Punt and KO Return adjustments:
 
   each team has a "Punt" and "KO" coverage rating that may be added to the return teams averages   to simulate special team performances.
  (example: Tampa is kicking-off to Arizona, Tampa's KO Coverage rating is "+3", therefore Ret.     back #1's rating is now 24 instead of 21, #2's is now 22 instead of 19, etc.)

Pass Rush/Sack Determination/QB Scramble:
   
   orginally, the game was designed for QB sack on the passing chart when an "S" appeared in the   "W" column of the passing chart.  I've attempted to take this a step further by assigning a   "Sack  Determination" range for a team's defensive line.  When the "S" appears during play,   simply re-roll the dice and read them as a two digit number.  Refer to the defensive team's   "Individual Sack" chart to determine who is credited with the sack.  If the roll falls outside   the range use the "QB Scramble" rating under each QB passing stats.  Once again, roll the dice   and read as a two digit number and find the result int the "QB Scramble" range. S=QB is sacked,   R=QB decides to  run the ball, C=the pass is completed (follow completed pass rules), I=the   pass is incomplete, Z=the pass is intercepted.  If the QB is forced to run the ball, find his   rushing average in the team rushing stats, roll both dice and locate the result on the "Rushing   Chart".  Ignore the RB# used to determine the ball carrier and use no defensive team   adjustments to the QB's rushing average.

Blitzing:

   the defensive coach may elect to "blitz" the passer with his linebackers.  A blitz call by the   defense decreases the QB's completion percentage by 10, AND the numbers 55 or 56 in the   "Passing Chart" "W" column also become sack/pass rush results.  In determining the sack, the   LB's are also included in the dice range (the LB's are listed below the defensive linemen on   the "Indivdiual Sack Detemination" chart).  Any pass completed when the blitz is employed   should have 6yds added to the Rec.'s gain average.  All runs should have 1.2yds added to the   ball carriers rush gain average.

Interceptions/Int. Determination/Int. Returns:

   when an interception occurs, first determine the distance of the pass by re-rolling the dice    and reading the result as a two digit number under the "Passing Chart" using the 9.0 gain     average column.  The Rec. # on this roll may be used to assign the interception to a defensive   player.  The top 5 interception leaders have been added to each team's stat. sheet for this     purpose.  The return yardage can be determined by rolling the dice and matching the number with   the 15.0 gain average column.
    
Quarterback "Sneak":

   this play is called whenever very short yardage is necessary to obtain a first down. It can
  ONLY be called with quarterback in a 3rd or 4th down and one yard to go situation. Disregard
  any defensive setting and refer the offensive dice roll total directly to the chart below.  

                        Dice Roll 2  3  4  5  6  7  8  9  10  11  12
                            Gain -1  0 +1 +1 +2 +2 +1 +1  (0) +3   0
                            (0)=roll again and refer to "Penalty/Fumble/Injury" chart

   
Quarterback "Kneel" down:

   this play is called by the offense to "kill" time on the clock near the end of the half or   game.  It results in an automatic -1yd loss to the QB - no fumble or penalty can occur.


Quarterback "Spikes" the ball:

   this play is called by the offense to preserve time-outs.  The QB is charged with an   incomplete pass, NO time comes off the clock, but the offense looses that down.  Again, no   fumble or penalty will occur.

"Bomb"/"Hail-Mary" Pass:

   this play call is typically reserved for end of quarter/game desperation pass to score a TD or   set up a FG.  This play assumes the FB has been replaced by the reserve WR in the completion     frequency odds and all receivers have gone 25 yds down field.  Disregard any defensive setting   and refer the offensive dice roll total directly to the chart below.  
   

                        Dice Roll 2  3  4  5  6  7  8  9  10  11  12
                          Result  C  C  C  I  I  I  S  I   Z   C   I

   add 12yds to all pass gain averages, disregard any reception under 25yds (ie. treat it as an   incomplete pass).  On int. distance determination, use the 24 yd gain average column, any pass   resulting in a TD or gain resulting in enough yardage for a TD, should be considered   intercepted in the end-zone for a touchback. Any int. result traveling less than 25yds should    be considered intercepted 25 yds down field.  The defensive "blitz" option can still be   employed.
 	

  

