The thing about Orks is that they have no real organization in the lore (the units are more just generalizations for tabletop purposes) and as a result they're even more flexible than Space Marines. I almost think we could have just given them one class called "Ork" and then let you pile bits on top. Anyway, what I mean to say is expect to get a lot of different roles and identities out of the basic Ork "classes" depending on their weapons and equipment.
Question about warlocks, throwing singing spears is gonna be a thing in EC? if the answer is yes do you have any plans about it?
good to know you guys are aware of the sub faction oddness around things like apothecary's, i look forward to seeing how you plan on handling it in your class structure. and good to see they wont all be about healing, i keep remembering a quote from the apothecary's in the original dawn of war "Death or healing... I care not which you seek." every time i think about playing as an apothecary
Well kind of think the craftworlds are pointless now if we can't get basic foot soldiers of them into the game. While I like having the aspect warriors into help counter the threats posed by the other races, I fell the Dire Avenger should be a upgraded character that's unlocked by spent resources from the battles across the world (same can be said for SM Veterans, CSM Chosen and so or ). Just saying .
Do you mean the progression trees? Michael's been working on the Space Marine one and Nicolas has been doing mockups, we could probably give you guys some examples shortly. I'll poke them tomorrow!
Any more info on the perils, sounding perhaps a bit underwhelming. Hope its more effecting than just a stop in warp charge regen, but nothing over the top. Some flavor things, like a small chance to turn into a uncontrollable Chaos Spawn (or well controllable but your screen is blurred enough for you to barely recognize anything) that has a finite time it is alive as its HP drains constantly until you decompose into a steaming pile of flesh as your body simply cannot handle the strain of change and so much warp infusion.
We want every community to decide how they want to organize themselves and our job is just to give you the tools you need to make it happen. So yeah, we encourage you guys to go mono-chapter if that's how you want to do it! Our job is just to make sure through the game mechanics that a single chapter doesn't feel like it's missing something that would otherwise make them competitive on the field.
We plan to have some capacity for using those weapons because as you say, you'd pretty much have no variety as a basic class.
Oh if you hit perils then you're not going to have the chance to run away. However, our goal is to use mechanics that give your enemies a chance to have the pleasure of killing you, rather than just the system removing your character. It still needs to be fluffy and frightening, of course.