Strat-o-Matic Pro Football Variations

RATINGS DETERMINATIONS

You’ll need a ten-sided die for this.

Whenever a result comes up that asks for either an offensive run block rating or a defensive rating (0,4,5,6), use this quick process to gain resolution:

1. Roll ten-sided die

2. If player’s rating is 4, all rolls from 0-4 mean that he “won” the matchup, and the result is to the benefit of his team. If rating is 5, 0-5 wins; 6-rated players win on rolls of 0-6. Players rated “0” win on rolls of 0-3.

This does two things: enables weaker players to occasionally win battles, as they do every week in the NFL. And, it proves 5 and 6 players to be human, as they will now lose the occasional battle – again as what happens in real life. It also brings an added dimension of the unknown into the game. Now your 0-rated CBs will actually knock a pass away now and again!

QUARTERBACKS BEING “HURRIED”

Again, you’ll need a ten-sided die.

Whenever the defense guesses pass correctly, and “D” comes up, follow the normal procedure for sacks, using the individual sack rule as per S-O-M rules.

If no sack occurs, the quarterback could still be hurried.

Follow this procedure:

1. Check pass rush rating of would-be sacker. Then roll a 1d10 and if the roll is less than or equal to the pass rush rating (for this purpose, a 0 is 10), then the QB is hurried.

2. Roll for result of pass as normal. If white die is 1 or 2, make these changes:

a. If white die is 1 and 2d6 is 3,5,7, or 9 – and a completed pass is there, then change the result to “must run.”

b. If white die is 2 and 2d6 is 3,5,7, or 9 – and a completed pass is there, then change the result to incomplete pass.

c. If white die is 1 OR 2, increase all intercepted ranges by one. (ex: Int 2-6 becomes 2-7, etc).

(White die rolls of 3-6 are not affected)

Needless to say, the really strong pass rushers (10 +) will always cause at least a hurry, using this system. But then again, that’s why they’re really strong pass rushers!

YARDS AFTER CATCH (YAC)

A ten-sided die is needed.

Whenever a short pass is completed, and there are only 3 men in the short pass zone, roll 1d10 against the DB’s rating.

1. A player rated 0 wins on rolls 0-3; 4 wins on 0-4; 5 wins on 0-5; 6 wins on 0-6.

2. If the DB “loses” the die roll, then there are going to be YAC.

3. Roll 1d10 AND 2d6. If defense guessed “right”, use the dice total that is the least between the 1d10 and the total of the 2d6. (ex: 1d10 is 6 and 2d6 is 5. Use 5). This the amount of YAC added to the reception. If defense guessed “wrong”, use the dice total that is the most between the 1d10 and the total of the 2d6. (in above example, if defense guessed wrong, you’d add 6 yards to the reception).For the purposes of this rule, a 0 on the 1d10 is 10 yards.

Enjoy!

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