As the revision to NEIS goes on, here's a summary of the changes.
As mentioned before, none of these are final so please test them before panicking :-)
Once things finalize, any changes will of course be ported over into NSIS as well.
*Terms are made more consistent throughout the rules.
*Turn and phase have been reversed. A turn is a number of phases, with a phase being one activation roll.
*Squads can be rated as experienced, in addition to their troop class.
*Permanent stress is gone. You just remove 3 stress at the end of the turn.
*Professionals do not ignore command distance. Instead, pro squads have an assistant leader and may measure from either their assistant or squad leader.
*Group actions are official now. They also don't suffer penalties any more (prior, group fires were shock only)
*Take command can affect up to 3 figures close together.
*Exact rules for timing action resolution and terrain features.
*Base move is now 4".
*Troops can rush at the players discretion, even if out of sight. Troops in sight and out of cover must rush as before.
*Failing a rush does not pin you automatically. You are instead fired upon. Makes reaction fire a tad less powerful.
*Experienced troops rolling a 1 for rush distance may choose to remain in place.
*There are no longer a minimum kill dice rule.
*Irregular troops now just suffer a pin for every 1 on hte shock dice (instead of the old ammo rule).
*Experienced firers get an extra kill die for every 6 on the kill dice.
*Cover saves now depend on the terrain features.
*Experienced figures reroll cover saves of a 1.
*Two degrees of body armour now in the rules.
*Pinned figures that fail panic checks retreat 6" instead of being removed.
*When firing, groups in cover do not count Pin results when taking morale checks, only casualties and wounded.
*If a morale check fails, retreat distance is 3" plus dice roll.
*Failed morale checks cause pin results equal to dice roll.
That's it so far.