Dice mechanics? Yes, the game uses specialized dice, built off the basic dice shapes that we're used to, but instead of numbers, they use symbols. The dice shapes are D6, D8 and D12. Each die has a specific use and you can use multiples of the same time for a task. The symbols go from 0 to 2 symbols, however, every die has both positive and negative results.
An example of play:
Let's say you're a hotshot pilot with amazing reflexes. So your Agility is an incredible 4, and a being a decent space pilot have the skill at 2 (professional quality), unfortunately you've gotten stuck into a dogfight with someone. Bad luck has them on YOUR tail, and you want to change that, so you're going to try a complex loop maneuver, which means rolling! So because of the high stat you get four of the 8 siders, which are called Ability Dice. But because of your skill, you replace two of those with the 'Proficiency' dice, which actually have a better chance of success on average, because they are D12. That's the base. Next are the bonus and disadvantage dice, which are called Boost and Setback dice, the GM decides how many, if any, actually apply here. And unlike the ability and proficiency dice, you get as many of either as applicable, neither replaces the other. You can end up with more of one than the other, like 3 Boost and 4 Setbacks (Unless you have a talent that removes or adds.).
That's the player side, the GM has a similar set of dice he/she gets to roll, the D8s are called Difficulty dice and the D12 are Challenge dice. The set difficulty is determined by what you're trying to do. So in this case could be, 3 Difficulty, but let's say you have the bad luck of having the system's Sun behind you, so one of those dice is 'downgraded' to a Challenge.
Once all that is determined (which is a lot faster than it reads) both sides roll off, and you count symbols. Which leads into that:
There are two major types of symbols on the main dice (the D8s and D12s), you have Successes, Failures which cancel each other out, and Triumphs and Despairs, which also do the same. The Triumphs and Despairs also do extra things determined by a chart and how many of each you have remaining. Each Triumph/Despair symbol counts as a single Success or Failure as the case may be.
The Boost and Setback dice (The D6s) have their own symbols, named Advantage and Threat, but their results are 'side effects'. For example, Han and Chewbacca meet a squad of stormtroopers in the halls of the Deathstar. Thinking quickly, both fire their blasters, Chewie roaring and start chasing the startled squad down the hallway. Lucky for our heroes, they got more successes than failures during their bluff check. Unfortunately, they got more Threats than Advantages on the Boost/Setback dice, so they chase the troopers to a dead end, which force them to turn and stand their ground, which allows the to see and realize that there are only two guys chasing them, instead of the small battalion they thought they had on their heels.
If you have more Skill that Stat: Let's say you're a godly pilot, but your agility is average, so a Skill of 4, and Agility of 2. You actually have the same amount of dice as the original pilot. For every skill point over your stat, you get an Ability die. Which in this case is the same as super reflex pilot.
However, bear in mind that if both got into a gun fight, and Super Reflex has a Blaster Pistol skill of 2, he'd still get four dice (2 Ability, 2 Prof), while God Pilot whose an expert shot at a skill of 3 would only get three dice (1 Ability and 2 Proficiency.)
The Force Dice are another situation, and only apply to Force Powers. You get lightside and darkside points whenever you need to roll. If you need to do something with your Force power, you roll dice equivalent to power level you have, typically one. Unfortunately, I'm hazy on the the actual rules, and I'm pretty sure they changed in the end product.
I may have made some mistakes, because my copy and memory are of the beta. Kuni? Anything I got wrong? And could you cover the Force powers?