I like it. It's pretty much the way I do it, except it's worse IMTU because my IN operates on a relative shoestring. My Imperium appreciates veterans and honor nobles taking matters into their own hands, especially out on the fringes. "Hunting Party" by Elizabeth Moon - wherein a socialite duchess is inspired by her newly-hired yatch captain to take up pirate-hunting - is a good example of the kind of thing my IN encourages. Retired officers and Scouts even have the ability to reactivate their commissions and take legal command of a situation in the name of the Emperor, where appropriate leadership is lacking. Of course, they will eventually need to justify anything they do to the proper chain of command, so this is never something to be done lightly.


On Jul 16, 2016 9:46 PM, "Douglas Berry" <dberry49xxxxxx@gmail.com> wrote:
Yesterday I took a nap (not uncommon when you've survived a stroke, you get tired easily) fully intending to get up and write the first part of the Threats to the Imperium article.

I woke up to a coup attempt in Turkey. Since we were just there, I sort of got distracted by the news. But it does serve the point that any society, any government is going to experience instability. And on occasion, that instability will require an active intervention.

Once again, I have to emphasize the huge size and variety of the Third Imperium. There are going to be literally millions of cultures, religions, and old simmering conflicts. We've often wondered why the Imperial Navy doesn't just post a cruiser in every system to deter piracy. The simple answer is they're too busy putting out fires.

So what triggers an Imperial intervention? Any event that could:

1. Disrupt trade over the region. As the Imperium is primarily a trade federation and dedicated to preserving the free flow of trade, anything that threatens that will be stopped as soon as possible. It doesn't even have to be a direct assault on the mechanisms of trade, freighters and the like, but an event that is causing damage to the economic health of a county. Civil war on an important planet might trigger an intervention to lessen the economic impact on the nearby worlds.

2. Weaken the security or integrity of the Imperium. Revolts, rebellions, and crusades against the Evil Empire will crop up constantly. This will be a big problem on the Solomani Rim. Anything that weakens the Imperium will be squashed with overwhelming force. For most of these, a show of force followed by the hunting down of ringleaders will suffice. In other cases, the Unified Armies will be tied down for years hunting partisans. The Ine Givar insurgency on Efate/Regina is a classic example of this.

3. Create mass causalities. This is an unusual one, as it includes natural disasters. Any event that threatens the lives of a significant number of Imperial citizens can trigger an intervention. This is a long-standing exception to the rule of sovereignty for member worlds; oppress them, fine. Genocide? Not cool. In this case the focus will be on both stopping the deaths (if possible) and rendering aid to the affected population.

4. Destroy Imperial property. Attacks on Imperial facilities, ships and vehicles, and sapiants in Imperial Service are grounds for an intervention. Two guys jumping the fence at the Consulate isn't going to be enough, but a mob storming and torching the place is. Attacks on the nobility are seen as attacks on the person of the Emperor, and *will* result in an Imperial response. Starports, military bases, Research Centers, and pretty much anything else with the Imperial Sunburst slapped on it.

So, who can call for an intervention? Normally, it's either a member state asking for aide, or an Imperial official who sees the need for such an act. Every Imperial Navy officer is drilled with the idea that they have to be ready to take action. Usually, the decision for a large scale intervention lies with the Count-Elector and his Fleet Admiral and Marshal. Most nobles are wary of intervening too often, because it builds distrust with the worlds of his county and drains the treasury. 

When an intervention is called for, the Unified Armies motto for planning is "Maximum Force, Minimum Time." The Imperium wants to stop problems as quickly as possible. If the commander on scene determines that the best solution is the overthrow the local government, so be it. In most cases, the Imperial Marines embarked on a light cruiser can handle smaller events, at least until reinforcements arrive. 

On a wider front, the navy deals with threats that cross space. Piracy, is the most common, of course, and Naval Intelligence has learned that piracy usually means someone backing it. The image of the interstellar freebooter with a cybernetic hand and a flaming eye tattoo is mostly a myth. Most pirates are back by governments or corporations, and set out with a definite target list.

Every so often, there will be an actual interstellar war to handle. Powerful worlds can field their own small navies, and as I said above, you can have grudges that date back centuries. Such wars tend to be fought with full understanding that the Imperial response will be devastating. Such wars tend to start out with cold war tactics, and escalate over time.

This is why the Navy isn't everywhere, it's too busy racing around answering the latest crisis. At least internally. Exterior threats will be covered in the next couple of articles.

I hope y'all are enjoying these. I really want to get feedback on them.

--
Douglas Berry
dberry49xxxxxx@gmail.com
http://gridlore.dreamwidth.org
http://www.facebook.com/douglas.berry
Twitter: @gridlore
-----
The Traveller Mailing List
Archives at http://archives.simplelists.com/tml
Report problems to xxxxxx@simplelists.com
To unsubscribe from this list please goto 
http://www.simplelists.com/confirm.php?u=CKGWeUlXNVzOv9Ey6KwqX8aXjeTXlVSV