It's funny you bring this up, @
Scrivener of Doom.
I've been meaning to run a Savage Star Wars campaign for oh, maybe 4 years now and have never gotten around to it, so I don't have any direct experience with it.......
But everything else I've done with the system so far (classic fantasy, modern zombie apocalypse, near-future cyberpunk) leads me to believe that Savage Worlds would make a fantastic foundation for a Star Wars campaign.
In fact, if you're wanting more of an "Edge of the Empire" / Smuggler style game, Savage Worlds will be freaking brilliant right out of the gate.
There's really only two things I could foresee being a bit of work up front:
- If you want to do lots of spaceship combat. You'll need to sit down and come up with specific vehicle stats for most of the common "stuff"---an X-wing, a landspeeder, a speederbike, a TIE fighter, a Corellian freighter, etc. I also don't have any idea the best way to do "dogfights" with Savage Worlds Deluxe. Would it work as a simple "chase" scene? For resources, check out the fan-made Star Wars Conversion, and the PEG supplement Vehicle Conversion Toolkit.
- If you're wanting to do Jedi-based scenarios. Really this just means tweaking an "Arcane Background: Force User" and tailoring the power point structure and power "trappings" to suit your taste. Frankly this is probably the easier of the two to do, since most of the Jedi force powers are pretty well defined in the fiction in various sources. If you don't want Jedi to become super powerful right away, the easiest way is to make "leveling up" Jedi powers take multiple advances.
Other than that, though, really the only "must have" other than the core rules is the
Sci-Fi companion. If you have the time and budget, check out both the Slipstream Savage Campaign setting and The Last Parsec. Slipstream is more "Buck Rogers" than Star Wars per se, but full of interesting ideas to mine. The Last Parsec contains lots of interesting adventure ideas and a few variant rules not contained in the Sci-Fi companion. And for stuff like hacking, droids, cyborgs, etc., I highly, highly recommend Interface Zero 2.0. But really just the core + sci-fi companion, plus the widely available free material should be more than enough to get you started.
TL;DR -- If you're willing to do the work up front for vehicles & starfighters, and set up the "Force User" baseline, you'll have a fun, fast, flexible, and very robust baseline for creating Star Wars adventures of all kinds.