!!OOjX0y0Wvcz 07/31/11(Sun)10:41 No.15768121|
Some very rough concepts for Mek talents (position in tree and costs undecided).
Make it Orky
The character may take any piece of non-Ork weaponary and customise it to remove the penalty. This involves changing the sizes of trigger guards, handles and generally strapping on lots of useless gizmos and bitz to give it "more dakka". To do this, make a Tech-Use test with a +20 modifier (may be changed on a case to case basis by the GM). This process takes 5 minus Intelligence Bonus hours to complete, at a minimum of one hour.
Give it more Dakka!
The Mek can take one firearm and use it to upgrade another, although they really have no idea what they're doing, and may actually decrease the quality of the weapon. To do this, you require two firearms, which may not be primitive. The weapon to be upgraded must be of Ork build.
Roll 1d100 on the following table once for each point of Intelligence Bonus you have. This test may only be performed once on any given weapon, and results are final (althoguh fate points may be used)
[Insert table here, which would basically be stuff like adding scopes, increasing damage, or doing jack shit. Some negative qualities for really shitty rolls too.]
Make it fit!
The Mek has learned to modify armour made for other races to fit an Ork. Make a Tech-Use test. On success, the armour is modified to fit an Ork, allowing it to be equipped by Ork characters, at a -2 AP penalty to the armour. Each degree of success decreases this penalty by one, two degrees of success reducing it to zero. If the tech-use test is failed, the armour is ireevocably damaged, making it useless to anyone.