Kommander Harkevich, the Iron Wolf

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Khador Logo.jpg Kommander Harkevich, the Iron Wolf

Khador Warcaster

Khador’s Iron Wolf has earned a reputation as a peerless master of heavy armor on the battlefield, a war hero beloved by his men and respected even by the enemies of the Motherland. He is famous for his ability to move large numbers of warjacks at an unprecedented pace to arrive where the enemy least expects him. Where Harkevich and his iron army stride, the enemy finds itself hounded, outmaneuvered, cornered, and eventually obliterated by overwhelming firepower.

Basic Info

Harkevich1
Missing Info
Harkevich1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR {{{str}}}
MAT 7
RAT 6
M.A. N/A
DEF 14
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Field Marshal [Reposition 3"] - Warbeasts/warjacks in this model's battlegroup gain Reposition 3". (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
  • Iron Sentinel - While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot become knocked down.

Weapons

  • Hand Cannon - 12" range, POW 12 ranged attack
  • Minister - 1" reach, P+S 14 melee attack
    • Damage Type: Magical - This weapon deals Magical damage. Incorporeal models can be damaged by attacks from sources with this damage type.
    • Stagger - Models hit by this weapon lose their initial attacks and cannot make power attacks or special attacks for one round.

Spells

COST RNG AOE POW DUR OFF


Bombshell

3 10 3 13 - Yes
On a critical hit, models hit are thrown d6˝ directly away from the attacker. Roll distance once for all models affected. Models thrown do not deviate. Move models farthest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer a POW 10 damage roll. (Blast damage on non-critical hits is done normally.) The POW of collateral damage, if any, is 10.
Broadside

3 SELF Control - - -
Models in the spellcaster's battlegroup currently in its control range can immediately make one basic ranged attack. Broadside can be cast only once per activation.
Jumpstart

1 SELF Control - - -
Models in the spellcaster's battlegroup that are currently in its control range stand up and are no longer stationary. Affected models can turn to face any direction. Models that were knocked down this turn are not affected by Jumpstart.
Mobility

3 SELF - - Turn -
Models in the spellcaster's battlegroup that are currently in its control range gain +2 SPD and Pathfinder for one turn.

Feat: Hour of the Wolf

  1. While in Harkevich's control range, models in his battlegroup gain +3 ARM.
  2. Models in his battlegroup beginning their activation in his control range can charge or make slam power attacks without spending focus.
  3. A model in Harkevich's battlegroup that declares a charge or slam against an enemy model while in his control range can make a basic ranged attack before advancing.

Hour of the Wolf lasts for one round.

Theme Forces

Thoughts on Harkevich

Harkevich in a Nutshell

Harkevich is a close-to-the-line warjack support warcaster that excels at speed and attrition. His spell Mobility lets normally slow Khador warjacks strike first for once, and Field Marshal : Reposition[3"] gives them an unusual amount of adaptability. His feat gives his battlegroup incredible durability. He has excellent defensive stats and abilities, making him difficult to assassinate. He lacks any infantry support and plays best with a warjack-heavy list, often in the Jaws of the Wolf or Winter Guard Kommand theme forces.

Feat thoughts

Of the two Feat effects, the +3 ARM is the most important. There are only a few abilities in Khador that increase the ARM of our already tough jacks, and for good reason. Armor 23 for most jacks or ARM 26 for closed "clam" jacks (like the Devastator and Demolisher) can be very difficult for an enemy to crack. This lets you weather the inevitable counterattack after rushing your jacks in with Mobility. Also remember that Harkevich does benefit from his own feat, and can be very difficult to assassinate on feat turn.

The second effect, an additional ranged attack before charging, is controversial. Like the spell Broadside, it encourages you to take ranged 'jacks, but our low RAT jacks rarely make the additional attacks count. Remember that you can shoot things other than your charge target, and look for opportune targets like knocked down models or clumped up infantry. Treat it as a nice bonus, but don't feel obligated to build your whole list or strategy around it.

