TEXT: Star Wars BESM: Introduction
   
  Table of Contents
  Character Generation
  Alien Character
  Droid Characters
  Droid Attributes
  Jedi Characters
  New Attributes
   Droid Only Attributes
   Force Attributes 
  Skills
  New Rules
  Vehicle Creation
  Example of Vehicle 
  Creation
  Equipment
  Sample Droids
  Star Wars Vehicles
   Planet Based 
  Vehicles
   Spacefighters
   Large Ships
  Forces of the Empire
  Star Wars: BESM
  Introduction
  There are not many changes you need to make to BESM if you want 
  to use it with Star
  Wars. The rules stress a more cinematic approach to gaming and 
  they are flexible enough so they can be used with all genres. The 
  rules can easily capture the various races and technologies that 
  populate the Star Wars Universe.
  Star Wars is about larger then 
  life action which set against 
  larger then life backgrounds. It 
  is a universe that has planets 
  covered by forests, and giant 
  space slugs living deep within 
  asteroids. It is a universe that 
  has seen one government 
  representing all races, 
  replaced with a government 
  headed by the Emperor who is 
  a master of the Dark Side. 
  Palpatine has built a well 
  equipped and trained military 
  machine. It is a government 
  that has built a space station 
  the size of a small moon; that 
  packs enough firepower to destroy a planet. The military is supported 
  by Star Destroyers equipped with waves of TIE Fighters, and legions 
  of storm troopers.
  Like any oppressive government, the Empire is faced with a group of people who are 
  dedicated to overthrowing it. The Rebel Alliance is a collection of individuals who are 
  opposed to the Emperor's plans, and want nothing more than to end the tyranny. It is a group 
  who wants to protect the rights of all races, and restore the laws that the Emperor abolished. 
  Though the Rebel Alliance is not as well equipped as the Empire, they will never give their 
  fight for justice.
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  Star Wars BESM: Introduction
  Lurking in the background of this is the underworld criminal elements such as the Huts. 
  These groups see profit in the conflict and play both ends against the middle. They are loyal 
  to only one thing, money. It does not matter to them who wins in this conflict, the smugglers 
  and the mobsters will still make a profit off the winners and losers. 
  Though the Jedi Knights were destroyed by one of their own, but there are still those who 
  follow the teachings of the 
  Jedi and use the Force to 
  fight against the evil that 
  has gripped the galaxy. 
  They may not refer to 
  themselves as Jedi's but 
  they will soon be seen as New Hope to restore the Jedi order to greatness. 
  The Dark Side has its master in the form of the Emperor, but it has its champion in the form of 
  Darth Vader, Lord of the Sith. Like those who came before him, Vader has devoted his life to 
  the ways of the Sith and uses the Force as a weapon. It was by his hand that the Jedi Knights 
  were destroyed. Vader now leads the armies of the Emperor, and in the Emperor's name 
  Vader protects the interests of the Empire. There are other students of the Dark Side, and 
  though they may not be as powerful as Vader, they are still a threat.
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited
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  Star Wars BESM: Character Generation
   
  Character Generation
  Characters, whether they are humans, aliens or droids, are created using 35 Character 
  Points and 20 Skill Points. The available attributes available for human , alien and droid 
  characters can be found in Table 1. In most cases attributes remain unchanged, but there are 
  some that a few modifications need to be made.
  Flunkies are very useful and they tend to take the form of astromech, protocol, repair or 
  service droids. Kensie has been replaced with the Attribute Jedi Combat Training and this 
  can be found under Force Sub-Attributes. New attributes that are available for characters to 
  purchase, and described below.
  Table 1 – Normal Attributes 
  Normal Attribute
  Point Cost
  Relevant Stat
  Animal Friendship
  1 point/Level
  Soul
  Appearance
  1 point/Level
  Body
  Art of Distraction
  1 point/Level
  Body or Soul
  Aura of Command
  1 points/Level
  Soul
  Combat Mastery
  2 points/Level
  None (Combat Value)
  Damn Healthy!
  1 points/Level
  None
  Divine Relationship
  1 point/Level
  Soul
  Energy Bonus
  1 points/Level
  None
  Extra Attacks
  4 points/Level
  None
  Flunkies
  1 point/Level
  Soul
  Focused Damage
  1 points/Level
  None
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  Star Wars BESM: Character Generation
  Force Sensitive *
  4 points/Level
  Soul
  Force Sub-Attribute *
  4 points/Level
  None
  Gun Bunny
  1 points/Level
  None (Combat Value)
  Heightened Awareness
  1 point/Level
  Body or Mind
  Highly Skilled
  1 points/Level
  None
  Heightened Senses
  1 point/Level
  Body
  Jedi Combat Training
  1 point/Level
  None (Combat Value)
  Lightsaber *
  2 or 4 Points
  None
  Massive Damage
  2 points/Level
  None
  Mechanical Genius
  2 points/Level
  Mind
  Natural Weapons
  1 point/Level
  Body
  Organizational Ties
  1-3 points/Level
  Soul
  Own Ship/Vehicle *
  4 points/Level
  None
  Personal Gear
  1 point/Level
  None
  Resistant to Jedi Mind Tricks *
  5 points
  Mind
  Special Movement
  1 point/Level
  Body
  Water Speed
  2-3 points/Level
  None
  * New Attribute
  Introduction
  Alien Characters
  © Richard Iorio II, 2001
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  Star Wars BESM: Character Generation
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited
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  Star Wars BESM: Alien Characters
   
  Alien Characters
  The Star Wars Universe is filled with 
  numerous alien life forms species. During 
  the days of the Old Republic, all sentient 
  species were represented in the Republic 
  Senate. When the Emperor took charge 
  things changed. Now only humans have 
  say in the government, all non human 
  races are viewed with having no rights.
  Some players may want to play something 
  other than a human in Star Wars: BESM. 
  The following alien templates can be used 
  as player characters. The templates represent the typical member of the species, and players 
  can use them as a starting point when creating their own characters. Each template is given a 
  point cost, and this is the number of character points that need to be spent to acquire it. Any 
  left over character points can then bye used to purchase skills and attributes.
  Ewok (10 Points)
  Body 2 Mind 4 Soul 4
  Attributes: Heightened Senses (smell) - 1
  Defects: Easily Distracted (shinny objects) - 2BP, Sensory Impairment 
  (poor vision) - 1 BP, Unskilled - 1 BP
  Ewoks are intelligent furred bipedal creatures, and native to the forested moon of Endor. 
  They are small and stocky, and reach an average height of 1 Meter. Curious by nature, 
  Ewoks are very friendly and social. Their society is primitive and tribal, and is based in large 
  tree cities. Each city is home to one tribe, and the city spans generations. Ewoks respect their 
  elders, and the oldest members of the tribe fill all leadership roles. Ewoks are easily startled 
  and distracted, but when faced with danger, are brave and fierce warriors. Typically Ewoks 
  have poor vision, but this is compensated by their keen sense of smell.
  Gamorreans (15 points)
  Body 5 Mind 3 Soul 3
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  Star Wars BESM: Alien Characters
  Attributes: Combat Mastery - 1, Natural Weapons (horns and tusk) - 2
  Defects: Not so Fast - 1 BP
  Gamorreans are large, powerful creatures that average 1.8 Meters in height and can weigh 
  more then 100 kilos. Resembling pigs, Gamorreans have snots, jowls, jutting lower tusks, as 
  well as horns. Gamorrean culture, if it can be called that, is based on strength, and is not as 
  developed as other races. Only the strongest survive, and leadership is based on strength. 
  Gamorreans know only one thing and that is war, and because of this, Gamorreans are 
  typically employed as mercenaries or guards. Gamorreans can understand most languages, 
  but their vocal cords prevent them from speaking Imperial Common.
  Ithorians (15 points)
  Body 4 Mind 4 Soul 5
  Attributes: Aura of Command - 1
  Ithorians are typically known as Hammerheads and this is due to their long necks that curl 
  forward and ending in a t-shaped dome. Ithorians are a spiritual race and are in touch with 
  nature. They are a peaceful race and strive to live in a peaceful balance between technology 
  and the environment. Ithorians have a deep respect for all life forms, and when building, 
  strive to not disrupt the ecological balance. Ithorians are skilled in agricultural, art and 
  diplomacy and many have an affinity with the Force.
  Jawa (11 points)
  Body 2 Mind 5 Soul 2
  Attributes: Mechanical Genius - 1
  Jawa's are natives of the desert planet Tatoonie, and are an intelligent race of scavengers. 
  They are a tribal based society that roams the deserts searching for abandoned hardware to 
  repair and sell. They stand smaller then one meter, and wear hooded brown robes to protect 
  them from the harsh twin suns of Tatoonie. Jawas understand Imperial Common, but they 
  always speak using their own chittering language. Jawas fear everything and strive to avoid 
  conflict as much as possible. They rarely fight, and when confronted their first response is to 
  run. Jawas have a knack with mechanical objects and have an uncanny ability to repair just 
  about anything.
  Mon Calamari (10 points)
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  Star Wars BESM: Alien Characters
  Body 3 Mind 4 Soul 3
  Attributes: Water Speed - 1
  Defects: Sensory Impairment (poor vision) - 1BP
  Mon Calamari are an amphibious bipedal race who take their name from their planet of origin. 
  Calamari is covered with oceans, and what land that does exist is primarily small islands. 
  Mon Calamaris have an affinity with water, but they prefer to live on the shores. Mon 
  Calamaris are a soft spoken race, gentle race, with a culture that is highly civilized. Mon 
  Calamari art, literature and science are at a level few races can match.
  Sullustans (7 points)
  Body 3 Mind 3 Soul 3
  Attributes: Heightened Senses (hearing) - 1
  Defects: Not So Strong - 1BP, Sensory Impairment (poor vision in 
  light) - 2 BP
  Standing between 1 to 1.5 Meters, Sullustans are a jowled mouse-eared underground 
  species. Their home planet is a harsh volcanic place with an atmosphere composed of 
  noxious gasses. The only area suitable for life is on the shores of vast underground lakes, 
  and it is here where Sullustan civilization flourishes. Sullustans are a cheerful and pleasant 
  race, and are found of jokes and stories. 
  Twi'leks (12 points)
  Body 4 Mind 4 Soul 4
  Attributes: Art of Distraction - 1
  Defects: Inept Combat - 1BP
  Twi'leks are a tall species whose most recognizable feature are their head tails. These tails, 
  average 1 Meter in length, protrude from the back of the skull, ending at a small tip. Twi'leks 
  are capable of learning and speaking most languages, and often serve as interpreters. Their 
  native planet of Rylorn is a dry rocky world with a thin atmosphere, which gives Twi'leks a 
  slight edge physical when they are on planets with more normal atmospheres. They are not a 
  warlike race and prefer to rely on subterfuge and stealth.
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  Star Wars BESM: Alien Characters
  Wookie (14 points)
  Body 5 Mind 4 Soul 4
  Attributes: Mechanical Genius - 1, Natural Weapon (claw) - 1, Special 
  Movement (wall crawling)-1 
  Defects: Attack Restriction (will not use claws in combat) - 2BP
  Wookies are an intelligent race known though out the galaxy for their short tempers. They are 
  ferocious and quick to anger, but despite this, Wookies are capable of compassion and 
  lasting friendship. They have been known to form bonds called honor families with members 
  of other races, and these bonds are often stronger then their own family ties. Some Wookies 
  have given their lives to protect a member of their honor family, and do anything to ensure 
  their safety. Though they have claws, it is not considered honorable to use them in combat, 
  and they are used only to climb trees. Though they are masters with high tech machinery, 
  Wookies have a love for items that are very archaic.
  Character 
  Generation
  Droid Characters
    
