Veteran Carro Armato M13/40

Italy, Tank Vehicle, 1940

ATT inf 8/8/6
ATT veh 10/8/6
Cost 14.00
Def 4/3
Speed 3

Overlapping Fire
This unit can make defensive-fire attacks against Soldiers.

Highly Flammable
When this unit receives a Damaged counter, roll a die. On a 3 or higher, destroy it immediately.

Veteran Crew
While disrupted, this unit can still move and not suffer -1 penalty to each attack die. (It still suffers the -1 penalty to defense and can't make defensive fire attacks).

Set Eastern Front, 55/60 r

 

Special Abilities Errata & FAQ

Highly Flammable

When this unit receives a Damaged counter, roll a die. On a 3 or higher, destroy it immediately.

Q: Does this happen when the tank receives a face-down counter or does it wait until hit counters are flipped during the casualty phase?
A: The roll occurs as soon as the Carro Armato M13/40 receives the face-down damaged counter.

Q: Assuming it goes second in an assault phase, would a Carro Armato still have a chance to shoot back if it failed its' Highly Flammable roll? Isn't damage applied simultaneously to both sides in the casualty phase?
A: Highly Flammable is an exception to the simultaneous damage rule. The flammability die roll is made when the damaged marker is received, and if the Carro Armato fails the roll, the tank is removed immediately.

Q: If a Carro Armato M13/40 receives 6 successful hits in a round, it would receive a face down disrupted, damaged and destroyed counter. The Carro Armato only has to succeed on one flammable roll because there is only one damaged counter. If successful it can return fire, if going second, before being destroyed in the casualty phase.
A: Correct.

Q: If a Carro Armato with a face-up damaged counter receives 6 successful hits in a round it receives a face down disrupted and destroyed counter. The Carro Armato gets to return fire, if going second, without having to make a flammable roll. Correct?
A: Correct. It's odd, but according to the letter of the rules, that's the way it works. Basically, no vehicle can ever receive two damaged markers in a game. Once you're damaged, you can't be damaged further, only destroyed.

Veteran Crew

While disrupted, this unit can still move and not suffer -1 penalty to each attack die. (It still suffers the -1 penalty to defense and can't make defensive fire attacks).


Q: During my movement phase, my Rhino Sherman provokes defensive fire from one of my opponent’s units. My opponent rolls enough successes to disrupt the Rhino. Can the Rhino finish up the rest of its movement even though it’s disrupted?

A: Yes. The Veteran Crew ability lets the Rhino keep moving, even though it’s disrupted by defensive fire.

 

« back to search page
« view Special Abilities Errata & FAQ list