Spell thoughts

  • Bombshell - AOE attack with a great critical effect. Expensive (especially if you boost to hit, maximizing the chance of a critical hit) but situationally useful. Use against something you really need to move, or against difficult infantry that is normally immune to blast damage.
  • Broadside - Expensive but potentially powerful ranged attack generator. You will want to either take 3+ ranged jacks and cast this every turn, or mostly ignore it in favor of casting Mobility or allocating focus to your battlegroup.
  • Jumpstart - Very situational, but incredibly useful for making sure your battlegroup doesn't get shut down by things like Disruption, Telekenesis, knockdown, ect. You likely won't need to cast it much, but you'll be glad to have it when you do.
  • Mobility - Hark's "other" signature spell. Makes Khador heavies as fast as most infantry. Great for extending your threat range or getting an additional 4" up the field. If you run a melee-focused Hark list, you will likely cast this every turn, at least until you're stuck in with the enemy.

Drawbacks & Downsides

  • Harkevich has a relatively low amount of Focus for the amount of jacks he wants to run.
    • On top of that, most of his spells are pretty expensive. Playing into anti-magic tricks like Arcane Suppression can be annoying, while Lamentation might cripple your battle plans altogether.
  • He doesn't have any spells to support non-battlegroup models directly. This means his infantry has to be completely self-sufficient.
  • Broadsides generally needs at least 3 warjacks to justify the focus cost of the spell and the shots from the spell cannot be boosted - a hard pill to swallow on low RAT Khador Warjacks.
  • Harkevich is not a very "active" warcaster, usually handing out focus and casting 1 or 2 spells a turn. His big spells and passive abilities are effective, but he might feel boring to play for some people.

Tricks & Tips

  • Harkevich is a model in his own battlegroup, so he benefits from Broadsides, Mobility, and his feat.
    • However, he is not a warjack so doesn't benefit from his Field Marshal:Reposition ability.
  • There is a skill in knowing when to cast Broadsides or not. If you cast it, you double your amount of fire and can drift more AOEs, do more damage to low ARM models, etc. If you don't you can instead allocate the focus to boost the shots the Warjacks make during their activation.
  • Bombshell is a great charge lane opener. Cast it into the middle of the enemy line and stick a Decimator or Demolisher in the new hole to disrupt the enemy line with a high ARM threat.
  • Remember to Reposition your jacks after their melee actions. It's a great way to clear charge lanes, fit more jacks in, and generally get better positioning.
  • The Jaws of the Wolf theme benefit of giving Mechanics Reposition[3"] also works great with a repositioning battlegroup.

List Building Advice

Strategy

There are two major schools of thought with Harkevich: running a ranged-focused jack list that relies heavily on Broadside, or running a melee-focused jack list that relies heavily on Mobility. Either way, you want to pressure the enemy into committing the models that can actually deal with a large volume of high armor warjacks. Once you take those out, you should have no problem bullying the enemy caster for a scenario, attrition, or even assassination victory.

A ranged-focused list should look for ways to knock down or otherwise reduce the DEF of enemy models, since the low RAT of Khador warjacks is the biggest challenge for this strategy. Repositioning backwards can help you get more rounds of shooting in, and the additional shot when charging on feat turn should help when you do eventually close to melee.

A melee-focused list relies on the fact that Khador jacks are already awesome, they just need a little help getting to the enemy. Mobility helps with +2 SPD and Pathfinder, hopefully letting you engage the enemy on your own terms. Make sure to bring jacks that can handle screening models (Like Kodiaks, Berserkers, or Ragers) so you don't get bogged down with cheap infantry, and can prioritize the enemy models that can actually hurt you.

Theme Thoughts

Black Ivan is his pet warjack that he can take in any theme.

He's a battlegroup caster, so will often be seen in Jaws of the Wolf.

You could also see him in Winterguard Kommand with a bunch of Field Guns both knocking down targets for his jacks to smash, and providing a few Advance Move triggers.