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited
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  Star Wars BESM: Droid Characters
   
  Droid Characters
  One of the major character types you see in the Star Wars movies are droids. They are seen 
  everywhere in the trilogy, and are shown performing a variety of tasks. From medical 
  specialist to bounty hunters, droids can be found in almost every scene. A droid character is 
  easy to create and offers player's interesting role playing experiences.
  Most droids are not combat trained, and in fact, are typically programmed not to take a life. 
  Droids are suited for support roles such as navigation, or to serve as mobile 
  power sources. There are droids, such as probe droids, that can defend 
  themselves and withstand light blaster fire. There are also droids who have 
  been created for the sole purpose of interrogating prisoners. Droids, unlike 
  other characters, are awkward and not as mobile, and experience trouble 
  navigating over difficult terrain. Some druids often lack arms, or can only 
  communicate using electronic beeps and whistles.
  Droids are created using the same Character Point total as other characters. Droids are 
  limited to the attributes and skills that they can purchase, and since droids are not technically 
  alive, they are unable to sense, let alone use, the Force.
  Droid Types
  Droids are built to serve specific purposes. Every droid has a primary function, and choosing 
  this function is the first step in creating a droid character. What follows are the typical 
  functions found among droids in the Star Wars universe.
  Protocol Droid
  Protocol droids are designed for negotiation and translation duty. In these roles they are 
  programmed to deal with a wide range of social, diplomatic and tutoring situations. When not 
  in these situations protocol droids are ineffective. Protocol droids are also programmed to 
  respect life and there are no known cases of one ever firing a weapon or harming someone. 
  Protocol droids also have a reputation of being assertive and annoying when it comes to 
  etiquette, and many suffer physical harm when trying to teach someone how to behave 
  properly.
  Astromech Droid
  Astromech droids are designed to aid pilots and serve aboard starships and fighters as 
  mobile repair units. They also play the role of the navigation computer on fighters and often 
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  Star Wars BESM: Droid Characters
  act as copilots. Astromech's are built with various tools and features, such as arc welders and 
  grippers, which aid them in their jobs. In addition their treads are magnetic so they can grip 
  the sides of ships when conducting repairs in flight. Astromech droids understand most 
  languages, but can communicate using only electronic beeps and whistles.
  Medical Droids
  Medical droids are highly specialized in their functions as doctors and surgeons, and in some 
  cultures have even replaced doctors as primary care givers. These droids are built with 
  extensive medical and biological knowledge and the work they do ranges from simple 
  medical exams to the building of bionic limbs. Most medical droids are not mobile and are 
  confined to medical labs, but there are some models that do have movement. Medical droids 
  are programmed to respect life and there are no known incidents of one ever taking a life, 
  even in self defense.
  Military Droids
  Unlike most droids, military droids are built for one purpose and that is combat. Typically 
  weapon systems are built into these droids, but there are some units that carry their own 
  personal blasters. Military droids are built stronger and are often covered with heavier armor, 
  and sport a reinforced frame. Governments who want to field a military cheaply, and not 
  depend on living units, build and field military droids. It is not uncommon for these droids to 
  also serve as assassins or even as bounty hunters, like the most famous droid bounty hunter, 
  IG-88. Interrogation droids also fall under this category and are commonly found in use by the 
  Empire as well as the Hutts.
  Probe Droids
  A specialized droid, probes fill reconnaissance and exploration roles and are built to survive 
  the rigors of harsh environments. Probe droids have numerous sensor systems as well as 
  navigation systems to aid them in their missions. These droids are also built with limited 
  offensive capabilities, and are the most mobile of droids due to their ability to fly.
  Repair Droids
  Repair droids are designed to aid in the repair of vehicles and structures, but can also serve 
  as mobile power units. They are limited in their abilities, but excel in the areas of architecture, 
  computers, electronics and mechanics. Like astromech droids, they can understand all types 
  of languages, but can only communicate using electronic buzzes and whistles.
  Service Droids
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  Star Wars BESM: Droid Characters
  Commonly found on luxury liners and in bars, service droids are designed to serve drinks and 
  perform other social functions. Service droids are similar to protocol droids in their ability to 
  understand languages and be social. They are very good in what they do, but are useless in 
  other situations. Of all droids, service droids are perhaps the weakest in terms of strength and 
  durability.
  Alien Characters
  Droid Attributes
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited
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  Star Wars BESM: Droid Attributes
   
  Droid Attributes
  Droids are limited in the attributes they can take due to the way they are built. Droids are designed for specific 
  purpose and the attributes available to them help them serve that purpose.
  Combat Mastery is typically given to probe and military droids. Some droids are designed for more hazardous 
  duty and Damn Healthy reflects this. Extra Energy is typically purchased for probe droids, because they spend 
  long periods of time away from recharging units. Focused Damage and Massive Damage is typically bought by 
  military droids and to aid them in completing their assignments. The attribute Gun Bunny is commonly found 
  with military droids with most having at least Level 2 ability. Mechanical Genius is most often purchased by 
  astromech droids and reflects their ability to perform the most difficult repair jobs. 
  Extra Arms is useful for many droids and is common among repair droids and probe droids. All droids have 
  Features or Accessories of some type, and these usually take the form of a searchlight or small saw. R2-D2 had 
  a number of such features such as a periscope and the small compartment that stored a lightsaber. Healing is 
  possessed by medical droids, and this attribute takes into account such things as their use of baca tanks, and 
  their ability to perform surgery. Heavy Armor is often possessed by military droids and some Imperial probes are 
  also designed with thicker armor. Special Movement (wall crawling) is purchased by astromech droids as well 
  as repair droids, and aids in their repair jobs.
  Most droids are not built to survive the rigors of being exposed to vast amounts of radiation or the extreme 
  coldness of open space. Life Support is an important attribute in that it protects a droid and seals their systems 
  from exposure. This attribute is common with all astromech droids as well as probes. Similarly, Sensors is 
  another important attribute that is found with probe droids. Flight is a rare attribute but is common in 
  interrogation droids as well as probes. Weapon Attack is an attribute that is found among both military droids as 
  well as some types of probe droids.
  Table 2 – Droid Attributes 
  Normal Attribute
  Point Cost
  Relevant Stat
  Alien Cultures *
  2 points/Level
  Mind
  Alien Species *
  2 points/Level
  Mind
  Combat Mastery
  2 points/Level
  None
  Damn Healthy!
  1 points/Level
  None
  Energy Bonus
  1 points/Level
  None
  Extra Attacks
  4 points/Level
  None
  Extra Arms
  1 point/Level
  None
  Focus Damage
  1 points/Level
  None
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  Star Wars BESM: Droid Attributes
  Features or Accessories
  1 point/Level
  None
  Gun Bunny
  1 points/Level
  None (Combat Value)
  Flight
  4 points/Level
  None
  Healing
  4 points/Level
  Soul
  Heavy Armor
  4 points/Level
  None
  Heightened Senses
  1 point/Level
  Body
  Languages *
  2 points/Level
  Mind
  Life Support
  1 point/Level
  None
  Mechanical Genius
  2 points/Level
  Mind
  Planetary Systems *
  2 points/Level
  Mind
  Power Cell *
  3 points/Level
  Body
  Sensors
  1 point/Level
  Body
  Special Movement (wall crawling only)
  1 point/Level
  Body
  Weapon Attack
  4 points/Level
  None
  * New Attribute
  Droid Characters
  Jedi Characters
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the written permission of the author 
  is strictly prohibited
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  Star Wars BESM: Jedi Characters
   
