Level 1 This is the least intrusive
of Imperial blockades, and are typically employed against worlds
that show a great deal of traffic in relatively benign contraband
(luxury items, bootleg recordings, banned holobooks, and so on).
Such worlds are typically the capitals of
unimportant sectors, or are of limited strategic value. Level 1
blockades are usually enforced by a small strike group consisting
of one or two combat shuttles (tasked with customs duty) and, if
armed resistance--particularly from starfighters--is expected, perhaps
a customs or Corellian corvette.
Level 2 Systems that have seen recent
Rebel activity (such as a bombing or involuntary extraction of Imperial
personnel), or planets that house medium- and high-security penal
facilities receive Level 2 blockades. Occasionally, the Emperor
or his advisors will order a Level 2 blockade against a planet to
express displeasure to a planetary governor who may not be performing
to Imperial Center's satisfaction. (Imperial Navy troops frequently
refer to such actions as "political duty," and generally consider
it a paid vacation.) Level 2 blockades are typically comprised of
one light capital ship (such as a Carrack light cruiser), a Dreadnaught
heavy
cruiser, or a Strike medium cruiser. Where such craft are not available,
lighter vessels are substituted (in greater number); three Corellian
corvettes can do the work of one Dreadnaught, for example.
Level 3 Level 3 blockades are employed
against targets where heavy opposition exists. Systems warranting
a Level 3 blockade are sites where there is either current Rebel
activity (or such activity is predicted), or a large smuggling network
has been located. Level 3 blockades
are temporary by nature; if a protracted stay is necessary, a garrison
is dropped to the surface and the blockade is maintained for a few
additional weeks. Level 3 are generally composed of either up to
two light capital ships (as listed above) with several support ships,
or a Star Destroyer (Victory- or Imperial-Class) with
several support vessels. Occasionally, an Interdictor heavy cruiser
is present.
Level 4 When the Alliance concentrates
enough firepower in a system, or when the Empire has begun an important
military engagement, Level 4 blockades are implemented to prevent
support/re-supply of the enemy. These blockades are charged with
sealing the planet completely,
and are not intended to defend a system or particular planet against
a concentrated assault. Support vessels involved with the ground
engagement are usually set aside for such events, and will be spread
out amongst the system. Level 4 blockades have an average of two
to four light or medium cruisers, and one or two heavy cruisers.
Most of the time, an Interdictor heavy cruiser is on hand, and itself
will have a detachment of several support vessels (normally one
or two Corellian gunships and several Katarn- or Grek-Class
boarding shuttles).
Level 5 (Special) When a single system
or a cluster of small systems has fallen under hot contest between
the Empire and the Alliance (or some other independent government),
and is what the Imperial Army terms "at maximum combat probability,"
Level 5 blockades are used. They are complicated and involve several
groups of vessels. The main arteries of travel that enter the system
in question will be blockaded (usually by a force comparable to
that of deployed for a Level 4 blockade). The areas between these
routes that lead to the system are mined and patrolled by smaller
capital ships and starfighters (or overseen by Golan II or III defense
stations or Rendili StarDrive Bavos-I or -II space platforms). In
the heart of the contested system, a Level 4 blockade is placed
around the target world. While such operations are difficult to
conduct, Imperial commanders--in both the Army and Navy--receive
frequent
supplemental training in these actions.
Level 5 blockades rarely fail to cut off a system and squeeze it
dry of seditious elements. One critical failure of such blockades
should be noted; Imperial attention it typically leveled at the
target world, or against the potential threat of enemy capital ships.
Level 5 blockades are somewhat unwieldy when dealing with freighters
or smaller vessels engaged in smuggling. Rebel relief efforts to
Ralltiir in the period following the destruction of Alderaan, for
example, were tremendously successful in circumventing Imperial
control of the system.
