FraterPerdurabo: Anyone know a good 'guide' to read up on making a techie? My previous attempts have been rather poor, but those were before I really understood the game. I'm definitely going into guns and not melee.
A gunman can be tricky... you need firearms skill of course as well as perception so you won't miss all the time, plus dexterity will let you shoot more per turn. Running out of bullets can be a problem so you might want a point in melee so you can use a backup weapon.
You can take gunsmithing if you want to make your own guns, but it's not necessary as you can find / buy them also. Generally guns will be more useful later on when you find or build really good ones, the early ones aren't so great, so don't be too disappointed. A single point in the Explosives discipline is a good idea as it will let you make your own bullets.
General tech advice: you need high Intelligence in order to get higher tech abilities, so be sure to boost that too. Gunsmithing is a decent choice, you might also consider smithing so you can make armor and melee weapons for yourself and allies, or mechanical which will let you make robots to help you out in battle.
An alternative to a gunman that might be a little easier is a grenadier... just swap throwing for firearms above, and then take the explosives discipline. Grenades are quite powerful and for some reason do not harm you or your allies, and you can make them out of garbage, which is cool.
FraterPerdurabo: edit: oh and can someone fill me in on how the tech manuals at Tarant University work?
Somewhere on this forum I gave a detailed explanation, but I can't remember where. Anyway, you can only use tech manuals on FOUND schematics, not on the ones you learn by spending character points on a tech discipline. For a found schematic, there will be a "skill level" needed in one or more tech disciplines in order to make that item... this number is listed by the pictures of the ingredients. For each level you have in the discipline, you add 10 to your skill level, but you can bump that up further with tech manuals. Each tech manual will add your Intelligence value to your skill level. So if something requires 30 mechanical skill to build, and you don't have any points in mechanical, but your intelligence is 15, you can build it by buying two tech manuals from the mechanical discipline. You can carry as many manuals as you want to keep bumping your skill higher, but they're heavy, so you'll want somewhere to store them when you're done.
Usually, you use the manuals to help make items that require two disciplines when you only know one discipline. For example, if you only know smithing, but you want to build a cool new weapon that also requires some knowledge in explosives, you can use an explosives tech manual.