Since I won't really be playing much until DT is updated, I might as well offer a little more insight into the direction LFR will be going in the coming months.
A lot of you guys have been asking me about lacerators, so I guess I'll bite and give up a little more information about them.
Tier three of the ritual tree is going to have seven temples - six devoted to the elemental Old Gods (Kerox and Lemox share a temple) and one devoted equally to the primary Old Gods, from which tier four will build. I had planned to do the "Temple of Origins" last, as it was both the most complex and the most integral to future advancements, which means that you may not see Pel, Kogut, Voruk, Visthel, or Armok's units for a little while.
I'm not doing this to torment you guys, I'm just very committed to doing this right the first time. Armok being the primarch of the Old Gods, I want his units to be the crown jewel of tier three of the ritual tree. I want to attempt to tackle lacerators only after I have created and balanced all of the units beneath them. That being said, I have a boatload of ideas for their abilities - by far the least exciting of which is steel skin. Rest assured, you will not be disappointed to see them after wading through the rest of the ritual tree. I have more tools and ideas for creating their abilities now than ever before, and I may yet have more by the time they come around.
As for hands of Armok, I probably should not have even brought those up, as they're planned to be Armok's tier four ritual units, which is WAAAAAY down the road. I have an extremely sick idea for what I'm going to do for them, but I don't want to share it until I can be sure that it will work properly.
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In the more immediate future, the next development mini-arc will be focused on the "Temple of the Twins," Kerox and Lemox, earth and air goddesses, and then the "Temple of the Orphan," dedicated to Bartoth, the god of lightning and unbound energy.
Units of Kerox will be able to manipulate the earth beneath themselves and their enemies. While they will have a rock-based projectile attack for good measure, expect them to function less like soldiers and more like a crowd control unit - not accumulating large numbers of kills on their own, but making a noticeable difference in combat efficiency of your forces. "Earth bind" will slow a large number of enemy units down by a fair amount, while "mark for burial" will make a single enemy almost entirely immobile. "Stone skin" will increase the toughness of nearby allies.
Lemox' units will focus almost entirely on buffing allies to compliment Kerox' units. "Tailwind" will boost the speed of nearby dwarves, while "headwind" will slow a single enemy. Units of Lemox will also be able to augment the agility of allies, and will be legendary dodgers and talented archers. They will also receive a ranged ability that can be fired from extreme range (though it won't be as powerful or as frequent as wavebreaker ice spells).
Bartoth's "tempests" are going to be a bit different in flavor, but more on them later.