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 Raiders

"One of the Americans, Sergeant Joe Brandoni, is a Ranger. He described his war as "Take the Platoon in fast and quiet, stomp the objective to pieces, and get all the guys out as fast as possible". He's a big, loud guy, and he's a shredder with an M60.

 The primary mission of the Raider is the creation of mayhem. Their training enables them (hopefully) to reach their objective without being discovered, surprise it with a sudden, overwhelmingly violent attack, and thendisappear. They usually operate in larger groupsplatoons, companies, sometimes battalionsand spend only enough time behind enemy lines (ideally) to approach and leave their objective.

 Naval Raiders, again, do the same thing, but, obviously, travel by sea.

 Officer characters, incidentally, should be "lead from the front" typesothers simply don't earn the respect needed to be effective officers.

The Raiders' mission is almost the opposite of that of the "Scout" - to seemingly appear from nowhere, create as much mayhem and havoc as possible, and then dissapear. These troops are essentialy very highly trained light infantry troops, so they require an exceptionally high level of proficiency at basic infantry skills (see under "Infantry"). These are the classical "Commandoes" - troops trained to hit targets swiftly, with maximum violence, and then disappear.

Enlisted Men

Entry: Constitution+Strength+Agility 17+

First Term Skills: The character receives the following skills in the first term:

  • Small Arms 2
  • Unarmed Martial Arts 1
  • Stealth 2
  • Parachute 2

Subsequent Term Skills:

  • Armed Martial Arts
  • Autogun
  • Climbing
  • Grenade Launcher
  • Navigation
  • Parachute
  • Small Arms
  • Snow Skiing
  • Stealth
  • Survival
  • Swimming
  • Thrown Weapon
  • Tracking
  • Unarmed Martial Arts

 Contacts: One per term, Military. Roll 1D10 for 8+ for the contact to be foreign.

NAVAL RAIDERS

Substitute the following

First Term: Small Boat 2 for Parachute.

Subsequent Terms: add Small Watercraft, Scuba

Officer

Entry: Constitution+Strength+Agility 16+, Leadership 1+, OCS, Military Academy, or Commission.

First Term Skills: The character receives the following skills in the first term:

Leadership 2

 Small Arms: 2

 Navigation: 2

 Stealth 1

 Parachute 1

Subsequent Term Skills:

  • Armed Martial Arts
  • Autogun
  • Climbing
  • Forward Observer
  • Grenade Launcher
  • Leadership
  • Navigation
  • Parachute
  • Persuasion
  • Small Arms
  • Snow Skiing
  • Stealth
  • Survival
  • Swimming
  • Thrown Weapon
  • Tracking
  • Unarmed Martial Arts

 Contacts: Two per term, Military. Roll 1D10 7+ for the contact to be foreign.

Naval Raiders officers

Substitute the following

First Term: Small Watercraft for Parachute

Subsequent Terms: add Small Watercraft, Scuba

 

 

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