Hi Turtle, sorry you find the pages poorly laid out; if you want to detail why that is something we may be able to address, thanks. :)
Okay, the new rules have been stream-lined, so no lists of Skills like in many skirmish games from Confrontation onward; instead we have built those old rules into Traits, Movement Type and Powers as far as possible. We genuinely believe more than 90% of what you will need is on the card, and within a couple of Rounds complete novices have been able to pick up the new system. The game can be played with as few as 2 minis per side still, but the improved pacing now allows for more Supremes to be managed in a single game.
The core mechanic of Opposed Roll (die plus trait vs die plus Trait) has been replaced with the Action Roll; this allows for multiple dice based on circumstance and buffs. The comparison of old remains for success or failure, but it has an in-built degree of success based on rolling 6's (non-Trump Traits), 5 or 6's (Trump Traits) or 4,5 or 6's (Powerhouses – the big guys). Extra successes allow the player to choose bonus Effects (such as Knockback, more Damage, etc.) from the EFX menu associated with the Action; each Action has its own EFX menu, and Effects are easy to learn. There is game play video on the main page.
As for new minis, so far our success has added the Grimm as a large playable Faction (at least 9 new models so far); Powerhouses for almost all the major Factions (8 so far; all new); new Supremes for the major Factions (7 unlocked so far and counting); new Minions (Hovercats; Mutant Mobsters; Grimminions); new Starter sets (including Ace of Wraiths resculpt and Nuke resculpt). So lots of new minis directly due to the KS project. :)