Chapter 1 begins with an analysis of how to play a Rebel Alliance cell, with each PC taking on a role like Command, Intelligence, Medical Officer, etc. — not anything that affects gameplay, but just defined military roles to get everybody in the spirit of it. It's pretty in-depth, even going so far as to say how each class might function in each role. The book is off to an impressive start.
There are no species in the book; the book dives right into the new Background system. Backgrounds are just like they are in D&D — based on your background, you pick up an extra class skill you wouldn't otherwise, and you gain some other bonus as well. The book recommends using them instead of Destinies in more "realistic" campaigns where big, epic moments aren't as common. It also says you can use both in a campaign, though characters should have either a Destiny or a Background; a Destiny is focused on the future, where a Background is focused on the past.
There are three types of Backgrounds, each of which works different. There are Events, which are things that happened in your past that affect who you are now: Bankrupt, Conspiracy, Crippled, Disgraced, Enslaved, Exiled, Imprisoned, Marooned, Orphaned, Scarred, and Widowed. There are also Occupations: Academic, Celebrity, Criminal, Executive, Labor, Law Enforcement, Medical, Military, Pilot, Politics, and Technology. Last are Planet of Origin, which only work if your species isn't typically from that planet (a Gungan from Naboo wouldn't gain any special bonuses, for example) or if you're a species that doesn't have a defined homeworld (such as Human or Ryn). The planets of origin are Alderaan, Bakura, Bespin, Bothawui, Cerea, Corellia, Coruscant, Dorin, Duro, Fondor, Gamorr, Iridonia, Ithor, Kashyyyk, Mon Calamari, Naboo, Nar Shaddaa, Rodia, Ryloth, Socorro, Sullust, Taris, Tatooine, and Trandosha. The book also contains simple rules for creating your own planet of origin.
Next come the talents. The Jedi gets some good talents, such as Guiding Strikes, which gives your allies bonuses to melee attacks against targets you damage, and Recall, which lets you regain 2 Force powers when you spend a Force Point instead of just 1. The Noble gets an interesting new tree: the Gambling Leader, which focuses on giving you big bonuses when you risk your neck. For example, Face the Foe gives you a +1 bonus on attack rolls against targets you don't have cover from, and Assault Gambit lets an ally and enemy make immediate Initiative opposed rolls, the winner getting to make a free attack against the loser. It seems like these are some good abilities to give Nobles an excuse to risk their puny hit points in combat.
The Scoundrel gets the Recklessness talent tree, which let you risk your own neck for big bonuses, similar to the Gambling Leader. Hit the Deck gives your allies Evasion against your area attacks, for example, and Risk for Reward lets you make (once per turn) an extra attack every time you get damaged by an attack of opportunity. These talents go pretty far in getting you to do things you wouldn't ordinarily do in combat.
The Scout's Unpredictable talent tree lets you constantly run around the battlefield, avoid attacks, and strike back out of turn when you're hit by attacks. While I'm not always impressed by some of the talent trees the Scout gets — the Legacy Era one comes to mind — this one seems unique and flavorful.
The Soldier gets the Ambusher talent tree, which keys off of the surprise round, and in fact makes the first round always the surprise round for you (so you can use all kinds of talents and stuff that require surprise). You also get to pick a "prime target" to take out, and gather all kinds of bonuses against them. Again, interesting, flavorful stuff that seems like it would be fun and different to play.
And now the feats, of which there are some serious standouts. Assured Attack lets you reroll the lowest damage die on any attack you make, making it one of the nicest feats I've ever seen. Vehicular Surge lets you take a second wind for vehicles you pilot. And there are four feats keyed off of second winds that let you do all kinds of new things with them, like take them as a free action, or take them even when you're not at half hit points.
The book also introduces Species Feats; every species from the Core Rulebook gets 3 feats, except Humans. They're not all mind-blowing, but they're all pretty flavorful and fun. The Duros ones in particular would make Rek Luk a flying machine. I'll just point out those that are relevant to our party members: Gamorreans get Increased Resistance (+2 Fortitude for one round when an opponent's attack or skill check targets it and fails), Primitive Warrior (+1 die of damage with simple weapons), and Quick Comeback (once per round, you can move up the condition track with only a single swift action the round after you get knocked down the track). Gungans get Gungan Weapon Master (whenever you spend a Force Point while attacking with an atlatl or cesta, increase the die type by one step, d6 to d8), Perfect Swimmer (whenever you reroll a Swim check, you take the best of the two rolls, not just the second one), and Warrior Heritage (+2 to Will while wielding an atlatl or cesta). The book closes out with a new Force tradition, the Kilian Rangers, who first appeared in the Revised Core version of the Rebellion Era Sourcebook.
