So looking at the pic. there is a grand total of 8 symbols that a person needs to know, to be able to play. That is WHFRP! Bet the symbols, while graphically different, mean the same things. 14 dice, but it looks like they are repeats of the same dice. The extra dice are probably to represent damage from light sabers and heavy weapons, being higher damage ratios then anything in WH.
If I may take another counter point to some of the arguments on here, many of which I held.
Dice: I have dice, I don't want/need more. I agree, fully, however I ask how many sets of dice (and errant dice) do you own? All anyone "needs" for about any game is one set and a few extra die 6. Now, I can only speak for myself, and the people I have played with in the past (maybe 50 or so, not counting conventions), but I have around 16 sets of dice, almost everyone I have ever played with has many sets of dice. In fact the only time I have ever seen anyone with one set of dice is when they are completely new to the hobby. I had this same argument, it kinda muted itself.
Dice cost: 12-14 bucks, guessing the second. As a point of reference I am going to use groups I play with that play 2 other popular games. Pathfinder, and D&D. In pathfinder I play with 6 other people. With the exception of myself, they each have a copy of the "advanced players guide", the main book, the martial book/spell caster book, the race guide, the second PHB thing, and computer programs on the IPods for each, and we all have a sets of dice. Just a rough guess, I would say the buy in was north of 100, each player. Not that they had to buy any of it, but they all did. D&D is much the same picture, many of the players have several books that advance the players abilities, options, talents, races, etc… again I would guess each paid somewhere north of 100. Now the WHFRP campaign I have recently gotten into. There are 4 players and the GM. The main game came with 3 sets of dice, two of the players bought sets (at 12 bucks, each). That's it! There are no copies of game guides, there are not manuals of x-powers, etc… it is all the players have. We do, however chip in on books/box sets for the GM.
Cards/progression: they just make it easier, and non-munchkin-able. The player classes are insanely balanced. While I love WEG amd even the 3.75 version by WotC, I will be the first to say that the balance of classes is almost nonexistent, sure there is a white buffalo in them, here and there, but it is the exception, not the norm. I have yet to find a FFG RPG that has those issues. Heck, the made space marine, and rogue trader a completely different products to avoid that (and undoubtedly to make money). I would almost be willing to guess that is what they are doing here, moving the soldiers and jedi, who would completely outclass the rogues, away from them.
Don't want to use cards: One is under no obligation to "use" the cards, they can write the info on the character sheet, old school, if they wish, its really the same as reading and copying from the book, except you take it off the card, instead. Instead of turning the card to show you "used that skill" this round, you would just have to keep track of it manually. (Again note: I have no clue if this thing even needs cards, I hope it does because of how easy they, the cards, made everything but I have seen no indication that it does).
In my head, at least, this looks to be the SW game I have been waiting for. A setting without a ton of Jedi, player characters that are not "munchkined" to death (really good at shooting, but couldn't read, jump, fly, swim, etc… to save their live), all with a contribution to the group (not just holding the torch for the mage/fighter), with an unquestionable evil, and a reason to, rebel against it. All the while having mechanics that the GM doesn't have to fudge the results of, and the players can't fudge. That's just me though, I tend to like the greater challenges in my games.
Hopefully they found that middle ground for stormtroopers, not impossible to take out, but at least partially representing how they managed to conquer the 2/3rds of the known galaxy… WotC never achieved that with the minion rules, it was like one player character to 12 troopers, when one to 2 or 3 would be more reasonable.
Anyway, I hope some of you doubters give the demo a shot, at least one at the local hobby store. I will be running one here in San Antonio, and anyone interested are welcome to send me a message and I will get the where/when to you. In the case that you're all right, well then I'm puttered out of 42.00 for the beta. Anyway, I will write a review of it when I get my teeth into it, and let ya'll know.