Each platoon has a command squad consisting of the CO, the XO, 1-4 specialist fireteams of two primates each, and 0-2 vehicles. Command squad primates are bought and (optionally) equipped just like standard squad primates, however they may additionally buy special talents. Different talents are available to the CO, XO, and to various types of specialist fireteams, and each group is mutually exclusive. A veteran fireteam can’t buy talents for a grenadier or tankbuster fireteam, nor can any of the three buy CO or XO talents, nor vice-versa.
CO Talents
Ambush
Cost: 15
Primates within medium range of the CO get a +1 bonus to stealth actions.
Discipline
Cost: 16
All primates in the platoon have +1 morale so long as they are within medium range of the CO.
Get Down!
Cost: 18
When any squad or fireteam in the CO’s platoon triggers an overwatch attack while within medium range of the CO, they may immediately halt their movement and drop prone in order to count as being in cover.
Range Practice
Cost: 20
This CO has trained their platoon at a firing range. All primates in the platoon gain +1 accuracy, regardless of what happens to the CO.
Special Order
Cost: 10
The CO can issue a special order to any squad or fireteam within medium range as one of their actions. This grants an extra action to the target squad or fireteam.
XO Talents
Buck Up!
Cost: 8
All primates in the platoon have +1 morale so long as they are within short range of the XO.
Charge!
Cost: 6
When the XO takes an overrun action, primates in the same platoon within short range of the XO may join the overrun action for free, without paying the usual action cost. These primates have +1 CQC power each and have a +1 bonus to defense power each for all ranged attacks made against them for the duration of this overrun action.
Follow Me
Cost: 5
The XO radiates a sphere of influence as though they were a sergeant. Any primates in their platoon whose sergeant (or if they’re broken off into a fireteam, corporal) is killed may attach themselves to the XO’s sphere of influence, becoming a squad that moves with the XO on the XO’s turn. These primates do not have to test morale to avoid routing.
Hunker Down
Cost: 3
The XO may take an action to hunker down. This action ends their turn. When the XO hunkers down, he and every primate in their platoon within short range get a +1 bonus to their defense power until the start of their platoon’s next turn.
Kill Zone
Cost: 7
When the XO goes into overwatch, primates in their platoon within short range of the XO may join the overwatch for free, even if they’re out of actions for this turn, so long as they haven’t taken an action that ends their turn automatically (like making an attack). These primates have a +1 bonus to attack power when resolving any attacks they make from overwatch until the start of their platoon’s next turn.
Open Fire!
Cost: 15
When the XO takes an attack action, primates in their platoon within short range of the XO may join the attack action for free, even if they’re out of actions for this turn, so long as they haven’t taken an action that ends their turn automatically (like going into overwatch or making another attack). These primates have a +1 bonus to attack power when resolving this attack in the shooting phase.
NCO Corps
Cost: 25
All NCOs (both sergeants and corporals) in the platoon can use one of the XO’s talents as though they were the XO, however only their own squad or fireteam benefits from the talents. Talents copied in this manner do not stack with each other, corporals can only use the XO talents when split into their own fireteam, and all NCOs in the platoon must use the same talent copied from the XO.
Anti-Tank Talents
Fire and Forget
Cost: 5
This primate doesn’t wait to see if one rocket has connected before firing on another target. When using the missile launcher or any area of effect weapon, they may add one full point of Rate of Fire in exchange for a -1 accuracy penalty. This talent may not be used on the same attack as Guided Rocket.
Giant Slayer
Cost: 7
When attacking with a missile launcher, this primate may treat the target as though it were Medium(3) size.
Guided Rocket
Cost: 10
This primate’s figured out how to use guided munitions for the missile launcher. When using the missile launcher, this primate may reroll any one die in the attack roll. Additionally, the primate may ignore the Accuracy and range penalties for attacking a Flying target. This talent may not be used on the same attack as Fire and Forget.
Tank Buster
Cost: 7
This primate may completely ignore enemy armor score’s contribution to defense power. The primate’s weapon must still have damage equal to or greater than the target’s armor to target them at all.
Grenadier Talents
Calculated Shot
Prerequisite: Primate must have the Intelligent or Intelligent Loner trait.
Cost: 4
This primate can do the math to find the exact limits of a weapon’s arc. The arc on any weapon with the Firing Arc feature is 50% longer, rounded down. So grenades have Firing Arc(4), grenade launchers have Firing Arc(9), mortars have Firing Arc(18), etc. etc.
Critical Shot
Cost: 4
If this primate is firing within effective range and using a firing arc weapon, the weapon has +1 damage.
Rangefinding
Cost: 2
If this primate misses a shot with a firing arc weapon, they gain a +1 accuracy bonus to hitting the same target on their next turn.
Medic Talents
First Aid
Cost: 3
This primate’s fireteam may take the First Aid action. This action allows every primate in the fireteam who is adjacent to a primate injured or wounded less than one full round ago to roll a d6. On a result of 5 or higher, the injured or wounded primate is no longer injured or wounded. If the previously injured/wounded primate is part of the same platoon as this primate and their squad hasn’t ended their turn yet, they may take actions with their squad on this turn.
Morphine
Cost: 8
This primate can give a morphine shot to a primate injured or wounded less than one full round ago. The injured primate receiving the morphine shot is immediately restored to health, but at the end of the battle is counted as an injury and must roll an additional time on the injury table, keeping both results.
Surgery
Prerequisite: Primate must have the Intelligent or Intelligent Loner trait.
Cost: 7
This primate can allow any wounded or injured primate a single reroll on the wound/injury table during the aftermath of each battle they are deployed.
Sniper Talents
Critical Shot
Cost: 4
If this primate is firing within effective range and using a sniper rifle or scoped weapon, the weapon has +1 damage.
Explosive Sniper
Cost: 8
If this primate targets an enemy equipped with any kind of area of effect weapon, they may declare they are targeting the ammo for that weapon instead of the actual enemy. The primate rolls a d6 plus their accuracy, and if the result is at least a 5, they successfully hit the target’s explosive ammo. This causes the ammo to detonate, which acts as though the primate carrying the ammo had make an attack against himself, centered on himself, using the targeted ammo.
Precise Shot
Cost: 5
If this primate is firing within effective range, they may treat enemies in cover as though they were out of cover.
Spotter
Cost: 10
Instead of attacking, this primate may find a target at any range for another primate in the same fireteam within point-blank range. The other primate may then either attack that target at +1 accuracy or add a full point of Rate of Fire to their attack used to include the spotted target.
Steady Shot
Cost: 3
If this primate has braced their weapon and is within effective firing range, they gain a +1 accuracy bonus.
Veteran Talents
Close Quarters Combatant
Cost: 1
This primate is particularly adept at fighting in close quarters combat, and gets a +1 bonus to their CQC score.
Commando
Cost: 1
This primate has a +1 bonus to stealth.
Good Shot
Cost: 2
This primate has +1 accuracy.
Hard As Nails
Cost: 1
This primate has +1 morale.
Rapid Reload
Cost: 2
This primate can reload without taking an action.
Scout
Cost: 2
This primate has a +1 bonus to spotting stealthed enemies.
Survivor
Cost: 3
When this primate rolls on a wound or injury chart, they may roll twice and keep whichever result they prefer.