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TK Sub Machineguns

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


Any type of S.D.C. sub machinegun (Uzi, Viking, etc.) can be converted to Techno-Wizardry. Once converted, the weapon amplifies and directs telekinetic energy to fire bullet-hard bolts of force. Note: The TK bolts leave no telltale casings, bullets, or muzzle flash. Bolts that hit a target puncture or tear through it, but there is no physical round/bullet. Once it hits, the force bolt is gone.

Creation Costs:
P.P.E. Cost: 8 + 4 P.P.E. for each die of damage the weapon does, +10 P.P.E. for each additional payload of 20 shots.
Spells Needed: Telekinesis and Energy Bolt
Physical Requirements: one rose quartz worth at least 500 credits for each die of damage the weapon does, plus one diamond worth at least 1000 credits for each additional payload of 20 shots 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 2, 4, 7, and 10.
Time: 1D6 hours per each crystal in the weapon

Usage of Converted Weapon:
Weight: Unchanged, only the weight of the clip has been removed.
Mega-Damage: Same as the weapon's original S.D.C., but converted to M.D.
Rate of Fire: Unchanged
Maximum Effective Range: 2000ft (610m)
Payload: 20 shots, plus 20 additional shots for each extra 1000 credit diamond added. If the Techno-Wizard is of sufficiently high level when the weapon is built, a maximum of 80 shots can be added (giving the weapon a total payload of 100 shots).
Mega-Damage Capacity: Unchanged
Weapon Proficiency: Unchanged; WP Sub-Machinegun (RIFTS Main Book, pg. 32)
Bonus to Strike: Unchanged
To Recharge: 10 P.P.E. for mages, 20 I.S.P. for psychics, or 9 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 12,000 credits per each crystal in the weapon.

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