  Jedi Characters
  Jedi's are practically extinct in the universe, and this is because one 
  of their own betrayed them. Senator Palpatine, who is a Master of the 
  Dark Side of the Force and follower of the Sith teachings, declared 
  himself Emperor. He then ordered his pupil, Anakin Sykwalker to 
  destroy the Jedi Knights. Anakin hunted and killed every Jedi he 
  could find and gave to his mater their lightsaber as a token of his 
  success. Now the universe is without its protectors and champions in 
  the face of evil. There are some, however, who discovered Jedi 
  teachings and learned to work the Force. These few consider 
  themselves Jedi and use the Force to aid those who need it.
  Jedi's are sensitive to the ways of the Force. By their nature they are 
  able to feel the Force all around them. Everything has the Force 
  flowing through it, whether it is a rock or a wookie. All natural things 
  touch the Force, and Jedi can sense the Force and use it to effect the 
  environment around them. Characters who purchased the Force Sub-
  Attribute can purchase Force Powers. These powers allow the Jedi to 
  use the Force.
  Table 3 – Force Attributes
  Normal Attribute
  Point Cost
  Relevant Stat
  Choke
  4 points/Level
  None (use Combat Value)
  Grab
  2 points/Level
  Soul
  Jedi Precognition
  5 points/Level
  Soul
  Jumping
  2 points/Level
  Body
  Life Support
  2 points/Level
  Body
  Lift Object
  4 points/Level
  Soul
  Lightsaber Shield
  3 points/Level
  Body
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  Star Wars BESM: Jedi Characters
  Mind Control
  4 points/Level
  Mind
  Move Object
  4 points/Level
  Soul
  Push
  4 points/Level
  Soul
  Rapid Running
  2 points/Level
  Body
  Throw Object
  4 points/Level
  Soul
  Droid Attributes
  New Attributes
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the written 
  permission of the author is strictly prohibited
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  Star Wars BESM: New Attributes
   
  New Attributes
  Force Sensitive
  Cost: 4 Points/Level
  Relevant Stat: Soul
  This attribute gives the character the ability to sense the Force. Disturbances and Force use can 
  be sensed in a limited area. Characters with this attribute can only sense the Force; they do not 
  have any training with using the Force.
  Level 1 - Sense disturbances in the Force within a city.
  Level 2 - Sense disturbances in the Force within a country.
  Level 3 - Sense disturbances in the Force on a land mass.
  Level 4 - Sense disturbances in the Force on a planet.
  Level 5 - Sense disturbances in the Force within a solar system.
  Level 6 - Sense disturbances in the Force within a galaxy.
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  Star Wars BESM: New Attributes
  Force Sub-Attribute
  Cost: 4 Points/Level
  Relevant Stat: none
  A character with the Force Sub-Attribute has been trained in the ways of 
  the Force. Characters with this attribute receive 10 Force Points (FP) per 
  level, which are used to acquire Force Powers. Every time the character 
  wishes to use the Force, they must expend Energy Points. Each use of the 
  Force drains EP equal to the points spent to acquire that level in the Force 
  Power. A character can choose to use a power as if it was acquired at a 
  lower level to conserve EP. 
  A character needs to buy the Force Sensitive Attribute before buying the 
  Force Sub-Attribute. The reason behind this is that you must be able to 
  sense the Force before you can use it.
  Level 1 - Character receives 10 Force Points for Powers.
  Level 2 - Character receives 20 Force Points for Powers.
  Level 3 - Character receives 30 Force Points for Powers.
  Level 4 - Character receives 40 Force Points for Powers.
  Level 5 - Character receives 50 Force Points for Powers.
  Level 6 - Character receives 60 Force Points for Powers.
  Jedi Combat Training
  Cost: 1 Point/Level
  Relevant Stat: none (Combat Value)
  Only characters that have the Lightsaber Combat skill can buy this attribute. Each level that is 
  bought in this attribute allows the character to perform feats with the lightsaber.
  Blind Fighting - The Jedi suffers no penalties while attacking or defending in darkness or 
  blindfolded. Jedi's who have been blinded can use this feat to help them sense objects around 
  them. 
  Build Lightsaber - The Jedi knows how to build and repair lightsabers.
  Judge Opponent - The Jedi can spend one round studying his opponent, and during this round 
  can only defend himself. The next round the Jedi knows his opponent's approximate Combat 
  Value and Weapon Skill level.
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  Star Wars BESM: New Attributes
  Lightning Draw - The Jedi can draw and attack with his lightsaber in the same round with no 
  penalty. Typically it takes one round to ready a lightsaber.
  Precise Strike - The Jedi suffers reduced dice penalties when attempting a precise attack. 
  Examples of this are striking at a weak point or cutting someone's hand off. Each penalty is 
  reduced by 3 to a minimum of 0.
  Two Weapons - Jedi's are able to fight with two lightsabers. See BESM page 223 for rules, but 
  the penalty is only reduced by 3.
  Level 1 - 1 Jedi Combat Training Feat.
  Level 2 - 2 Jedi Combat Training Feats.
  Level 3 - 3 Jedi Combat Training Feats.
  Level 4 - 4 Jedi Combat Training Feats.
  Level 5 - 5 Jedi Combat Training Feats.
  Level 6 - 6 Jedi Combat Training Feats
   
  Lightsaber
  Cost: 2 or 4 Points
  Relevant Stat: none 
  Purchasing this attribute the character possesses a lightsaber. Jedi's, or those sensitive in the 
  Force, can purchase this attribute for 2 points. All other characters can purchase this attribute for 
  4 points.
  Own Ship/Vehicle (OSV)
  Cost: 4 Points/Level
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  Star Wars BESM: New Attributes
  Relevant Stat: None
  Each level of Own Ship/Vehicle gives the character 20 Vehicle Points (VP) which are used to 
  build a vehicle. VP's are spent on Vehicle Sub Attributes and Ship Defects, or to acquire a pre-
  designed vehicle of the equivalent point value.
  Resistant to Jedi Mind Tricks
  Cost: 5 Points
  Relevant Stat: Mind
  Purchasing this attribute gives the character immunity to any Force Power that effects the Mind. 
  All attempts do not work, and the character knows when the power is being used on them.
  Jedi Characters
  Droid Only Attributes
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the written 
  permission of the author is strictly prohibited
  http://www.execpc.com/~ri2/newattributes.htm (4 of 4) [9/5/2001 5:33:30 PM]
  
  Star Wars BESM: Droid Only Attributes
   
  Droid Only Attributes
  The following are new attributes that can be purchased only by droids. These attributes 
  represent programming features that aid droid characters in fulfilling their primary functions.
  Alien Cultures
  Cost: 2 points/Level
  Relevant Stat: Mind
  The droid is programmed with information on the customs and culture of various alien species. 
  This is a very useful attribute for protocol droids which aids them in their diplomacy and 
  translation tasks. When coming into contact with alien species the character must make a Mind 
  Stat Check with a difficulty penalty of +1. Failing the test means the droid does not have any 
  information on the species in question. The number of species that the droid has information on 
  depends on the level in the attribute.
  Level 1 - Information on 5000 different alien species.
  Level 2 - Information on 10,000 different alien species.
  Level 3 - Information on 50,000 different alien species.
  Level 4 - Information on 100,000 different alien species.
  Level 5 - Information on 250,000 different alien species.
  Level 6 - Information on 500,000 different alien species.
  Alien Species
  Cost: 2 points/Level
  Relevant Stat: Mind
  This attribute gives the droid knowledge on the biology, anatomy and physiology of numerous 
  alien species. With this knowledge, medical droids know the best way to treat and heal injured 
  aliens. Coming into contact with an alien species the droid must make a Mind Stat Check when a 
  droid comes into contact with an alien species they must make a Difficult test with a +2 penalty. 
  The number of species a droid knows depends on their level in the attribute.
  Level 1 - Information on 50 different alien species.
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  Star Wars BESM: Droid Only Attributes
  Level 2 - Information on 100 different alien species.
  Level 3 - Information on 175 different alien species.
  Level 4 - Information on 225 different alien species.
  Level 5 - Information on 300 different alien species.
  Level 6 - Information on 400 different alien species.
  Languages
  Cost: 2 points/Level
  Relevant Stat: Mind
  This attribute gives the droid knowledge on a number of languages equal to their level in the 
  attribute. The droid is fluent in that language, and can read and write it as if they were a native 
  speaker. Coming into contact with a language the droid must make a Mind State Check with a 
  difficulty penalty of +2. To learn a new language that a droid comes into contact with requires a 
  Mind Stat Check with a +3 penalty.
  Level 1 - The droid knows 50,000 different languages and dialects.
  Level 2 - The droid knows 100,000 different languages and dialects.
  Level 3 - The droid knows 250,000 different languages and dialects.
  Level 4 - The droid knows 500,000 different languages and dialects.
  Level 5 - The droid knows 1 Million different languages and dialects.
  Level 6 - The droid knows 10 Million different languages and dialects.
  Planetary Systems
  Cost: 2 points/Level
  Relevant Stat: Mind
  This attribute gives the droid knowledge of a number on planetary systems. This knowledge 
  includes such information as number of planets, inhabitants, type of government and other 
  features of the system. To see if the droid has information on a system requires a successful 
  Mind Stat Check. The number of systems the droid knows depends on their level in the attribute.
  Level 1 - The droid has information on 5 systems.
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  Star Wars BESM: Droid Only Attributes
  Level 2 - The droid has information on 15 systems.
  Level 3 - The droid has information on 35 systems.
  Level 4 - The droid has information on 50 systems.
  Level 5 - The droid has information on 75 systems.
  Level 6 - The droid has information on 100 systems.
  Power Cell
  Cost: 3 points/Level
  Relevant Stat: Body
  This attribute gives the droid the ability to generate power, essentially acting like a generator. 
  The droid can charge vehicles, as well as supply power for a limited amount of time. The length 
  of time the droid can do this depends on the level in the attribute.
  Level 1 - The droid can provide power for 1 hour.
  Level 2 - The droid can provide power for 2 hour.
  Level 3 - The droid can provide power for 3 hour.
  Level 4 - The droid can provide power for 4 hour.
  Level 5 - The droid can provide power for 5 hour.
  Level 6 - The droid can provide power for 6 hour.
   
