Part 1: Imperial Doctrine

The act of actually breaking through a blockade can bend the nerves of even the most steeled veteran of space combat. Blockade runners must pit their wits (and the speed and armament of their craft) against the combined might of a massive, organized and disciplined foe. In any situation, the best defense is planning and preparation. Knowing how the Empire works in terms of blockades and such is valuable--indeed necessary--information for those who would challenge Palpatine's control of space. (Also, learning from other runners'--successful and unsuccessful alike--can make the difference between life and death.)

 

Imperial Blockades and You

The Empire's actions in the Mid- and Outer Rim regions can appear quite random to the casual observer. (In fact, despite current military doctrine, Imperial movements frequently are random in order to confuse enemy surveillance and tactical planning). In terms of blockading, there are several rules that the Empire cleaves to. There are always exceptions, of course, but the following should suffice as general guidelines for typical Imperial blockade actions.

Why Does The Empire Blockade?

The Empire undertakes blockade actions for a variety of reasons:

Rebel Activity In the period following the Battle of Yavin, the Empire has used "suspicion of treasonous/seditious activity" as justification for the blockade of a planet or system. In some cases, the restricted planet is not a hotbed of active rebellion; merely providing assistance in the form of supplies or medical attention can bring the wrath of the Emperor down on a planet. The Empire makes few distinctions between worlds seething with armed resistance and passive sedition as described above; target worlds are treated as armed enemies regardless of the level of resistance they display. Such planets will be blockaded to varying degrees prior to the imposition of martial law and the arrival of occupation forces.

Other planets may possess resources important to the Imperial war machine--rare minerals or ores, unusual medical supplies, key manufacturing centers--or strategic locations. For Rebels, these areas are prime targets, and it is not impossible (or even all that rare) for a single, small Rebel cell to wreak havoc against Imperial interests on such worlds. But, when the crackdown comes, Alliance agitators often need rescue or support. If the situation is important enough, the Alliance may authorize relief missions (frequently hiring privateers or smugglers) to slip through the inevitable blockade.

Criminal Activity Imperial interdiction of ship traffic in order to cut the flow of contraband or to prevent violence in a region is exceedingly rare (particularly in the Outer Rim region, where Imperial power is projected much more judiciously). Still, it does happen; Reuss VIII--a hotbed of crime in the Outer Rim region--has been blockaded repeatedly since the Battle of Hoth, with little success. (Smugglers and lawbreakers of every type seem to circumvent whatever measures Moff Ammar undertakes to block illegal traffic.) Sometimes, a crime boss becomes too bold, endangering Imperial troops or interests on a particular world. When the local police force is either too small or too inept to deal with the situation, the Empire may move in to "correct" the situation. In the event of heavy smuggling, a planet will be blockaded. Most of the time, the situation is temporary, but there are cases where permanent blockades are in place.

Crucial Location Some locations are too valuable to the Empire to leave to patrols. Constant blockading by a very powerful force is used to deter Alliance forces from hitting such a target. Kuat--home of Kuat Drive Yards--for example, boasts a tremendous Imperial Navy presence, and approaching ships are routinely searched and scanned. Other important locations house facilities crucial to the supply and maintenance of the Empire (for example, sites where hyperbarides are mined, turbolasers or repulsorlifts are constructed, and so on.) Locations such as the secret systems of the DOCE (Department of Critical Engineering; see the Imperial Intelligence Handbook) are protected by sizable forces that are always present and whose sole purpose is to defend the area against infiltration...to the death.

There are several different levels of blockading. Imperial Customs is usually involved, but sometimes it is strictly a military operation. They depend mostly on what the area has, where the area is and at what level the area is seeing current subversive activity:

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.)


To see how each Imperial vessel reacts and performs and tips on beating each ship...
Part 2: Imperial Ships (coming soon!)
To learn more about blockade running strategy and tactics for use in a variety of situations...
 
Ships & Tactics

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Written by Tim Salam. Edited by Eric S. Trautmann. Note that this information is in no way (expressed or implied) to be seen as an official addition to Star Wars: The Roleplaying Game. It has not been approved by WEG or LFL, nor does it mean to replace any work created by WEG or LFL.

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