Description
Special actions are normally available only during the regular season and the scheduled pre-season round (there is also a limited set of actions during the draft, in minicamp and in training camp). During the regular season you have one special action per turn, plus one select starter action (the special action may also be used as a select starter action). Each special action is identified by a two letter code, and must be entered in the "special action" boxes in the turnsheet. Some actions require a shirt number, in which case this should be entered in the box labelled "shirt". The box labelled "name" is not used except when coaching to place a new player on your roster (i.e. with a shirt number not already used).

CODE [ ] SHIRT [ ] NAME [ ]

 

Actions
The list of codes below are all those that are available other than the codes for coaching, and are explained in the sections that follow.
Code
Meaning
WA
Waive (give shirt number - must be a star value player).
UP
Instructs the team to play UP for this and subsequent games.
HD
Instructs the team to play HARD for this and subsequent games.
CA
Cancels previous instructions to play UP or HARD (the team plays normally).
FX
Fix (returns reduced effectiveness or step-reduced players to full effectiveness).
CX
Coach Extra (coaches an extra form gain in the area specified).
SS
Select Starter (moves a player to a new position on the roster).
##
Rename (changes the shirt number and name of a player already on the roster).
SW
Swap (swaps the names and numbers of two players already on the roster).

 

Waivers (WA)
You may waive any player actually on your roster at any time, and recover some of their value in losing points. Conditional waivers are not allowed. Players waived during the regular season are discarded immediately, and their strengths are deducted from team totals. Don't get carried away with waivers - the only reasons to waive a player are if he has skills you no longer need, you need room on your roster for someone new, or you need some other type of player instead. It is almost never worthwhile to waive a full effectiveness player. You do not need to waive players who are no longer with the appropriate NFL team, but you can rename and number such players.
A full effectiveness player when waived is worth 10 LPs for each point of nominal value, plus 5 LPs for each extra special teams strength not included in his nominal value. A reduced effectiveness player when waived is only worth 8 LPs for each point of nominal value, plus 4 LPs for each extra special teams strength. A player who has already decided to retire, or has his only strength step-reduced (see later) is worthless. Step-reduced strengths have no value for waivers.

CODE [ WA ] SHIRT [ 17 ] NAME [ ]

Waives player number 17

 

Playing Hard (HD)
If you play hard then your defence plays tougher and more aggressively. They'll hit harder and sooner when they hit, but will be liable to miss tackles and be called for more and heavier penalties. Playing hard is to gamble on success: if you don't make it, then you'll get burned. Playing hard is intended to relate to the defensive philosophy of the team. It has no effect on form, and doesn't become less effective with frequent use. See also Cancel (CA).

CODE [ HD ] SHIRT [ ] NAME [ ]

Instructs you team to play Hard for this and all subsequent games.

 

Playing Up (UP)
If you play up then your team plays stronger, but does gain any form whatever the result. All teams automatically play up in all playoff games. Playing up is intended to relate to the way in which the team prepares for the game as well as the level of commitment during the game. The more often you play up during a season, the less effective it becomes. The less often you play up, the more you may have in reserve if you do reach the playoffs. Note that playing up includes all of the benefits of playing hard but doesn't risk missing tackles and giving away penalties (you may not play hard and play up at the same time). See also Cancel (CA).

CODE [ UP ] SHIRT [ ] NAME [ ]

Instructs your team to play UP for this and all subsequent games.

 

Cancel (CA)
Cancels any previous instructions to play up or hard (effectively an instruction to "play normal"). An instruction to play up or hard remains in force until it is cancelled, or superseded (an instruction to play up cancels play hard and play hard cancels play up) or until the next preseason.

CODE [ CA ] SHIRT [ ] NAME [ ]

Cancels any previous instruction to play UP or HARD.

 

Fix (FX)
The special action FIX (give the shirt number of the player to be fixed in the "shirt" box) returns a reduced effectiveness or step-reduced player (this latter only applies during the draft) to full effectiveness. Fixing a reduced effectiveness player costs 5 LPs per point of nominal value (there's no cost for extra special team strengths). Fixing a step reduced player costs 10 LP.

CODE [ FX ] SHIRT [ 23 ] NAME [ ]

Fixes player number 23.

 

Coach Extra (CX)
This action allows a coach to "buy" extra form strengths (they aren't added to individual players' strengths). The strength required should be given in the "name" box, and the cost is 5 LP. These form strengths count the same as those acquired by any other method.

CODE [ CX ] SHIRT [ ] NAME [ OQB ]

Adds a team form strength in OQB.