  New Attributes
  Force Attributes
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the written 
  permission of the author is strictly prohibited
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  Star Wars BESM: Force Attributes
   
  Force Attributes
  Choke 
  Cost: 4 points/Level
  Relevant Stat: none (Combat 
  Value) 
  This power allows the Jedi to choke 
  one target, and generally is used 
  only by Dark Jedi's. The choke can 
  not be broken by the victim, and if 
  not released the victim will die. The 
  Jedi can only choke a victim that he 
  can see, even if communicating via 
  holotransmission. As long as the 
  Jedi has visual contact this 
  specialty can be used. Damage is 
  based on the level the character 
  has in the power. In addition, for 
  every 15 points of damage the 
  attack delivers it drains 1 point of 
  Body from the opponent. When the victim is reduced to Body 0 the victim dies.
  Level 1 - Choke delivers 15 points of 
  damage.
  Level 2 - Choke delivers 30 points of 
  damage.
  Level 3 - Choke delivers 45 points of 
  damage.
  Level 4 - Choke delivers 60 points of 
  damage.
  Level 5 - Choke delivers 75 points of 
  damage.
  Level 6 - Choke delivers 90 points of 
  damage.
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  Star Wars BESM: Force Attributes
  Grab
  Point Cost: 2 points/Level
  Relevant Stat: Soul
  This specialty gives the Jedi the ability to use the Force to grab one object larger than a blaster. 
  The distance the Jedi can reach is dependent on the level the Jedi has in telekinesis. The Jedi 
  must be able to see the object he wants to grab. This specialty is used on levers, switches, and 
  other types of stationary objects.
  Level 1 - Grab an object 1M away.
  Level 2 - Grab an object 10M away.
  Level 3 - Grab an object 100M away.
  Level 4 - Grab an object 1000M away.
  Level 5 - Grab an object 10,000M away.
  Level 6 - Grab an object 100,000M away.
  Jedi Precognition
  Cost: 5 Points/Level
  Relevant Stat: Soul
  Through mediation the Jedi can see into the future and be forewarned of an approaching threat. 
  Typically the future that is glimpsed is brief, and is but one of many possibilities. All attempts to 
  use this power are made in secret by the GM, and it is up to the GM to decide how useful or 
  vague the glimpse into the future is.
  Level 1 - Occasional precognitive visions (every few game sessions).
  Level 2 - Often has precognitive visions (once or twice a game 
  session).
  Jumping
  Cost: 2 Points/Level
  Relevant Stat: Body
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  Star Wars BESM: Force Attributes
  The Jedi can use the Force to make very high vertical jumps or very long horizontal jumps.
  Level 1 - x5 normal distance
  Level 2 - x10 normal distance
  Level 3 - x25 normal distance
  Level 4 - x50 normal distance
  Level 5 - x100 normal distance
  Level 6 - x500 normal distance
  Life Support
  Cost: 2 Points/Level
  Relevant Stat: Body 
  The intensive training that Jedi's endure conditions their bodies to go beyond their normal limits. 
  By focusing their thoughts, and using the Force, a Jedi can go without air for long periods of 
  time. This power does not grant the Jedi the ability to survive a vacuum or other hazardous 
  environments. While using this power the Jedi can do nothing but sit or stand. Any physical 
  activity that is done causes the Jedi to be unable to use this power. In addition, the Jedi is unable 
  to communicate verbally while using this power.
  Level 1 - Hold breath x2 Body = minutes.
  Level 2 - Hold breath x3 Body = minutes.
  Level 3 - Hold breath x4 Body = minutes.
  Level 4 - Hold breath x5 Body = minutes.
  Level 5 - Hold breath x6 Body = minutes.
  Level 6 - Hold breath x7 Body = minutes.
  Lift Object 
  Point Cost: 4 points/Level
  Relevant Stat: Soul
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  Star Wars BESM: Force Attributes
  This power allows the Jedi to use the Force to lift objects. The total weight the Jedi can lift 
  depends on the level he has in Lift Object. The total number of objects a Jedi can lift is equal to 
  the Soul Stat. 
  Level 1 - The Jedi can lift up to 1 kg.
  Level 2 - The Jedi can lift up to 10 kg.
  Level 3 - The Jedi can lift up to 100 kg.
  Level 4 - The Jedi can lift up to 1,000 kg.
  Level 5 - The Jedi can lift up to 10 ton.
  Level 6 - The Jedi can lift up to 100 ton.
  Lightsaber Shield
  Cost: 3 Points/Level
  Relevant Stat: Body
  This power allows the Jedi to deflect blaster shots, and redirect them back at the shooter. To 
  deflect blaster shot a Jedi needs to make a Lightsaber Shield check with a +2 modifier. Jedi's 
  can deflect a blaster shot back to who fired it, and this requires a successful Light Saber Shield 
  check with a +4 modifier. If the check is successful the shooter and not the Jedi take damage. 
  Deflecting blaster shots counts as the Jedi's action and he can take no other actions.
  Level 1 - Jedi can block 2 blaster shots.
  Level 2 - Jedi can block 3 blaster shots.
  Level 3 - Jedi can block 4 blaster shots.
  Level 4 - Jedi can block 5 blaster shots.
  Level 5 - Jedi can block 6 blaster shots.
  Level 6 - Jedi can block 7 blaster shots.
  Mind Control
  Cost: 4 Points/Level
  Relevant Stat: Mind
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  Star Wars BESM: Force Attributes
  This power is similar to the Special Attribute described on page 118 in BESM.
  Move Object
  Point Cost: 4 points/Level
  Relevant Stat: Soul
  Move Object allows the Jedi to move objects. The distance the object can move depends on the 
  level the Jedi has in this power. The number of objects a Jedi can move is equal to his Soul Stat.
  Level 1 - The Jedi can move objects 1M.
  Level 2 - The Jedi can move objects 10M.
  Level 3 - The Jedi can move objects 100M.
  Level 4 - The Jedi can move objects 1000M.
  Level 5 - The Jedi can move objects 10,000M.
  Level 6 - The Jedi can move objects 100,000M.
  Push
  Point Cost: 4 points/Level
  Relevant Stat: Soul
  This power allows the Jedi to knock over a number of opponents. A knocked over opponent 
  losses all actions, and can not do anything but get up in the next round. The Jedi can only knock 
  over human sized opponents, and can not be used on any type of vehicles. A knocked down 
  opponent suffers no damage, but is knocked back a distance equal to the level in the power. 
  Level 1 - The Jedi can knock over 2 opponents 1M away.
  Level 2 - The Jedi can knock over 4 opponents 2M away.
  Level 3 - The Jedi can knock over 6 opponents 3M away.
  Level 4 - The Jedi can knock over 8 opponents 4M away.
  Level 5 - The Jedi can knock over 10 opponents 5M away.
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  Star Wars BESM: Force Attributes
  Level 6 - The Jedi can knock over 12 opponents 6M away.
  Rapid Running
  Cost: 2 Points/Level
  Relevant Stat: Body
  By using the Force, the Jedi can run very fast. The Jedi's level in this power dictates how fast he 
  can run.
  Level 1 - Top-running speed is Body x7 kph.
  Level 2 - Top-running speed is Body x10 kph. 
  Level 3 - Top-running speed is Body x15 kph.
  Level 4 - Top-running speed is Body x20 kph, and +2 to Initiative.
  Level 5 - Top-running speed is Body x25 kph, and +3 to Initiative.
  Level 6 - Top-running speed is Body x30 kph, and +4 to Initiative.
  Throw Objects
  Point Cost: 4 points/Level
  Relevant Stat: Soul
  This power allows the Jedi to toss a number of objects at an opponent. Each object causes 5 
  points of damage and has a range of 10M. The number of objects that can be thrown depends 
  on the level the Jedi has in the power.
  Level 1 - The Jedi can throw 2 objects.
  Level 2 - The Jedi can throw 5 objects.
  Level 3 - The Jedi can throw 8 objects.
  Level 4 - The Jedi can throw 11 objects.
  Level 5 - The Jedi can throw 13 objects.
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  Star Wars BESM: Force Attributes
  Level 6 - The Jedi can throw 16 objects.
  Droid Only Attributes
  Skills
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the written 
  permission of the author is strictly prohibited
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  Star Wars BESM: Skills
   
  Skills
  Skills, as described in the Big Eyes Small Mouth are used in Star Wars: BESM. A few of the 
  skills need to be changed to reflect the Star Wars universe. Also two new skills, Hyperspace 
  Navigation and Lightsaber Combat, have been added to Star Wars: BESM. For the point 
  cost of the skills refer to the "Space Opera" column on pages 60 and 61 of the BESM 
  rulebook.
  Changes to Skills
  Driving - Specialization includes pod racer, skiffs, speeder, and swoop racer.
  Gun Combat - Specialization includes blaster, heavy blaster, rifle, stunner, wookie 
  bowcaster.
  Law - Specialization includes Imperial and Old Republic. In addition specialization can be 
  taken in other systems laws, for example Tatoonie.
  Piloting - Specialization includes A-wing, B-wing, capital class, destroyer class, freighter, 
  shuttle craft, tie, transporters, X-wing and Y-wing.
  New Skills
  Hyperspace Navigation
  Cost: 4 Points/Level
  Relevant Stat: Mind
  This skill allows a character to be able to calculate jumps into hyperspace, as well as plot 
  courses through hyperspace. 
  Lightsaber Combat
  Cost: 2 or 4 Points/Level
  Relevant Stat: Body
  Specialization: single blade, double blade
  This skill allows the character to fight with a lightsaber. Jedi's buy this skill at 2 points, and all 
  other characters buy it at 4.
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  Star Wars BESM: Skills
  Droid Skills
  Droids, much like other characters, can learn skills. These skills aid a droid in their primary 
  function and are not physical in nature. The skills and their cost are included in Table 4. Only 
  military droids are able to learn combat skills.
  Table 4—Droid Skills 
  Skill
  Point/Level
  Architecture
  1
  Biological Sciences
  4
  Business Management
  2
  Computers
  4
  Cultural Arts
  1
  Electronics
  4
  Gaming
  2
  Hyperspace Navigation
  4
  Interrogation
  2
  Law
  2
  Mechanics
  4
  Medical
  4
  Navigation
  4
  Physical Sciences
  3
  Social Science
  2
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  Star Wars BESM: Skills
  Table 5 —Droid Combat Skills 
  Combat Skills
  Point/Level
  Gun Combat
  5
  Heavy Weapons
  5
  Melee Attack
  4
  Melee Defense
  4
  Thrown Weapons
  4
  Unarmed Attack
  4
  Unarmed Defense
  4
  Force Attributes
  New Rules
   