Level 6 ("Capitol Blockade")
As previously stated, there are many regions of the Empire that
are crucial to military survival and maintenance. The protection
of sector capitols has long been a major priority to Moffs. In particular,
protecting the Moff (including his personal staff), the key infrastructure
that the Moff primarily utilizes, and the planet the Moff calls
home are of the utmost importance to system defense forces. Not
all sectors need heavy guarding, but there are plenty of "red sectors"
which are constant targets for terrorists and subversives. The more
valuable a sector is, the more of a target its capitol is. Level
6 was created solely for capitol blockading, and as such is not
a "true" blockade (as the needs of such protection are very specific
and never vary). While most blockades are designed to keep supplies,
materiel or personnel from reaching a target world, the Level 6
blockade is designed to keep enemy troops from making planetfall;
essentially, Level 6 is a rearguard action intended to give the
local Moff time to escape or rally his forces.
A Level 6 blockade is comprised of three to four Victory-class
Star Destroyers, six Lancer frigates, and two Dreadnaught heavy
cruisers. An Imperial Customs detachment of three Carrack cruisers
and two Light corvettes are included. Level 6 is charged with locking
the capitol down to only those with pressing business and an invitation.
They are quite successful, and can even hold out against a concentrated
force long enough for sector forces to come to their aid.
Level 7 ("Pinpoint") "Pinpoint"
blockades use the concept of finding a main artery of trouble and
pressing hard enough to kill it. Once Imperial Intelligence has
identified the proper placing of a Pinpoint, it is implemented and
almost never lasts longer than one week. The planet in question
is not notified as per normal regulations that they are under blockade,
and conducts business as usual. Intelligence operatives are used
to stir up some event of importance that is likely to suck in as
many local privateers, pirates, smugglers and/or rebels. The blockade
lies in wait in an outlying portion of the system, and comes down
on the planet in a flash once it is believed that the maximum number
of targets will be captured or destroyed. Main entry and exit points
to the area are blocked, and the planet itself is occupied. Troops
are dropped to collect those not foolish enough to attempt to break
out, and martial law is implemented. Level 7 operations are thoroughly
planned and are not common. A target world must draw the wrath of
the Emperor or his advisors to warrant such a blockade.
Pinpoint blockades usually consist of a force roughly equal to
several Level 6 blockades. They include three Interdictor heavy
cruisers, plus one for each main
entry/exit point of the system, with full accompaniment per cruiser.
The Alliance only authorized blockade runs past Level 7 actions
only in cases of dire emergency. Such blockades are exceedingly
rare, but pay very high (and on the scale of blockade running, that
can be enough for a lifetime).
Level 8, Level 9 & Level 10 These
levels are the most dangerous class of interdiction operation. Levels
8, 9 and 10 authorize brutal methods against those attempting to
circumvent the blockade. Standard orders include permission for
"on-sight elimination" of any perceived
threat ("threat" being defined by the ranking officer on the scene).
Because of the political liability involved in launching such blockades,
the Empire takes pains to ensure that legitimate shipping traffic
knows to avoid the system. Holomessages at every port, beacons near
the target system, public updates to BoSS, and word of mouth keep
non-hostile craft away from the target area. Those who enter the
region do so at their own peril. Level 8 forces are equal to those
of Level 4, and Level 9 forces are equal (roughly) to Level 6. The
difference in operation is minor, except that these are purely military
operations in nature and customs duty is virtually non-existent.
(Targets are destroyed, not captured and searched.) They are placed
over systems after an official warning has been delivered by the
Moff of the sector, and last anywhere from two weeks to several
months or more.
Level 10 blockades rival Base Delta Zero
operations (full obliteration of a location) in sheer brute force.
They are massive, of no average size or composition, are given orders
entirely dependent on the situation, and give those commanding them
one of the best opportunities to prove themselves for a fleet position.
Level 10 operations are very rare, sometimes confused with a traveling
force, and are to follow only one rule: no latitude. Those who attempt
to come
bumbling into a blockaded system can expect to meet a bad end, almost
instantly. It is not unusual for forces conducting a Level 10 blockade
to fire on ground targets from orbit, usually at random. Humanitarian
aid is rejected out of hand, and starvation, poverty and disease
among the ground population reaches dramatic levels over time. (Level
10 blockades are designed to starve a system into submission. This
is one of the few ways the Empire acquires systems with "minimal
casualty," and do so when the system contains something they want
very badly but can't afford to destroy.)