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Mystery Machine Gang
Claw
Frenzy
Regeneration
+AG (40k)
Block (20k)
Dodge (20k)
Turned down a +1 MV for his second skill. Despite how awesome a MV9 AG4 werewolf would be, he'd just be painting an even bigger target on himself. Block was the only sane choice in an insane game.
Claw
Frenzy
Regeneration
Block (20k)
Dodge (20k)
Regeneration
Stand Firm
Thick Skull
Regeneration
Stand Firm
Thick Skull
Block (20k)
Fred finally managed to get a skill after seven games - and by getting a CAS and MVP in the same game. He's now more than just a punch bag - he may be able to hurt opponents rather more regularly.
Block
Regeneration
Guard (20k)
The Starchild rolled a double for his first skill - but I turned it down to give him Block to help keep him alive. Hail Mary Pass was so tempting though.
Caused a turnover at the worst possible moment when he double-failed a dodge. It's those 8in high heels!
Eight games and this zombie didn't score a single SPP. Useless!
Miner-Forty-Niner won the game for me against Paul's Wissanland Wanderers. One of Paul's catchers had broken away with the ball and I mislicked when trying to blitz him with a werewolf. The best I could do was rely on this zombie to make two GFI to blitz the catcher. POW! It just stunned the catcher but it allowed me to recover the ball and get it back up the field.
Caused the only casualty of his team's first game when a Tomb Guardian punched him and hurt himself.
Suffered a -1 AV injury and was awarded MVP for it. He should have looked where he was going...
Eight games and this zombie didn't attain a single SPP. Useless...
Okay - so this guys isn't actually an official Scooby Doo monster. He was spawned when Scrappy Doo killed a Slann lineman and a Frog Zombie seemed a pretty cool addition to the gang.