Army

  • Adding a War Dog and keeping in Iron Sentinel range can take Harkevich to very good levels of defense and ARM in melee. With pathfinder from Mobility, it's also easy to put him in ranged DEF boosting terrain. He also becomes immune to knockdown and back strikes, making him all around difficult to assassinate.
  • Harkevich and one or more Demolisher can be a potent combination. Broadsides can allow each Demolisher to fire before it activates, which reduces the armor, but brings it back up when the Demolisher's activation starts. This can allow the warcaster's player to take advantage of the Demolisher's cannon without exposing the jack's armor.
    • Demolishers also have Gunfighter, allowing them to take advantage of Broadside even when engaged.
  • Kodiaks synergize very well with Field Marshal : Reposition[3"]. They can Trample up 9" under Mobility, use Vent Steam, then Reposition backwards 3", just enough to get them out of their own steam cloud. The cloud will block line of sight, protecting them from ranged attacks/charges. Use several of them to create a cloud wall for the rest of your army.
  • Marauders usually only need their 1 Power Up focus to do their job, which is good for the focus-hungry Harkevich.
  • Greylord Forge Seers can use Empower to help take the focus strain off of Harkevich.
    • Jr. Warcasters like Malakov1 and Sorscha0 can also help, but remember that they won't benefit from Hark's spells or Field Martial.
  • Units like the Winter Guard Field Gun Crew or the Grolar warjack can easily knock enemy models down, allowing your low RAT warjacks to hit reliably under Broadside.
  • Two or even three colossals (Conquest or Victor) can be very efficient with Harkevich due to Broadside. The enemy will suffer a lot of big gun shots.

Other

Trivia

  • A common fan-joke is that one must grow a prodigious beard in order to cast Broadside.
  • Released in the Warmachine: Wrath expansion (2011)

Video Battle Reports

Other Khador models

Khador Logo.jpg       Khador Index       (Edit)
Battlegroup & Similar
Warcasters

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos

Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Sorscha0 - Yuri

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legion of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2019.08

Rules Clarifications

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Rules Clarification : Stagger      (Edit)

  • Stagger prevents "free" Power Attacks, such as Smash & Grab.
  • If you manage to free strike a model that is in the middle Slam move, and cause a Stagger, it will not prevent the slam that is already in progress.
  • Stagger does work vs Colossals/Gargantuans.
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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")


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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Units: Before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    2. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    3. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    4. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    5. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    6. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    7. You're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an Any-Time ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    8. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Iron Sentinel - None yet. (Edit)


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Rules Clarification : Bombshell and/or Full Battery Fire     (Edit)

  • See also the throw rules recap.
  • If any two models (or more) in the AOE are B2B before the throw, then when you move the second model it is going to re-contact the first. This means you'll get an extra damage die vs the second model, or collateral damage (depending on who is larger than whom).
  • If the first model can't move the full throw distance (because it contacts an obstacle, or an equal/larger based model) then the other model(s) in the AOE are going to smack into him when they get moved. Thus you'll get extra damage die/collateral damage.
  • Incorporeal models won't be thrown, because "can't be thrown" trumps "is thrown". (Infernal Ruling)
  • Bombshell only
    • The sentence "instead of suffering blast damage" only relates to what happens on a critical hit. If it's not a critical, you apply blast damage as normal. (Infernal Ruling)
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Rules Clarification : Broadside and/or Abattoir     (Edit)

  • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as a Broadside attack. And similar logic for melee + Abattoir. (Infernal Ruling)
  • Warbeasts/warjacks cannot spend focus/fury to boost these attacks (because the attacks occur out-of-activation), but the caster can boost it (since it happens during the caster's activation).
  • Secondary effects of the warjack's gun can still trigger (as long as they're not limited to "activation only" or "Combat Action only"). For instance, the Galleon can drag stuff in with its harpoon and get its free melee attack. And similar logic for melee + Abattoir.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Jumpstart      (Edit)

  • A warjack that stands up via Jump Start can still forfeit movement to aim and etc during their normal activation. Basically, it's as if you were never knocked down at all.
  • Jump Start does not allow you to shake Blind or Shadow Bind.
  • A warjack knocked down earlier on the same turn, cannot stand up via Jump Start. This is not a typo. (Infernal Ruling)
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Rules Clarification : Mobility      (Edit)