
Instead of attack and defense moves only, there could be hybrid moves and check moves.
For example, Strafe usually is spraying ammo down range and would normally include running while doing so. The running is a partial protection and the spray is a partial attack. There's a chance that the strafer might hit something but it's not really likely, and not really based on skill (more just chance). I could work on more hybrid moves if this has any traction.
A check means that you're spending a move while in defense to see what the opponents are doing. If any of them are attacking, even if it's a hybrid attack, the character stays under cover for the move after the check. If no one is attacking, the player picks an attack that will go in the next slot. Since the check will slightly expose the character, only a move like Aim will pick them off when checking.
The idea here is to have a range of moves that counterbalance one another. Many moves are safe against most other moves but if you hit the wrong move at the wrong time, well then bad things happen. It just reduces the chance, having more moves means you get to openly attack at the end but possibly the last defense move of a character with lower skill stays in place until next round.
Perfectly happy to try and work out the kinks if Rob's interested.
Aim - good against moves like check and charge. Weak against strafe and other Aims.
Bluff- A wild series of shots to make checks moves fail and move to defence.
Strafe - Low chance of hitting any target down range. Running while strafing makes Aim moves ineffective.
Cover - jumping behind a sturdy object. Good against strafe and aim.
Charge - Good against the cover move. Aim or strafe hit a charging character
Run - Lower cost move Aim moves are ineffective.
It would be best to not have to refer to a chart on each move if it's all intuitive or moves can be classified in a few simple ways, then most of the time after getting the hang of things most players would know how to use the moves.