolts that hit a target puncture or tear through it, but there is no physical round. Once it hits, the force bolt is gone.

Creation Costs:
P.P.E. Cost: 550 + 10 P.P.E. for each damage crystal required, +50 P.P.E. for each additional payload of 5 bursts.
Spells Needed: Call Lightning, Telekinesis, Invulnerability, and Teleport: Lesser.
Physical Requirements: two rose quartz crystals worth at least 1500 credit for each damage crystal required (see chart below), plus one diamond worth at least 5000 credits for each additional payload of 5 bursts added to the weapon.
Level Requirements: None; a Techno-Wizard of any level can create this type of weapon. As the Techno-Wizard advances in experience, they may build the weapon with an additional payload-increasing diamond at levels 3, 6, 9, and 12. Likewise, as the Techno-Wizard rises in experience, they are able to build more powerful versions of the weapon (see chart below).
Time: 3D4 hours per each crystal in the weapon

Usage of Converted Weapon:
Weight: Unchanged, only the weight of the energy clip has been removed.
Mega-Damage: Varies; the amount of damage inflicted by the weapon depends on the level of experience of the Techno-Wizard when the weapon was built:

Experience Level of Techno-Wizard When Weapon was Created
Amount of Damage Inflicted by a Single Shot
Amount of Damage Inflicted in a Burst
Number of Damage Crystals Required
1, 2, 3
1 or 2
5D6
10
4, 5, 6
1D4
1D4 x 10 + 5
15
7, 8, 9
1D6
1D6 x 10 + 10
24
10, 11, 12
2D4
2D4 x 10 + 15
32
13 and higher
2D6
2D6 x 10 + 20
47

Rate of Fire: single shot or burst (each burst fires 25 rounds)
Maximum Effective Range: Unchanged
Payload: 5 bursts (125 rounds), plus 5 additional bursts for each extra 5000 credit diamond added. If the Techno-Wizard is of sufficiently high level when the weapon is built, a maximum of 20 bursts can be added (giving the weapon a total payload of 25 bursts).
Mega-Damage Capacity: Unchanged
Weapon Proficiency: Unchanged; WP Heavy Energy (RIFTS Main Book, pg. 33)
Bonus to Strike: Unchanged
To Recharge: 30 P.P.E. for mages, 60 I.S.P. for psychics, or 25 P.P.E. for Techno-Wizards will completely recharge the weapon, regardless of its payload size or the amount of damage it inflicts.
Cost: Original cost of weapon, plus 75,000 credits per each crystal in the weapon.

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