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited
  http://www.execpc.com/~ri2/skills.htm (3 of 3) [9/5/2001 5:33:40 PM]
  
  Star Wars BESM: New Rules
   
  New Rules
  Hyperspace
  The amount of time it takes for a ship to enter hyperspace depends on the level the ship has 
  in the Hyperspace Attribute. The lower the attribute is the longer it takes for the engines to 
  warm up, and for the navigation computer to calculate the jump.
  For a ship to make a jump the PC or astromech droid needs to make a Hyperspace.
  Navigation check with an Average Difficulty, with success indicating the jump happens with 
  no mishap. A pilot or droid can make the jump faster if they make the check with a Quite 
  Difficult modifier. The results of an unsuccessful Hyperspace Navigation check can range 
  from being off course to hitting a planet.
  Jump to Hyperspace
  Level 1 - 6 Minutes
  Level 2 - 5 Minutes
  Level 3 - 4 Minutes
  Level 4 - 3 Minutes
  Level 5 - 2 Minutes
  Level 6 - 1 Minute
  Ship to Ship Combat
  Like everything in Star Wars, combat between starships is cinematic. Facing and ranges are 
  not important for a fast paced dogfight between an X-Wing fighter and a Tie Fighter. A GM is 
  encouraged to make starship battles fast and cinematic. Describe barrel rolls, and make the 
  descriptions as colorful as possible.
  There are times when the ship's shields are fading and the pilot needs to increase power to 
  them. A pilot or astromech droid can divert power from weapons and direct them to the 
  shields. To do this requires a successful Easy Piloting skill check. 
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  Star Wars BESM: New Rules
  Diverted power drops energy based weapon one level and refreshes the shields. For every 
  one level reduced from an energy weapon, the shields are raised by one. Weapons that have 
  been diverted take one round to charge before they can fire. Diverting power to the shields 
  does not work if the shields have been destroyed. Shields can also not be raised above their 
  listed level. Thus if a ship has Shields at Level 3, weapon power can not be diverted to raise 
  the shields to Level 4.
  Skills
  Vehicle Creation
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited
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  Star Wars BESM: Vehicle Creation
   
  Vehicle Creation
  One of the major attractions of Star Wars is the wide variety of ships, droids and equipment 
  that are found in the movies. It is this display of technology that makes the Star Wars 
  universe come alive. The BESM rules are flexible enough to handle this variety of vehicles. 
  From land speeders, to the planet destroying Death Star, the rules can handle the 
  differences and not get in the way of the action. 
  Though players can now build ships with Star Wars: BESM, GMs must think of the 
  ramifications of this. If the campaign has the PCs as members of the Rebel Alliance then 
  ships are typically assigned to them for missions. If a PC is a smuggler or a trader, they own 
  their own ship, but have to deal with the problems of keeping it maintained. The larger ships, 
  such as frigates, should not be available to the players. They can be used as a means to 
  transport players to their missions, or as a foe in a space battle, not as the player's own 
  personal ship. 
  Characters who have purchased levels of Own Ship/Vehicle can create or buy their own 
  vehicles. Vehicle creation is easy, and all vehicles are created the same, and Vehicle Points 
  are used to purchase Vehicle Sub-Attributes. Vehicles do not have any statistics nor do they 
  possess any form of Artificial Intelligence. Also vehicles such as transformable mecha are 
  not allowed to be created, since they do not have the Star Wars feel. A vehicle is assumed 
  to have 40 Health Points and can gain extra Health Points by purchasing levels of the 
  Toughness Attribute.
  Vehicle Attributes
  Vehicles can have Extra Capacity and is essential if the vehicle will carry cargo, passengers 
  or extra crew. Meanwhile Extra Endurance allows a vehicle to be able to travel years 
  between refueling. For starships and fighters Flight, Life Support and Space Flight are 
  required. In addition all starships and some fighter have levels of Hyperspace and it allows 
  for interstellar travel.
  All fighters have combat capabilities and both Heavy Armor and Toughness makes ships 
  harder to destroy. In addition Shields are a necessity if a pilot hopes to last at least a few 
  minutes in a fight. It is one thing to be able to withstand damage, but a ship needs to fight 
  back. Weapon Attack takes in account torpedoes and turbolasers, and all ships have some 
  type of offensive capability. Sensors are also a key feature, while fighters have Maneuver 
  Bonus to aid them in a fight.
  Planet based vehicles are not ignores and many have Groundspeed or Water Speed. Most 
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  Star Wars BESM: Vehicle Creation
  vehicles also have Light Armor to protect the driver, but Heavy Armor is not uncommon for 
  larger vehicles like the Empire's AT AT Walkers.
  Table 7 – Vehicle Attributes Available 
  Attributes Available
  Extra Capacity
  Extra Endurance
  Features or Accessories
  Flight
  Ground Speed
  Heavy Armor
  Hyperspace (same as Star Flight)
  Life Support
  Light Armor
  Maneuver Bonus
  Sensors
  Shields (same as Force Field, 3 Points/Level no customization)
  Space Flight
  Special Equipment
  Toughness 
  Water Speed
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  Star Wars BESM: Vehicle Creation
  Weapon Attack
  Vehicle Defects
  Whether is a flaw in the vehicles construction, or the age of the vehicle, a vehicle will have 
  flaws. The most common Defects among older vehicles are Hanger Queen, Noisy and Start-
  Up Time. Some vehicles because of their size have Poor Maneuverability and at least one 
  level of Awkward Size. These ships also have Crew Requirements and are typical the large 
  capital ships systems have. For planet based vehicles Exposed Occupants and Reduced 
  Capacity is very common. Even star fighters are known to have the reduced capacity Defect 
  as well.
  Table 8—Defects Available 
  Defects Available
  Awkward Size
  Conditional Ownership
  Crew Requirement
  Exposed Occupants
  Hanger Queen
  Limited Damage
  Noisy
  Poor Maneuverability
  Reduced Capacity
  Startup Time
  Unique Special Defect
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  Star Wars BESM: Vehicle Creation
  New Rules
  Example of Vehicle 
  Creation
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited
  http://www.execpc.com/~ri2/vehiclecreation.htm (4 of 4) [9/5/2001 5:33:45 PM]
  
  Star Wars BESM: Example of vehicle creation
   
  Example of Vehicle Creation
  Vehicle creation is easy, and is similar to how it is presented in the BESM rulebook. An 
  example of this process follows.
  Paul wants to design his own Millennium Falcon for his smuggler Character. Knowing that the 
  Falcon is a modified version of a Corellian Light Freighter, Paul starts with that ship as a 
  base. Then after reading about the Falcon and watching the movies he adds to that profile. 
  Since Han brags about how fast the ship is, Paul increases the Flight Attribute to level 5 and 
  Space Flight to level 4. He also increases the Toughness to Level 3 because he remembers 
  reading that the Falcon has some type of special plating. He buys Shields at Level 4 for the 
  same reason. 
  Paul then buys Sensors 
  at Level 2 because of 
  the large dish that is 
  mounted on top of the 
  Falcon. For weapons, 
  Paul reads that the 
  Falcon has two Quad 
  Laser Cannons, and he 
  buys Weapon Attack at 
  Level 2 to represent 
  them. According to the 
  sources he has read, the 
  Falcon also had two 
  concussion missile 
  tubes, and to represent 
  them Paul buys Weapon 
  Attack at level 2. 
  He remembers seeing in The Empire Strikes Back that a small laser cannon was mounted on 
  the underside of the cockpit. Since this laser cannon was only used in melee, Paul reasons 
  that it was weak and ineffective against other ships. He purchases one more Weapon Attack, 
  this time at level 1, and he gives it the defect of low penetration.
  Paul keeps most of the defects that are listed under the Corellian Light Freighter, but drops 
  Poor Maneuverability. His reasoning behind this is that in the movies Han always refers to 
  how well his ship handles. Paul also adds Hanger Queen since in the movies the Falcon 
  always seems to be suffering from some type of mechanical problem, and he buys Crew 
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  Star Wars BESM: Example of vehicle creation
  Requirements. Finally he picks up Noisy since the Flacon's engines always announce the 
  ship's presence.
  This is what the finished Millennium Falcon looks like:
  Millennium Falcon (88 Vehicle Points)
  Vehicle Sub Attributes
  Extra Capacity - 3 (3 VP), Extra Endurance - 2 (2 VP), Flight - 5 (20 VP), 
  Hyperspace - 3 (6 VP), Life Support - 2 (2 VP), Sensors - 3 (3VP), Shields - 4 (12 
  VP), Space Flight - 4 (8 VP), Toughness - 3 (12 VP), Weapon Attack "2 Quad 
  Laser Cannons" - 2 (30 points of damage each, 16 VP), Weapon Attack "2 
  Concussion Missile Tubes" - 2 (30 points of damage, area of effect, 8 VP), 
  Weapon Attack "Light Laser Cannon" - 1 (15 points of damage, low penetration, 4 
  VP)
  Vehicle Defects
  Awkward Size (3 VBP), Crew Requirements (1 VBP), Hanger Queen (2 VBP), 
  Noisy (2 VBP)
  Derived Values
  Health 100
  Vehicle Creation
  Equipment
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited.
  http://www.execpc.com/~ri2/examplevehiclecreation.htm (2 of 2) [9/5/2001 5:33:49 PM]
  
