I just recalled that our use of "Co-ordination" as a general "teamwork roll" is a house rule. Co-ordinated attacks for purposes of stunning [HSR p149] and multiple attacker bonuses [HSR p150] are automatic, though the referee can call for a PER roll in "noisy" situations.
We used the Co-ordination roll to represent the level of co-ordination between team members. I would give characters a base roll determined by how long they had been working together, using the time chart [HSR p18]:
Adjusting the interval would be easy, moving the base roll up or down the time chart.
If a character had been with "the team" for at least the specified period, this became their base roll. Notice that the higher rolls took quite some time to acquire. This also assumed that they were spending time working out with other members, sparing, doing research or other activities designed to promote teamwork.
Characters that did not participate in certain types of activities received penalties (or no roll) based on their participation. "Physical" characters got their full roll duing combat or other physical activities. "Cerebral" characters got their full roll during detective work or research.
I also let chracters acquire levels with their teamwork roll at +1/1pt. My rule of thumb was that they could buy one level for each step they were up the chart. Someone with a base 11- could buy (one at a time) up to three levels with teamwork.
The teamwork roll got used in a lot of ways:
Basically, it was a great point sink and, when the team wanted to do something special based on their long association and practice together, the roll gave me some guidelines on how much slack I should give them... :-)
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