The ace pilot and officer get new talent trees that are really awesome. The ace pilot gets the Wingman tree, which gives big bonuses for aiding allies and staying in formation with your squadron. More impressive is the Officer's Rebel Recruiter tree, which lets you convert a dying enemy to your cause for the rest of combat. It's a really cool mechanic that I think would be fun to try out for an Officer character. There are two new prestige classes: the Improviser and the Pathfinder. The Improviser is all about using improvisation to do stand-up comedy shows that distract your enemies... no, it's actually about getting and using gear. It's open to a wide variety of classes — Scoundrel, Soldier and Noble all qualify — and it specializes in acquiring black market gear or creating your own out of whatever's laying around. The Pathfinder is for Scouts, and its big mechanic is creating a "Safe Zone" aura that is beneficial for your allies but harmful for your enemies. It also has the ability to create cover out of thin air.
Next comes Equipment & Droids. There's a few standouts here — the Concussion Grenade, the Flechette Launcher, the Gas Grenade — but no must-haves. The droids detailed are the FX-7 medical droid, R4-series agromech droid, WED Treadwell repair droid, LOM-series protocol droid, BT-16 perimeter security droid, and RHTC-560 Hunter Trainer, as well as a sidebar about the B'omarr Monks.
Vehicles and Starships shows a lot of things that I, frankly, don't recognize (as any really identifiable Rebellion-era stuff has already shown up in the core book or Starships of the galaxy). But it does have cloud cars and racing swoops, as well as a nice assortment of starfighters and transports.
Rebellion Era Campaigns talks about how to play as the Rebellion or the Empire and points out the similarities between their playing styles (military command structure, etc.). It has a lot of campaign ideas and themes that can be put to good use. Super-useful is the table News of the Worlds, which details how much you know about the Empire and how much you believe its propaganda by Knowledge (galactic lore) and Knowledge (social sciences) rolls. More educated characters who know where to look will see past the lies, which is kind of cool.
The next chapter is The Rebel Alliance, which begins with a history of the Rebellion dating back through The Force Unleashed. It spells out the command structure of the Rebels and details how these hierarchies might be used in a campaign. It's been done before in Clone Wars and Legacy Era, and it's always nice to see this kind of organizational information to help teach more about how the group functions. Aside from some generic NPCs, the chapter also stats out Admiral Ackbar (though how they didn't give him the It's A Trap! talent from Starships is beyond me), Wedge Antilles, Tycho Celchu, Airen Cracken, Nera Dantels, Biggs Darklighter, Wes Janson, Derek "Hobbie" Klivian, Nien Nunb, Carlist Rieekan, Deena Shan, Wicket, and Winter. The chapter also comes complete with a section on Cracken's Tactics, explaining how to do such things as sabotage a shield generator, jury-rig a power-pack bomb, and overload vehicle weapons. It's some fun stuff. The chapter closes with some new weapon emplacements (now you, too, can have your very own Planet Defender Ion Cannon to take out Star Destroyers in orbit), combat vehicles, and starships.
Next chapter is The Empire. After the organizational stuff, we get into NPCs: the Blackhole stormtrooper, novatroopers (with badass armor), seatroopers, spacetroopers, storm commandos, and swamptroopers. The NPCs detailed are Grand Moff Trachta and Janek Sunber, both from the Empire comic book series. The chapter also details some Imperial equipment and armor, as well as Imperial Espionage Droids, and Phases I, II and III of the Dark Trooper droids from the Dark Forces video game. The chapter ends with all manner of vehicles and starships, including the funny TIE Mauler tracked vehicle and lots of different variations of TIE Fighters.
Fringe Factions launches by statting out some of the neglected bounty hunters: 4-LOM, IG-88 and Dengar. Some of Black Sun's starships are then statted out and illustrated. Lobot and the Cloud City guards are then shown, as well as a sidebar for Lobot's BioTech Borg Construct Aj-6, for computer users going for that Jean-Luc Picard look. Plenty of room is given to Jabba the Hutt, both statting out him and Bib Fortuna and explaining how to incorporate characters who would work for Jabba's organization. A few Zann Consortium vehicles are statted out from Empire At War, and then some Corporate Sector forces. The book ends with the Cracian Thumper creature from way back in the original Star Wars RPG, followed by an index and CL table.
All in all, it fills in a lot of the blanks left by the Core Rulebook. It's a bit haphazard at times, and suffers a bit from the fact that all the really iconic stuff has already appeared in other books, but overall, between the campaign advice, the Background system, and the Species Feats, I'd call it a winner.