  Star Wars BESM: Equipment
   
  Equipment
  The following can be added to the weapons already listed in BESM.
  Table 9—Blasters 
  Weapon
  Damage Abilities
  Disabilities
  Skill
  Item
  Light Blaster
  10
  Concealable None
  Gun Combat (Blaster)
  Minor
  Blaster
  15
  None
  None
  Gun Combat (Blaster)
  Minor
  Heavy Blaster
  20
  None
  None
  Gun Combat (Heavy 
  Blaster)
  Major
  Stunner
  Special
  Stun
  Non Lethal
  Gun Combat (Stunner) Minor
  Wookie Bowcaster
  20
  Penetrating
  Limited Shots (20) Gun Combat (Bow 
  Caster)
  Major*
  * Minor for Wookies
  Table 10—Melee Weapons 
  Weapon
  Damage
  Abilities
  Disabilities
  Skill
  Item
  Force Pike
  20
  None
  Melee (need 2 hands) Melee (force pike)
  Major
  Gaderffi
  10
  None
  Inaccurate, Melee
  Melee (gaderffi)
  Major*
  Lightsaber
  20
  None
  Melee
  Melee (lightsaber)
  Major**
  * Minor for Tatoonie natives
  ** See Attributes
  Table 11—Explosives 
  Weapon
  Damage Abilities
  Disabilities
  Skill
  Item
  Explosive Charge
  15
  Area Effect, 
  Concealable
  Limited Shots (1), Short 
  Range
  Explosives (Charges)
  Minor
  Grenade
  25
  Area Effect, 
  Concealable
  Limited Shots (1), Short 
  Range
  Thrown Weapon (Grenade)
  Minor
  Personal Mine
  25
  Area Effect, 
  Concealable
  Limited Shots (1), Short 
  Range
  Explosives (mine)
  Minor
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  Star Wars BESM: Equipment
  Thermal Detonator
  50
  Area Effect, 
  Concealable
  Limited Shots (1), Short 
  Range
  Explosives (thermal detonator) Major
  Table 12—Armor 
  Type
  Protection
  Protective Vest
  Light Armor Level 2 (partial, hidden, stops 2 points of damage)
  Storm Trooper Armor
  Light Armor Level 5 (stops 12 points of damage)
  Combat Suit
  Light Armor Level 4 (stops 10 points of damage)
  Table 13—Miscellaneous Gear 
  Type
  Protection
  Item
  Breath Mask
  Life Support Level 1
  Minor
  Macrobinoculars
  Heightened Senses (sight) Level 1 Minor
  Example of Vehicle Creation 
  Sample Droids
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the written permission of the author is 
  strictly prohibited
  http://www.execpc.com/~ri2/equipment.htm (2 of 2) [9/5/2001 5:33:53 PM]
  
  Star Wars BESM: Sample Droids
   
  Droids
  Astromech Droid
  Body 4 Mind 6 Soul 3
  Attributes
  Features - 3, Life Support - 1, Mechanical Genius - 2, Sensors - 2
  Defects
  Attack Restriction - 2 BP, Can not Talk - 2 BP, No Arms - 1 BP, Restricted Ground 
  Movement - 1 BP
  Skills
  Computers - 1, Electronics - 1, Hyperspace Navigation - 1, Mechanics - 1 
  Derived Values
  Attack Value 4, Defensive Value 2, Health Points 35, Energy Points 45
   
  Military Droid
  Body 6 Mind 3 Soul 3
  Attributes
  Combat Mastery - 1, Focus Damage - 2, Heavy Armor - 2, Heightened Senses - 2, 
  Sensors - 2, Weapon Attack "Blaster" - 1 (15 points of damage), Weapon Attack 
  "Grenade Launcher" - 2 (30 points of damage)
  Defects
  Conditional Ownership - 2 BP, Volatile - 1 BP
  Skills
  Computers - 1 
  Derived Values
  Attack Value 5, Defensive Value 2, Health Points 45, Energy Points 30
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  Star Wars BESM: Sample Droids
  Protocol Droid
  Body 3 Mind 7 Soul 3
  Attributes
  Alien Cultures - 3, Alien Species - 3, Languages - 3
  Defects
  Conditional Ownership - 2 BP, Volatile - 1 BP
  Skills
  Cultural Arts - 1, Social Science - 1
  Derived Values
  Attack Value 4, Defensive Value 2, Health Points 30, Energy Points 50
   
  Repair Droid
  Body 2 Mind 4 Soul 2
  Attributes
  Extra Arms - 1, Features - 1, Mechanical Genius - 2
  Defects
  Attack Restriction - 2 BP, Can not Talk - 1 BP, Not so Fast - 1 BP, Not so Strong - 1 
  BP, Not so Tough - 1 BP 
  Skills
  Computers - 1, Electronics - 1, Mechanics - 1 
  Derived Values
  Attack Value 2, Defensive Value 1, Health Points 20, Energy Points 30
  Equipment
  Vehicles
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited
  http://www.execpc.com/~ri2/droids.htm (2 of 2) [9/5/2001 5:33:55 PM]
  
  Star Wars BESM: Star Wars Vehicles
   
  Star Wars Vehicles
  What follows are vehicles Characters will commonly come into contact with. In the case of 
  Space Fighters, the players will typically be assigned to them, or have to deal with them while 
  flying through space. All of these can be modified if the PC has enough points in OSV.
  Sample Droids
  Planet Based Vehicles
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited
  http://www.execpc.com/~ri2/vehicles.htm [9/5/2001 5:33:56 PM]
  
  Star Wars BESM: Planet based vehicles
   
  Planet Based Vehicles
  Land Speeder (9 Vehicle Points)
  Vehicle Sub Attributes
  Flight - 1 (skimmer, 3 VP), Ground Speed - 4 (4VP), Light Armor - 3 (3 VP), 
  Maneuver Bonus - 1 (1VP)
  Vehicle Defects
  Exposed Occupants (1 VBP), Mutual Damage (1 VBP)
  Derived Values
  Health 40
   
  Air Speeder (10 Vehicle Points)
  Vehicle Sub Attributes
  Flight - 3 (9 VP), Heavy Armor - 1 (4VP), Maneuver Bonus - 1 (1VP)
  Vehicle Defects
  Mutual Damage (1 VBP)
  Derived Values
  Health 40
   
  Speeder Bike (21 Vehicle Points)
  Vehicle Sub Attributes
  Flight - 3 (skimmer, 12 VP), Light Armor - 1 (1 VP), Maneuver Bonus - 3 (3VP), 
  Toughness - 2 (4 VP), Weapon Attack "Laser Cannon" - 1 (15 points of damage, 4 
  VP)
  Vehicle Defects
  Exposed Occupants (1 VBP), Mutual Damage (2 VBP)
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  Star Wars BESM: Planet based vehicles
  Derived Values
  Health 60
   
  AT ST Walker (24 Vehicle Points)
  Vehicle Sub Attributes
  Ground Speed - 2 (4 VP), Life Support - 1 (1 VP), Light Armor - 4 (5 VP), 
  Maneuver Bonus - 1 (1 VP), Sensors - 1 (1 VP), Toughness - 2 (6 VP), Weapon 
  Attack "Twin Blaster Cannon" - 1 (15 points damage, spreading, 4 VP), Weapon 
  Attack "Twin Light Blaster Cannon" - 1 (15 points damage, melee, 4 VP), Weapon 
  Attack "Concussion Grenade Launcher" - 1 (15 points damage, area effect, melee, 
  4 VP)
  Vehicle Defects
  Awkward Size (2 VBP), Conditional Ownership (2 VBP), Crew Requirement (1 
  VBP), Noisy (1 VBP)
  Derived Values
  Health 80
   
  AT AT Walker (37 Vehicle Points)
  Vehicle Sub Attributes
  Extra Capacity - 4 (4 VP), Heavy Armor - 4 (16 VP), Life Support - 2 (2 VP), 
  Sensors - 1 (1 VP), Toughness - 3 (12 VP), Weapon Attack "Two Heavy Laser 
  Cannon" - 2 (30 points of damage, 8 VP), Weapon Attack "Two Medium Blasters" - 
  1 (15 points of damage, 4 VP)
  Vehicle Defects
  Awkward Size (3 VBP), Conditional Ownership (2 VBP), Crew Requirements (2 
  VBP), Noisy (2 VBP), Poor Maneuverability (1 VBP)
  Derived Values
  Health 120
  Vehicles
  Spacefighters
  http://www.execpc.com/~ri2/planetbasedvehicles.htm (2 of 3) [9/5/2001 5:33:58 PM]
  
  Star Wars BESM: Planet based vehicles
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited
  http://www.execpc.com/~ri2/planetbasedvehicles.htm (3 of 3) [9/5/2001 5:33:58 PM]
  
  Star Wars BESM: Space Fighters
   
  Space Fighters
  A-Wing Fighter (55 Vehicle Points)
  Vehicle Sub Attributes
  Electronic Counter Measures - 1 (comm jamming, sensor jamming, 2 VP), Flight - 
  5 (20 VP), Hyperspace - 1 (2 VP), Life Support - 2 (2 VP), Maneuver Bonus - 5 (5 
  VP), Sensor Level - 1 (1 VP), Shields - 2 (2 VP), Space Flight - 5 (10 VP), 
  Toughness - 1 (4 VP), Weapon Attack "2 Laser Cannons" - 1 (15 points of 
  damage, 4 VP), Weapon Attack "Concussion Missiles" - 2 (30 points of damage, 
  area effect, 8 VP)
  Vehicle Defects
  Conditional Ownership (2 VBP), Noisy (2 VBP), Reduced Capacity (1 VBP)
  Derived Values
  Health 60
   
