These units are the traditional “commandos”. Their specialty is taking high-value targets, or creating mayhem in hit-and-run raiding.
Note that land and naval versions exist.
Raider, Enlisted
Entry: Strength + Agility + Constitution 16+
Flrst Term Skllls:
Parachute: 2
Small Arms: 2
Stealth: 2
Unarmed Martial'Arts: 1
Naval Raider, Enllsted
Entry: Strength + Agility + Constitution 16+
First Term Skills
Parachute: 0
Scuba: 1
Small Arms: 2
Stealth: 2
Small Watercraft: 1
Swimming: 1
Unarmed Martial Arts: 1
Subsequent Term Skills (Raiders, Naval Raiders):
Acrobatics
Armed Martial Arts
Autogun
Combat Engineer
Grenade Launcher
Medical
Navigation
Observation
Parachute
Scuba
Small Arms
Small Watercraft
Snow Skiing
Stealth
Survival
Swimming
Thrown Weapon
Unarmed Martial Ms
Promotion: 6+. DM +1 ll INT 7+.
Contacts: One per term, military or intelligence communlty. Roll 1010for 8+ for contact to be foreign.
Speclal: None,
Raider Officer
Leadership 2
Navigation 2
Parachute 1
Small Arms 2
Stealth 1
Naval Raider, Officer
Entry: Strength + Agility + Constitution 16+ and OCS. military academy, or commission.
Flrsl Term Skills:
Leadership; l
. - Navigation: 1
Scuba: 1
Small Arms: 1
Small Watercraft: 1
Swimming: 1
Unarmed Martial Arts: 1
Subsequent Term Skllls (Raider and Naval Raider Officer):
Acrobatics
Armed Martial Arts
Autogun
Combat Engineer
Grenade Launcher
Leadership
Navigation
Observation
Parachute
Persuasion
Scuba
Small Arms
Small Watercraft
Snow Skiing
Stealth
Survival
Swimming
Thrown Weapon
Unarmed Martial Ms
Promotion: 1D10 for 6+ - DM +1 if INT 7
Contacts: Two per term, military or intelligence community. Roll 1D10 for 7+ for the contact to beforeign.
Special: None.