Pretty simple setup. Figure out your dice pool based on your skills and attributes, and roll said dice.
It might be a little off putting when you see the dice:

I was a little unsure of it at first, especially with the super vague movement rules (my group house ruled that, because ain't noone got time for abstract figurenouts), but once we tried it, everyone enjoyed it. It moves at a good pace (except when the dumbass GM ie me fails at reading the adventure text, which is all the damn time)
The advantage/threat rules are, simply put, brilliant. They allow to add that narrative flare to your actions. Roll a high, and got a bunch of advantages? Activate your weapons special ability, trigger a crit, or have something work in your favour in the game world. Maybe the shot rattles your enemy, and he is forced to duck into cover, adding setback die to his roll.
Or even better, if you fail, sometimes advantages can work in your favor still. Your shot missed but had lots of advantages on your die? Your stray shot hit a control panel, causing a blast door to close, either cutting off enemy reinforcements or outright cutting them off from YOU.
But most importantly, I think this is the first Star Wars RPG that actually creates balanced force users. With the post order 66 era of EotE, Jedi are virtually nonexistent, so any PC force users are generally pretty weak. There will be no murder sprees because of poorly thought out rules allowing a pebble to hit with the force of a space station (lulz Saga edition, seriously, what were they thinking using a skill for force attacks against a slow increasing defense stat?)
I'm loving it, my group loves it, although they will learn to fear Stormtroopers. They already fear TIE Fighters, muwahahaha.
Minion rules for Stormtroopers? PFTAH! Not on my watch!

