Aaaaaaaand Kirioth has leaked the rules for the mek workshop.
Spoiler alert: the rules for the Sacristan Forgeshrine proved such a HUGE HIT and EVERYONE LOVED THEM for how AWESOMELY FUNCTIONAL they were, that GW decided to re-release the forgeshrine but for orks.
4PL/80pts
Once this model is down on the board, it is a piece of terrain and cannot be destroyed or moved, and doesn't count as a friendly or enemy model.
Grabbin Klaw: in the fight phase, before any units fight, choose one of your Ork units within 1" of the workshop to operate the Grabbin' Klaw. Choose an enemy unit within 1" of the workshop, on a 4+ it suffers D3 mortal wounds.
Kustom Job: At the end of your movement phase, select one vehicle model within 1" of the mek workshop to receive a kustom job. That model can't shoot or charge and its attacks are reduced to 1 until the end of the turn.
1: more speed. Add 6" to the Move of the unit the next time it moves. Also, roll a D6. If you roll a 6, add D6" to the unit's Move permanently.
2: more rivets. Regenerate D3 wounds. If a mek is nearby it may oversee the repair, causing it to heal 3 wounds, but the mek or big mek cannot use its normal Repair ability that turn. Additionall roll a d6, on a 6 permanently add 1 to the vehicles toughness.
3: More dakka. Pick one weapon, not a bubblechukka. The next time that weapon fires, it fires its maximum number of shots. In addition, roll a D6. On a 6, that weapon adds 1 to its damage characteristic permanently.