Read the diagram as text
During the target’s current turn, the Fighter wins a Ranged Clash with Covering Fire. Finish harm and any Continuation Check; the target must remain Active. Its normal Base Movement is 14 m.
- Resolve the successful Covering Fire Exchange, including harm and any Continuation Check. The target must remain Active.
- Its current turn stays unchanged: Base Movement remains 14 m.
- During its next scheduled turn, called its Activation, Base Movement becomes 7 m. Apply that reduction before calculating movement.
- That Activation ends, and so does this Covering Fire effect, even if the target could not act.
Result: Covering Fire does not reduce Base Movement immediately. It halves Base Movement during the target’s next scheduled Activation.
- Declare Covering Fire before rolling a Ranged attack, including a Clash response. Boost with at least one of your own Action Dice, pay normal attack and Boost costs, and spend one Covering Fire use.
- This changes Base Movement, not movement remaining. Later Activations use ordinary Base Movement unless another effect applies.
- If several such effects would halve Base Movement, use the lowest single result once. Further uses aimed at the same Activation do not extend or repeat it.
- A successful use during the affected Activation can reduce the next one.