In this case they might simply give him Full Auto. Obviously I can't be sure about that, but it's possible that dual weapons will work differently in N4.
maybe full auto will dissapear in the future as skill. PS: We saw Code One Adil profile. Nanopulser (+1 burst). N3 profile: 2 nanopulser
AFAIK in N4 some skills will be renamed to be more self explanatory following the code one approach, so full auto l1 likely will just become a +1B skill as will twin weapons. Many other things remain to be seen there of course.
The rules team can work even from home and the art team can too. One of the perks of digital ruleset is that they are not hindered by publishers / printers. The physical rulebook + lore book can arrive later the digital side is not tied to it :) .
No. I do not see anything in what we know from Code One, nor what we have learned of N4, to improve Svalarheima.
I don't think it becomes great, but Vargar being super jumpers with 4-4 instead of 4-2 is a big change already, 6-2 C+ Orcs and generally Jotum becoming far more tankier than right now are all solid buffs. It doesn't fundamentally change the fact that the sectorial isn't as powerful as Acon, Varuna or NCA, but it definitely becomes better.
That is true. But the point is not really the individual units, but more how those units come together into a Sectorial as a whole. And the Sectorial as a whole remains well below average in terms of its ability to accomplish over half of the missions we currently have available. This is the crux. Svalarheima is "fine" if looked at totally in a vacuum. But it's clearly worse than three of our Sectorials, and also Vanilla. It's only arguably better than the remaining one (and we'll see how N4 impacts Military Orders later).
I think if we will see something more for WF in N4, it will be how the fireteams works in this new edition. Maybe the changes suits really welll in WF. Talk in "words" like powerful is a little tricky because the influence of the tables and the forces in front of every army, changes sometimes drastically how good could be. After a few games (in TTS) I found the Boyg mk12 isn't so bad if we play low tiers. KoJ are really good, but if we abuse of then and the fusiliers core then it is as we are playing MO.
The buffs to ARM values, changes in Crit, and general overhaul of Heavy Infantry is definitely an advantage. Sval runs multiple Heavy Infantry units more efficiently than any of our other Sectorials. As an example, you could easily have a Hospitaller Haris and a Knight of Justice in a list, which represents quite a lot of point-efficient durability.
Like was said earlier, its the "Brick to the Face" sectorial. It has four HIs with armor greater than four and an Armor 10 monstrosity. I would not be surprised in N4 people start realizing with the change to Crits that they cannot practically take out some units with weigh of fire and begin bringing dedicated anti-armor. In addition, a super-jumping Arm 3, BS 13 link team with albedo is very unique. I can see Vargar haris or core team being used a lot. A burst 4 K1 Marksman rifle will be great for armor busting and Linked HRLs (who is a specialist) are wonderful.