After intensive research you've figured out how to accelerate things with magnets. Of course your first application for this is weapons!
Adds 3 turrets and 3 rifles:
Railgun Turret: Light(ish) base defence. High power usage, medium fire rate, high stopping power.
Heavy Railcannon: HEAVY base defence. Very high power usage, high fire rate, high stopping power. You know you're well-off if you can build and power more than a few of these.
Heavy EMP Cannon: HEAVY anti-shield and anti-Mechanoid weapon. Very high power usage, medium fire rate. Stuns humans and mechs, pops shields. Very useful if raiders spam shield packs.
EMR Anti-material Railgun: Single shot portable railgun. Exceptional stopping power but low fire rate.
EMR Assault Rifle: Rapid fire portable railgun. Trades stopping power for RoF, great for dealing with crowds.
EMR ShieldBreaker: Exactly what it says - a portable EMP intended to break shields of all kinds. Have a mech cluster that you need to bomb? Sneak in with this and ruin their day.
FAQ:
Yes, these require both Project RimFactory and the Materials add-on.
https://steamcommunity.com/sharedfiles/filedetails/?id=2033979700
https://steamcommunity.com/sharedfiles/filedetails/?id=2340181629
No, I'm not changing that requirement but you're free to write a patch that does.
No, I don't feel these are overpowered because it takes a major investment in power supply to run these turrets and the guns are NOT cheap to make.
Yes, I made these due to Vanilla Factions Expanded: Mechanoids. These are best used with that mod or other faction mods that add very powerful enemies.