Wylder wrote:If this +3 armor roll fails, you aren't knocked down, so don't apply any other +3 modifier.
I don't mean to be rude but this is nonsense.
You get knocked down, meaning the player falling to the ground, and then the armor roll is made.
Icepelt CRP, page 11 wrote:INJURIES
Unless the rules state otherwise, any player that is Knocked Down may be injured. The opposing coach rolls two D6 and adds their scores together in an attempt to try to beat the Knocked Down player’s Armour value. If the roll succeeds, then the opposing coach is allowed to roll on the Injury table in the next column to see what injury the player has suffered.
Players can be knocked down, armor roll fails and they stand up again in their next turn.
All the chainsaw skill does is replace the block dice roll with a D6 roll, failing only on a 1, otherwiese being a knockdown.
As for the chainsaw wielding players...
Iceplet CRP, page 64 wrote:Chainsaw (Extraordinary)
A player armed with a chainsaw must attack with it instead of making a block as part of a Block or Blitz Action. When the chainsaw is used to make an attack, roll a D6 instead of the Block dice. On a roll of 2 or more the chainsaw hits the opposing player, but on a roll of 1 it ‘kicks back’ and hits the wielder instead! Make an Armour roll for the player hit by the chainsaw, adding 3 to the score. If the roll beats the victim’s Armour value then the victim is Knocked Down and injured – roll on the Injury table. If the roll fails to beat the victim’s Armour value then the attack has no effect. A player armed with a chainsaw may take a Foul Action, and adds 3 to the Armour roll, but must roll for kick back as described above. A running chainsaw is a dangerous thing to carry around, so if a player holding a chainsaw is Knocked Down for any reason, the opposing coach is allowed to add 3 to his Armour roll to see if the player was injured. However, blocking a player with a chainsaw is equally dangerous! If an opponent knocks himself over when blocking the chainsaw player then add 3 to his Armour roll. This skill may only be used once per turn (e.g., cannot be used with Frenzy or Multiple Block) and if used as part of a Blitz Action, the player cannot continue moving after using it. Casualties caused by a chainsaw player do not count for Star Player points.
Yes, you could argue that both modifiers apply, resulting in a +6 to the armor roll.
But I don't think this is what this rule means. Unfortunately, there is no way to be sure and this is an iinteresting problem.
Incredible to think that, in over 30 years, no two chainsaw players ever went for each others throats!
Having to suffer two chaninsaw blades resulting in a +6 would definitely make sense.
In my opinion, though, I would only use a +3 modifier.
I think we need Galak to tell us what will be the correct way to handle this.