  B-Wing Fighter (63 Vehicle Points)
  Vehicle Sub Attributes
  Electronic Counter Measures - 2 (comm jamming, sensor jamming, 4 VP), Flight - 
  4 (16 VP), Hyperspace - 1 (2 VP), Life Support - 2 (2 VP), Maneuver Bonus - 1 (1 
  VP), Sensor - 2 (2 VP), Shields - 2 (6 VP), Space Flight - 2 (4 VP), Toughness - 1 
  (4 VP), Weapon Attack "2 Laser Cannons" - 1 (15 points of damage, 4 VP), 
  Weapon Attack "3 linked Ion Cannons" - 2 (30 points of damage, stun, 8 VP), 
  Weapon Attack "2 Proton Torpedo Launchers" - 3 (45 points of damage, homing, 
  limited shots (6), 12 VP), Weapon Attack "2 Auto Blasters" - 1 (15 points of 
  damage, 4 VP)
  Vehicle Defects
  Conditional Ownership (2 VBP), Hanger Queen (2 BP), Reduced Capacity (1 
  VBP), Start-up Time (1 BP)
  Derived Values
  Health 60
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  Star Wars BESM: Space Fighters
   
  Y-Wing Fighter (70 Vehicle Points)
  Vehicle Sub Attributes
  Electronic Counter Measures - 2 (comm jamming, missile jamming, sensor 
  jamming, 6 VP), Flight - 4 (16 VP), Hyperspace - 1 (2 VP), Life Support - 2 (2 VP), 
  Maneuver Bonus - 1 (1 VP), Sensor Level - 2 (2 VP), Shields - 2 (6 VP), Space 
  Flight - 3 (6 VP), Toughness - 2 (8 VP), Weapon Attack "2 Laser Cannons" - 1 (15 
  points of damage, 4 VP), Weapon Attack "2 Proton Torpedo Launchers" - 3 (45 
  points of damage, homing, limited shots (4) 12 VP), Weapon Attack "2 Ion 
  Cannons" -2 (30 points of damage, stun, 8 VP)
  Vehicle Defects
  Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)
  Derived Values
  Health 80
   
  X-Wing Fighter (70 Vehicle Points)
  Vehicle Sub Attributes
  Electronic Counter Measures - 2 (comm jamming, sensor jamming, 4 VP), Flight - 
  4 (16 VP), Hyperspace - 1 (2 VP), Life Support - 2 (2 VP), Maneuver Bonus - 4 (4 
  VP), Sensor Level - 2 (2 VP), Shields - 2 (6 VP), Space Flight - 4 (16 VP), 
  Toughness - 2 (8 VP), Weapon Attack "4 Laser Cannons" - 2 (30 points of 
  damage, 8 VP), Weapon Attack "2 Proton Torpedo Launchers" - 3 (45 points of 
  damage, homing, limited shots (4) 12 VP)
  Vehicle Defects
  Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)
  Derived Values
  Health 80
   
  Tie Fighter (37 Vehicle Points)
  Vehicle Sub Attributes
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  Star Wars BESM: Space Fighters
  Flight - 4 (16 VP), Heavy Armor - 1 (4 VP), Life Support - 2 (2 VP), Maneuver 
  Bonus - 3 (3 VP), Space Flight - 4 (4 VP), Toughness - 1 (4 VP), Weapon Attack "2 
  Laser Cannons" - 1 (15 points of damage, 4 VP)
  Vehicle Defects
  Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)
  Derived Values
  Health 60
   
  TIE Bomber (48 Vehicle Points)
  Vehicle Sub Attributes
  Flight - 4 (16 VP), Heavy Armor - 1 (4 VP), Life Support - 2 (2 VP), Space Flight - 3 
  (6 VP), Sensor - 3 (3 VP), Toughness - 2 (8 VP), Weapon Attack "2 Laser 
  Cannons" - 1 (15 points of damage, 4 VP), Weapon Attack "Concussion Missiles" - 
  2 (30 points of damage, area of effect, 8 VP)
  Vehicle Defects
  Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)
  Derived Values
  Health 80
   
  TIE Interceptor (58 Vehicle Points)
  Vehicle Sub Attributes
  Flight - 5 (20 VP), Heavy Armor - 2 (8 VP), Life Support - 2 (2 VP), Maneuver 
  Bonus - 5 (5 VP), Space Flight - 5 (10 VP), Toughness - 2 (8 VP), Weapon Attack 
  "4 Laser Cannons" - 2 (30 points of damage, 8 VP)
  Vehicle Defects
  Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)
  Derived Values
  Health 80
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  Star Wars BESM: Space Fighters
  Planet Based Vehicles
  Large Ships
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited
  http://www.execpc.com/~ri2/spacefighters.htm (4 of 4) [9/5/2001 5:34:01 PM]
  
  Star Wars BESM: Large Ships
   
  Large Ships
  Corellian Light Freighter (45 Vehicle Points)
  Vehicle Sub Attributes
  Extra Capacity - 3 (3 VP), Extra Endurance - 1 (1 VP), Flight - 4 (16 VP), 
  Hyperspace - 3 (6 VP), Life Support - 2 (2 VP), Sensors - 3 (3VP), Space Flight - 3 
  (6 VP), Toughness - 2 (8 VP), Weapon Attack "Laser Cannon" - 1 (15 points of 
  damage, 4 VP)
  Vehicle Defects
  Awkward Size (3 VBP), Poor Maneuverability (1 VBP)
  Derived Values
  Health 80
   
  Corellian Corvettes (151 Vehicle Points)
  Vehicle Sub Attributes
  Electronic Counter Measures - 2 (comm jamming, missile jamming, sensor 
  jamming, 6 VP), Hyperspace - 4 (8 VP), Life Support - 2 (2 VP), Multiple Attacks - 6 
  (6 attacks, 60 VP), Sensors - 3 (3 VP), Shields - 4 (16 VP), Space Flight - 3 (6 VP), 
  Toughness - 4 (12 VP), Weapon Attack "6 Turbolaser Batteries" - 2 (30 points of 
  damage each, 48 VP)
  Vehicle Defects
  Awkward Size (4 VBP), Crew (4 VBP), Poor Maneuverability (1 VBP), Start-up Time 
  (1 VBP)
  Derived Values
  Health 140
   
  Escort Frigate (266 Vehicle Points)
  Vehicle Sub Attributes
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  Star Wars BESM: Large Ships
  Electronic Counter Measures - 3 (comm jamming, missile jamming, sensor 
  jamming, 9 VP), Extra Capacity - 4 (4 VP), Extra Endurance - 5 (5 VP), Hyperspace 
  - 4 (8 VP), Life Support - 2 (2 VP), Multiple Attacks - 24 (24 attacks, 120 VP), 
  Sensors - 4 (4 VP), Shields - 5 (15 VP), Space Flight - 2 (4 VP), Toughness - 5 (16 
  VP), Weapon Attack "12 Turbolaser Batteries" - 2 (30 points of damage each, 144 
  VP), Weapon Attack "12 Laser Cannons" - 1 (15 points of damage each, 48 VP), 
  Weapon Attack "2 Tractor Beam Projectors" - 1 (no damage, target captured if hit, 8 
  VP)
  Vehicle Defects
  Awkward Size (4 VBP), Crew (5 VBP), Poor Maneuverability (2 VBP), Start-up Time 
  (2 VBP)
  Derived Values
  Health 160
   
  Mon Calamari Star Cruiser (1127 Vehicle Points)
  Vehicle Sub Attributes
  Electronic Counter Measures - 4 (comm jamming, missile jamming, sensor 
  jamming, 24 VP), Extra Capacity - 6 (6 VP), Extra Endurance - 5 (5 VP), 
  Hyperspace - 4 (8 VP), Life Support - 2 (2 VP), Multiple Attacks - 48 (48 attacks, 
  480 VP), Sensors - 5 (5 VP), Shields - 6 (18 VP), Space Flight - 3 (6 VP), 
  Toughness - 6 (24 VP), Weapon Attack "48 Turbolaser Batteries" - 2 (30 points of 
  damage each, 384 VP), Weapon Attack "20 Ion Cannon Batteries" - 2 (30 points of 
  damage each, stun, 160 VP), Weapon Attack "6 Tractor Beam Projectors" - 1 (no 
  damage, target captured if hit, 24 VP)
  Vehicle Defects
  Awkward Size (6 VBP), Crew (10 VBP), Poor Maneuverability (1 VBP), Start-up 
  Time (2 VBP)
  Derived Values
  Health 160
   
  Imperator-class Star Destroyer (1234 Vehicle Points)
  Vehicle Sub Attributes
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  Star Wars BESM: Large Ships
  Electronic Counter Measures - 4 (comm jamming, missile jamming, sensor 
  jamming, 12 VP), Extra Capacity - 8 (8 VP), Extra Endurance - 5 (5 VP), 
  Hyperspace - 4 (8 VP), Life Support - 2 (2 VP), Multiple Attacks - 60 (60 attacks, 
  600 VP), Sensors - 5 (5 VP), Shields - 6 (18 VP), Space Flight - 3 (6 VP), 
  Toughness - 6 (24 VP), Weapon Attack "60 Turbolaser Batteries" - 2 (30 each, 480 
  VP), Weapon Attack "60 Ion Cannon Batteries" - 2 (30 each, stun, 480 VP), 
  Weapon Attack "10 Tractor Beam Projectors" - 1 (no damage, target captured if hit, 
  40 VP)
  Vehicle Defects
  Awkward Size (8 VBP), Crew (10 VBP), Poor Maneuverability (2 VBP), Start-up 
  Time (2 VBP)
  Derived Values
  Health 180
   
