- Fixed play diagram for Man Weak Fire 1 that was added last season
- 5-2 Fire 2 Sink fixed to not be classified as a blitz
- Tuck and Run SA is now powered by Pocket Awareness
- Zone Shark SA description text fixed to show the actual activation chances of 30/50/75%. It previously erroneously listed 30% for all levels.
- Added optional 1 WR section to defense playbook (for targeting Big I). This is like the trips sections, in that you don't have to fill it out to save the playbook, unless you want to.
- Snap reaction calculations have been modified to have a little wider potential range, and the snap reaction roll now partially determines a player's starting balance. Recall that balance affects acceleration, turning, and max speed, as well as blocking/tackling interactions, and is recovered fairly quickly over time. This can be mitigated somewhat by abilities like First Step or Sure-footed (or the new ability listed below), and of course by having good balance, footwork, and snap reaction skills.
- Added a new trait:
Jittery
Snap Reaction: 10% lower SP cost, +10 max
Quickness: 6% lower SP cost, +4 max
Conditioning: 8% higher SP cost, -6 max
Conflicts with: Workhorse
- Added a new Signature Ability available to everyone but QB:
First Strike
This player is always ready to let loose at the first snap of the ball.
Ability type: Active
Powered by: Snap Reaction
Activation condition: Ball about to be snapped
Activation chance: up to 10/20/35%
Duration: 0.8 seconds
When activated: Nearest opponent within 8 yards loses morale and balance, if they have a slower reaction time.
While active: Snap reaction time improved. Player's balance cannot be lowered.