It circumvents the helping roll.
But doesn't yelling at someone to tell them about the guy hiding behind the curtain with a dagger (for example) run the risk of distracting them or tipping off the enemy?
I do like the idea of a tactical training move though to justify this...
When you have time to train together
, roll +Cool. On 10+ choose 3. On 7-9 choose 2.
- You are part of the Team
- You have seen deeply into one of your teammates, gain +1Hx
- Take +1 Hold forward on Team Moves
On a Miss, choose one;
- You have not proven yourself as a team member or have been ostracized
- The stress has pushed buttons and driven wedges between you and a teammate, take -Hx with one or more teammates.
When you act like a Team
in a tense situation or under the cover of secrecy, roll +sharp. On 10+ , hold 3. On 7-9, hold 1.
While acting in that Situation, spend Hold 1:1
You keep your team on your six; if they escape you do to
Take a tactical advantage; give Help or Interference without a roll.
Concentrated assault; give +1Harm to another’s attack.
Take another’s Bullet; If you are able to move, you can choose to take the Harm assigned to another.
On a miss, you do not act like a team and need to spend more time training.