  Executor-class Commandship (14408 Vehicle Points)
  Vehicle Sub Attributes
  Electronic Counter Measures - 5 (comm jamming, sensor jamming, 10 VP), Extra 
  Capacity - 10 (10 VP), Extra Endurance - 5 (5 VP), Hyperspace - 4 (8 VP), Life 
  Support - 2 (2 VP), Multiple Attacks - 500 (500 attacks, 5000 VP), Sensors - 6 (6 
  VP), Shields - 8 (32 VP), Space Flight - 4 (8 VP), Toughness - 8 (32 VP), Weapon 
  Attack "250 Turbolaser Batteries" - 2 (30 damage each, 2000 VP), Weapon Attack 
  "250 Heavy Turbolaser Batteries" - 3 (45 damage each, 3000 VP), Weapon Attack 
  "250 Ion Cannon Batteries" - 2 (30 damage each, stun, 2000 VP), Weapon Attack 
  "250 Concussion Missile Tubes" - 2 (30 damage each, area effect, 2000 VP), 
  Weapon Attack "40 Tractor Beam Emplacements" - 2 (no damage, target captured 
  if hit, 320 VP)
  Vehicle Defects
  Awkward Size (10 VBP), Crew (11 VBP), Poor Maneuverability (2 VBP), Start-up 
  Time (2 VBP)
  Derived Values
  Health 200
  Spacefighters
  Forces of the Empire
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  Star Wars BESM: Large Ships
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the written 
  permission of the author is strictly prohibited
  http://www.execpc.com/~ri2/largeships.htm (4 of 4) [9/5/2001 5:34:05 PM]
  
  Star Wars BESM: Forces of the Empire
   
  Forces of the Empire
  The Empire's strength is protected and safe guarded by their elite fighting forces. The military 
  is the shinning example of the Empire's greatness and is a necessary tool to keep systems in 
  check. In times of need these forces are used to pacify systems that refuse to follow the laws 
  of the Empire.
  The military receives a wealth of benefits and the bulk of government expenditures. They are 
  given the best weapons and receive the most training. The bulk of the Empire's military 
  strength lies in the navy, and is an example of the Emperor's dominance. Star Destroyers troll 
  the systems and carry enough fighters and Stormtroopers to neutralize any enemy.
  The Empire is a part of life in the galaxy and all come into contact with the Empire's forces at 
  sometime. Be it a smuggler transporting contraband or freedom fighters waging a resistance, 
  the Empire poses a threat to all.
  Stormtrooper
  Body 5 Mind 4 Soul 4
  Defects
  Owned by a Mega Corp - 2BP, Red Tape - 1 BP
  Skills
  Gun Combat (blaster) - 1, Military Sciences - 1, 
  Unarmed Attack (strikes) - 1, Unarmed Defense 
  (strikes) - 1
  Gear
  Stormtrooper armor, blaster, 2 grenades
  Derived Values
  Attack Value 4, Defensive Value 2, Health Points 
  45, Energy Points 40
  The elite of the Empire's shock troops, Stromtroopers are the most skilled and well trained 
  fighting force in the galaxy. Where ever there is trouble, Imperial Command deploys 
  Stromtroopers in such numbers as to overwhelm any and all opposition. It is the 
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  Star Wars BESM: Forces of the Empire
  Stormtroopers who enforce the Emperor's will and ensures that his laws are enforced. 
  Encased in their white and black armor, Stormtroopers mere presence is often enough to 
  quell any opposition. Stormtroopers are loyal to the Empire and there have been no reported 
  cases of one ever being bribed, seduced or blackmailed. Their entire life is devoted to 
  discipline and they are obedient to the end.
  Snowtrooper
  Body 6 Mind 5 Soul 4
  Defects
  Owned by a Mega Corp - 2BP, Red Tape - 1 BP
  Skills
  Gun Combat (blaster) - 1, Gun Combat (blaster rifle) - 1, Military Sciences 
  - 2, Unarmed Attack (strikes) - 1, Unarmed Defense (strikes) - 1, 
  Wilderness Survival (arctic) - 2
  Gear
  Stormtrooper armor, blaster, blaster rifle, 2 grenades, utility belt, high 
  tension wire, grappling hook, 4 flares, survival pack.
  Derived Values
  Attack Value 5, Defensive Value 3, Health Points 55, Energy Points 45
  Snowtroopers, or Cold Assault Troopers, are one of the most highly trained and highly 
  specialized units in the Imperial fighting forces. They are trained to work and survive in polar 
  regions, and their armor is designed to protect them from extreme cold. Snowtroopers are 
  trained to work in unison with AT AT Walkers. Once the walkers secure an area, the 
  Snowtroopers disembark and mop up any pockets of resistance.
  Sandtrooper
  Body 5 Mind 5 Soul 4
  Defects
  Owned by a Mega Corp - 2BP, Red Tape - 1 BP
  Skills
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  Star Wars BESM: Forces of the Empire
  Gun Combat (blaster) - 1, Military Sciences - 1, Stealth (camouflage) - 1, 
  Unarmed Attack (strikes) - 1, Unarmed Defense (strikes) - 1, Wilderness 
  Survival (desert) - 2, Wilderness Tracking (desert) - 1
  Gear
  Stormtrooper armor, blaster, blaster rifle, 2 grenades, food/water packs
  Derived Values
  Attack Value 4, Defensive Value 2, Health Points 50, Energy Points 45
  Another of the specialized unit of Stromtroopers, Sandtroopers are trained in desert survival. 
  Their armor is designed to protect from the heat and has built in cooling systems that uses 
  perspiration and to cool the body. The lenses of the helmet are polarized and protect from the 
  glare of the desert sun. In addition, the breathing plate of the helmet is also redesigned and 
  filters out sand in addition to trapping moisture to aid in the cooling process. 
  Scouts
  Body 5 Mind 5 Soul 4
  Defects
  Owned by a Mega Corp - 2BP, Red Tape - 1 BP
  Skills
  Driving (speederbike) - 1, Gun Combat (blaster) - 1, Military Sciences - 1, 
  Stealth - 2 Unarmed Attack (strikes) - 1, Unarmed Defense (strikes) - 1
  Gear
  Stormtrooper armor, speederbike, macrobinoculars, blaster, tent, 
  food/water packs
  Derived Values
  Attack Value 4, Defensive Value 2, Health Points 45, Energy Points 45
  This specialized unit are typical stationed at garrison posts and it is their job to maintain 
  active patrols on pacified worlds. Scouts perform reconnaissance functions and often they 
  survey a planet prior to Imperial control. Many times it is the Scouts who are the first Imperial 
  presence on a world. By the time Star Destroyers enter orbit, the Scouts have the entire 
  planet mapped out.
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  Star Wars BESM: Forces of the Empire
  Imperial Royal Guard
  Body 6 Mind 6 Soul 6
  Defects
  Owned by a Mega Corp - 2BP, Red Tape - 2BP
  Skills
  Gun Combat (blaster) - 2, Melee Attack (force pike) - 2, Melee Defense 
  (force pike) - 2, Military Sciences - 2, Unarmed Attack (strikes) - 2, 
  Unarmed Defense (strikes) - 2
  Gear
  Stormtrooper armor, force pike
  Derived Values
  Attack Value 6, Defensive Value 4, Health Points 60, Energy Points 60
  The ranks of the Royal Guards are filled with only the best Stormtroopers. Their loyalty to the 
  Empire has been rewarded by being chosen to serve as the Emperor's personal guards. The 
  Emperor hand picks each of his guards, and they under go a rigorous training process to 
  prepare them for their new assignment. Royal Guards are fanatic in their devotion to the 
  Emperor, and place him above all things. To mark their special status and distinction, each 
  guard is clad in blood red armor and long red cloaks
  Star Destroyer Officer
  Body 4 Mind 4 Soul 4
  Defects
  Owned by a Mega Corp - 2BP, Red Tape - 1BP
  Skills
  Hyperspace Navigation - 1, Law (Imperial) - 1, Piloting (Destroyer Class) - 
  1, Military Science - 1, Navigation - 2, Physical Science (Astronomy) - 1
  Derived Values
  Attack Value 4, Defensive Value 2, Health Points 45, Energy Points 45
  The Imperial Naval Academy accepts only the best applicant's pilots into its ranks. These 
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  Star Wars BESM: Forces of the Empire
  cadets are trained in all manners of space crafts, but only the best earn the rank of officer and 
  are assigned to a destroyer. From the start of their naval career, officers compete amongst 
  themselves for assignments and placements within the Imperial fleet. Often the first lessons a 
  young cadet learns is the politics that make up the Imperial Navy. The competition keeps the 
  officers on their toes and is encouraged by Imperial Command.
  TIE Pilots
  Body 4 Mind 4 Soul 4
  Defects
  Owned by a Mega Corp - 2BP, Red Tape - 1 BP
  Skills
  Electronics (communications) - 1, Navigation - 1, Piloting (TIE) - 1, Heavy 
  Weapons (starship weapons) - 1
  Derived Values
  Attack Value 4, Defensive Value 2, Health Points 45, Energy Points 45
  Those at the Naval Academy who are not good enough to join the ranks of officer, find 
  themselves as TIE pilots. According to many, these are they best pilots in the galaxy, and are 
  highly skilled with the flying of personal craft. The training these pilots endure is long and 
  intense, but once completed, pilots are able to fly a variety of ships. TIE pilots are well 
  respected among the Imperial Navy, and have reputations of being fearless.
  Large Ships
  Introduction
  © Richard Iorio II, 2001
  All works on this site are the property of Richard Iorio II. Any transmission of these works in print, or electronically without the 
  written permission of the author is strictly prohibited
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SOURCE: textdata/thevault/Big Eyes, Small Mouth (BESM) (Tri Stat) [multi]/BESM 2e/BESM 2e - Star Wars.pdf