Claw / Claws (Mutation)
A player with this skill is blessed with a huge crab-like claw or razor
sharp talons that make armour useless. When an opponent is Knocked
Down by this player during a block, any Armour roll of 8 or more after
modifications automatically breaks armour.
Mighty Blow (Strength)
Add 1 to any Armour or Injury roll made by a player with this skill when
an opponent is Knocked Down by this player during a block. Note that
you only modify one of the dice rolls, so if you decide to use Mighty Blow
to modify the Armour roll, you may not modify the Injury roll as well.
Mighty Blow cannot be used with the Stab or Chainsaw skills.
Bold parts mine. This states PO is used AFTER a block, while Claw and MB can only be used DURING a block. How can PO be used after a block? The block sequence involves block dice and, if successful, armour dice and, if successful, injury dice. Arguably (!) if any one of those fails the block is complete, which means the AV or injury reroll from PO happens after the block and C/MB cannot be applied. A corollary might be that if PO is used on AV then we are already "after the block" and MB cannot be applied to the injury roll.Piling On (Strength)
The player may use this skill after he has made a block as part of one of
his Block or Blitz Actions, but only if the Piling On player is currently
standing adjacent to the victim and the victim was Knocked Down. You
may re-roll the Armour roll or Injury roll for the victim. The Piling On
player is Placed Prone in his own square -- it is assumed that he rolls
back there after flattening his opponent (do not make an Armour roll for
him as he has been cushioned by the other player!). Piling On does not
cause a turnover unless the Piling On player is carrying the ball. Piling
On cannot be used with the Stab or Chainsaw skills.
Thoughts?