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05-25-2020, 03:01 PM | #1 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Should the Clockwork Carbine (in Steam and Shellfire) need ST 11 or ST 11?
It's an SMG, and it's the only SMG that I've come across without the in its ST requirement. I didn't know if this was intentional or not.
Thanks!
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Raekai's links: My blog about conlanging, GURPS, and other stuff! Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
05-25-2020, 04:31 PM | #2 |
Join Date: Aug 2004
Location: U.K.
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Re: Should the Clockwork Carbine (in Steam and Shellfire) need ST 11 or ST 11?
Youre right, there should be a . Please feel free to report this as an erratum.
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05-25-2020, 04:35 PM | #3 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
|
Re: Should the Clockwork Carbine (in Steam and Shellfire) need ST 11 or ST 11?
Woohoo! My first errata! Will do!
__________________
Raekai's links: My blog about conlanging, GURPS, and other stuff! Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
Tags |
carbine, clockwork, smg, steam and shellfire, steampunk |
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