A coilgun is what many people are actually meaning when they talk about railguns, and especially when they talk about Gauss guns.
A railgun uses an electric current passing through the projectile or a carrier to complete a circuit between two rails, which then form an electromagnetic field between the rails. To really simplify it (because there's no other way to explain it without getting really technical and having this comment become super tedious to read through), because both an electric current and a magnetic field are present, the projectile will be pushed away from the power source due to Lorenz force.
A coilgun is somewhat similar, but rather than relying on a large, long apperature to generate a field strong enough and which will affect the conductor long enough to launch the projectile at a high speed (or relying on an actual electric circuit), it uses coils (usually of wire or aircored conductive tubing IRL, but something fictional in this gun that conducts well without overheating) which have a charge passed through them in sequence to generate progressive fields which pull a magnetic slug forward (well, towards the center of the active coil - timing is the key here) increasingly quickly. You can get stuff going pretty quickly with an efficient single coil, though there's other problems there, so I guess at 8 being effective enough if they are efficient.
There's some fairly big disadvantages to coilguns over railguns IRL, which I can get into if you're interested but will spare you otherwise, but for this fictional one, the main reason I went coil over rail is that coilguns can be made smaller while still being lethal with the addition of only two fictional materials (i.e. a superconductive coil material, which, based on existing DARPA designs, probably exists IRL but is classified, and a way of storing immense power, which is likely at least a few decades off), whereas I couldn't come up with a remotely realistic railgun that would actually be useful in infantry combat (i.e. fully automatic, easily man-portable, etc.).
This particular coilgun is also actually pretty low tech relative to what real coilguns would probably end up looking like (known as a quench gun, though I won't get into that), and honestly, there are RL limitations I've completely ignored simply because it seems likely a proper engineer should be able to compensate for them (such as magnetic saturation, which would put a kibosh on a single coil pistol I have partially thought out as a replacement for the stupid one currently in the CDI post.)
So, as a really long answer to your question, there aren't any electromagnets in the sense you're probably meaning. I don't mind increasing the weight a bit (12 is a good guess, not based on science), so will bump to 14 as I like the idea of it being heavy and expect the power supply would be very dense, but I want to avoid it being much heavier than that. Weight isn't a thing in zero-g, but mass and inertia still are, and while having a difficult to move gun fits with the original goal of the weapon (mitigating it's effect on pushing the user around), if it gets too heavy it will be very, very difficult to bring on target in the first place.
I will also likely submit some other ammunition at a future date. The stuff above represents what I'd call really poorly designed projectiles (they are literally nails cut in half if you ignore the details and just look at the dimensions), but I figured if I made them too dangerous the whole concept wouldn't pass. I'll submit some "proper" stuff separately in the future if the general design of these two things is good enough for the rest of you.