 

Coaching
The special action codes listed below relate to coaching.
The cost of coaching a player is fifteen (15) losing points. The code you enter in the box labelled "code" indicates BOTH the type of player to be coached AND the category in which he is to be coached. The shirt number of player must be given in the box labelled "shirt".
The player MUST be of the appropriate type for the code given, and may not already have the strength indicated for that code (exceptions: quarterbacks may be coached up to a maximum of two strengths in each of OPS and OPL, while kickers and punters may be coached up to three in their respective skills). Some allowable strengths cannot be coached (e.g. quarterbacks in ORO) and these can only be acquired through the draft. All running backs (HB, FB or RB) can be coached the same, but a starting HB or FB is not effective at returning kicks and punts.
If you coach a player with a shirt number that is not on your roster, then provided there is space for a player of that type and you have provided an appropriate name as well then a new player is added to your roster. The new player will be a rookie, and will be reduced effectiveness (if you coach a no star player who is already on your roster, then that player will also become a reduced effectiveness rookie).
Code
Meaning
Code
Meaning
FB Coach a running back in ORI QB Coach a quarterback in OPL
HB Coach a running back in ORO QS Coach a quarterback in OPS
RB Coach a running back in OPS DL Coach a defensive lineman in DBZ
KR Coach a running back in DKR DI Coach a defensive lineman in DRI
PR Coach a running back in DPR DO Coach a defensive lineman in DRO
OI Coach an offensive lineman in ORI LB Coach a linebacker in DBZ
OR Coach an offensive lineman in ORO LI Coach a linebacker in DRI
OL Coach an offensive lineman in OQB LO Coach a linebacker in DRO
TE Coach a tight end in ORO DB Coach a defensive back in DPL
TS Coach a tight end in OPS DS Coach a defensive back in DPS
WR Coach a wide receiver in OPL DR Coach a defensive back in DRO
WS Coach a wide receiver in OPS KK Coach a kicker in OFG
WP Coach a wide receiver in DPR PN Coach a punter in OPN
WK Coach a wide receiver in DKR  
Note: Coaching costs 15 LPs for each strength. Acquiring free agents during the draft or regular season normally costs around 10 LPs per strength. Free agents are the most cost effective way of spending losing points. Players waived are worth fewer LPs per nominal value, so it is rarely worth waiving one player to coach another.

 

Swap (SW)
The SWAP action enables a coach to swap the names and numbers of two players already on the roster. The shirt numbers of the players concerned are given in the "shirt" box and the "name" box. The player strengths remain in the same positions, but the shirt numbers and names are swapped. The players must be the same player type.

CODE [ SW ] SHIRT [ 17 ] NAME [ 12 ]

Swaps the shirt numbers and names of player number 17 and player number 12.

 

Rename (##)
This action enables a coach to rename a player already on the roster. There is no action code, as the old shirt number of the player to be renamed is given in the "code" box. The new shirt number is given in the "shirt" box and the new name is given in the "name" box. The new shirt number cannot be that of a player already on the roster.

CODE [ 17 ] SHIRT [ 12 ] NAME [ DAVE SMITH ]

Renames player number 17 as player number 12, Dave Smith.
Note : You are advised to avoid renaming and renumbering of players during the season. Players' individual stats are stored according to their shirt numbers, so changing shirt numbers could well lead to these individual stars being mixed up.

 

Select Starter (SS)
This action allows you to move players around on your roster (centre to guard, LILB to ROLB etc). The shirt number of the player concerned is given in the "shirt" box, and the new position is given in the "name" box. If a player is moved to a position already occupied (even by a no-star) then the current occupant moves to the position vacated. Select Starter actions involving the QB, BQ, NT or MLB positions may have other effects on your roster and are detailed below.

CODE [ SS ] SHIRT [ 17 ] NAME [ QB ]

Starts player number 17 at QB.

 

Start Quarterbacks
If you have more than one QB you may swap the starter and backup during the regular season. Changing your starting QB will usually result in some loss of form on offence.

 

Changing Defense Formation
Any Select Starter action involving the NT or MLB positions, whether direct (e.g. start a guy at MLB) or implied (e.g. start the MLB somewhere else) will select the defence formation concerned (34 if you select a NT, 4-3 if you select a MLB). When you select a NT or MLB then any players in the "unusable" positions on your roster (DRT, DLT and MLB in 34; NT, LILB and RILB in 4-3) are moved, if possible. An "implied" change of an "inactive" NT or MLB (i.e. the MLB in 3-4 or NT in 4-3) does not change the defence formation. Changing your defence formation will usually result in some loss of form on defence.