I'm working on the assumption, though, that it does too many things right to be a fake. Most likely, it's an old playtest copy. I read it over and I was only able to think one thing:
Where did I put my Daemons!?
|They've been collecting dust.|
Evasion- small and fast things are harder to hit. Everything in my army is fast, and most things are small. Love it. Shooting is now based on a chart of the Target's evasion value and the firer's ballistic skill.
Deepstrike- if you deepstrike 18" away from an enemy, there's no scatter. Most amazing thing of all because my army is so fast (even faster with these new rules, actually)
Reserves- You get a dice pool. As per usual, the first half of the army comes in from Deep Strike, let's say 6 units. On turn two, I get a die for each unit left (let's say 7). This is my pool, and I can use as many dice from it to try and bring any unit in from reserve. For example, if I *really* want my Keeper to come in on turn two, chances are very high I can get a 4+ if I decide to use all seven dice.
Fleet- Units with fleet get an extra 2" added to their movement. Almost my entire army has Fleet. Between that and the Deepstrike changes, I will be getting into people's faces much faster and with far fewer mishaps.
Movement- Beasts/Cav move 7" instead of 6". Go Seekers! Go! (and Fiends, and Flesh Hounds)
Things that are lame:
Cover saves- they are now a 5+. Doesn't do my Daemons a lick of good, but I suppose it couldn't have been all helpful.
Grenades- Critters like my Daemonettes have assault grenades and defense grenades, but they can't use them as weapons against vehicles like other armies can. Oh well.
I really will have to pull my Daemons out of retirement if even half of these turn up in the final version. I can't believe how excited I am about my Daemons again! I hope it subsides quickly, though, because I really have some Dwarfs to paint.
Update: This turns out to be a clever fake. Oh well. Guess we'll just have to wait for the real thing.