Wrong. It requires the skill, but all Bk1 PC's may get that skill at level 0, if their GM feels it is needed and no one has air/raft 1+.
You say "wrong", and your logic is this: Air/Raft is a default skill, thus, the GM can give one of the PC's Air/Raft-0.
I see why you think that, and it's understandable why you came to that conclusion.
But, let me show you why you're "wrong" for calling me "wrong". (I'm "right", by the way, and this is a good example of someone not knowing CT as well as he thinks he does...)
1. By your logic, no character could attempt an throw using the Administration skill unless he had that skill.
2. Looking at the "appropriate default skills" in that section of the book, I see that Admin is not listed. So, Admin is not a skill suggested as a give-away skill.
3. Yet, when I look at the description of the Administration skill, there is a DM listed (-3 DM) for throws when a character
does not have the skill.
Clearly, a character,
without Admin, can throw Admin based tasks without having the skill. It's there in black and white.
There are examples like this throughout the book. On the same page, Bribery lists a modifier is the skill is not held by the character, as an example.
Plus, most tasks are stated without including the need to have a skill.
The air/raft skill does not say that skill is required, but
if the character has skill, he can get a bonus to the throw.
On the low berth revival throw: A character gets a +1 DM
if the character has Medical-2 or better, but there is no penalty if the character does not have Medical skill.
On the other hand, there are some instances where skill is required. Under the Vacc Suit skill description, it plainly states that
Vacc Suit-1 is needed to use combat armor or battledress.
Under the starship combat rules, it plainly states that
Gunnery-1 or better is needed to operate ship's weapons.
So, you see, you were wrong in your assumption that air/raft-1 or better is needed to pilot an air/raft. Any character, without skill, can avoid an accident or mishap in bad weather, chases, or high speed maneuvers simply by passing a die roll test of 5+.
Success on 5+,
without air/raft skill, allows you to avoid an accident while in a high speed air/raft chase.
Dem's the rules. It's right there in black & white.
(See...you didn't realize that about CT, did ya?
)
EDIT: BTW, If having a particular skill were a requirement on every task throw, then many CT characters would be unplayable (unrealistically unplayable). Take the character who comes out of chargen with one or two skills. By your rule, those two things are the only things the character knows! That would make a lot of the characters listed in 1001 Characters unplayable, right? And, it does list in that book that any character from that book can be played as a player character!
Skills, in CT, are where a character
excels. Skills highlight the character's forte. They show what he's good at doing.
Skills, in CT, are not the total sum of all the character's expertise. Too many people think that way (I think it comes from the standardization brought about in MT). CT isn't like that.
A character with just the Pilot-1 skill can do many, many things in the game--not just pilot a starship. He can fly an air/raft, shoot a weapon, brawl, melee, sniff out forged papers.
In fact, he can attempt to do most things--being only barred from doing a few things (like operating the turret weapons of a starship).
Skill is not needed for most tasks in Classic Traveller.
Remember: Skills highlight the character's strengths. A character's skills is not a laundry list of everything the character knows!
This is why Joe Starman, with only the Pilot-1 skill, can pilot an air/raft as well.