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Thats how I read it. But I took Generator so I don't actually know if that is how it works
I was going to pick that anyway since charging up is easy as you said. Thanks for the explanation.
While it's the effect is indeed the +1 armor and the half cover, he obviously forgot about the part of it being active FOR THE FIRST SHOT TAKEN. Once you take a shot, you lose the cover and the armor. If you go in the middle of the room relying on that, you will get killed.
So, Cherup takes his turn. At the end of his turn, he gets Guard. Something shoots at him, he has now lost the benefit of Guard. The next time something shoots at him, he has no cover bonus, no extra armor, and is not providing cover for allies.
When it gets back to Cherup's turn, when he ends it, Guard will activate again. You don't want to place Cherup out in the open with Guard. It's really only useful if he's attacked once per round. Obviously, there are ways around this like I think Terminal using her ability to give him an extra action might reactive Guard.