Well, you put up a version of it that has a pts value of course?
They excluded it from the starter-set to simplify.
It makes sense.
I am inclined to beleive that this is the case. Guess we'll find out on Saturday.
That being said, I'm still not totally happy about it because the rules themselves are garbage. There are some things to like in there - I actually like random turn order for the element of risk it introduces (command abilities to modify/guarantee turn order will be hugely advantageous) and I think that the simplified/streamlined stat lines are pretty good too. Seems to be less room for abuse, whilst hopefully ending oddities like Saurus Warriors being genetically engineered for combat and with decades, if not centuries, of experience in war, but have worse WS than a human who picks up a sword and a shield. The key word stuff is really intriguing, and let's not forget that having free rules are beyond anyone's wildest dreams.
That being said, the ruleset itself is hopeless, even with a balancing mechanic. Someone pointed out on Warseer that you can move, shoot, charge a different target, then fight; then fight in the opponent's turn; then in your turn shoot again (at a different target, splitting your fire if you wish), then fight again. Get two turns in a row? Great news! Shoot at different things, charge and fight something else, shoot at more different things, fight something else, then fight again, then shoot more things and fight again! WTF.
Add back in charge reactions, marching, and close order (to make regiments and flanks a thing again), tighten up some of the absurdities, and it would probably be pretty good.