League

Name
Tech Football League
League ID
6077
Guest URL
https://www.rtsports.com/fantasy-football-league/6077
Service
Full Season - Gold
Subscription
Not Paid
Commissioner
Rick Hill
rhill1629@aol.com

By-Laws


TECH FOOTBALL LEAGUE
RULES AND INFORMATION
2023

FRANCHISE FEES

Each Tech Football League franchise will contribute an initial league fee of $205.00. All franchises will be expected to contribute $100.00 at the initial draft to secure their franchise rights for the 2023 season. The final payment of $105.00 will be due at the end of the 2023 NFL regular season. Each team may use prize money to pay any franchise fees that may be due.

LEAGUE SUPPORT FEE

Each Tech Football League franchise will pay a League Support Fee of $13.00, due on Draft Day. The League Support Fee covers the following.

• Web Site and Stat Service = $81.00 (Early bird discount applied) 
• Regular Draft Kit (Stickers) = $22.00 (Early bird discount applied) 
• Total Points Championship Trophy = $23.00
• Engraving for Tech Bowl Trophy = $4.00

PRIZE MONEY DISTRIBUTION

There will be three ways of winning prize money:

1) TOTAL POINTS ACCUMULATED OVER THE SEASON

This is self-explanatory as each team will add up their total points over the 18-week season. This will be the primary contest between Tech Football League owners as the prize money indicates:

1ST PLACE: $650.00*
2ND PLACE: $325.00 (First $180 from Transaction Pool)
3RD PLACE: Transaction Pool up to $150.00
4TH PLACE: Transaction Pool up to $75.00

Transaction Pool payouts are totally dependent on how much funding has been collected.  Third and Fourth places could receive less than the max payout listed above or might not receive any payout depending on how many dollars are in the pool at the end of the season.
*Transaction pool dollars left after the first $405.00 will be awarded as a bonus to the First Place Team in Total Points.

2) HEAD-TO-HEAD COMPETITION

The head-to-head competition will consist of a 14-week regular season schedule. If one team scores more points than the team it's scheduled to play that week, they will gain a win for their head-to-head overall record.

The Tech Football League playoffs begin in week 15. The 2 head-to-head Division Champions will receive a bye for the first week of the playoffs.  In week 15, the Wild Card Round, the teams with the second-best record in each Division will host the teams with the two best records remaining from any division.  The best record in the Wild Card round will play the team with the worst record and the two remaining teams will play each other.  In week 16, the winners from the Wild card round will face the two Division Champions.  The Division champion with the best record will play the team with the worst record coming out of the Wild card round.  If needed, tiebreakers will determine playoff seeds.

In week 17, the winners of the Divisional playoff round will advance to vie for the coveted Tech Bowl XXX Championship!

Here are the playoff payoffs:

TECH BOWL XXX WINNER: $400.00
TECH BOWL XXX RUNNER UP: $150.00
DIVISIONAL PLAYOFF RUNNER UP: $75.00

WILD CARD PLAYOFF RUNNER UP: $40.00

There are no playoffs in Week 18 to avoid the benching factor.

Playoff Game Tie Breakers are as follows; (1) Head-to-Head record between tied teams (2) Total Points Standings (3) Divisional Records (4) Points Scored Head-to-Head (points scored in head-to-head games against tied teams)

3) HIGHEST WEEKLY POINT TOTAL

In each week of our 18-week season, the team that has the highest score for that week will win a bonus of $25.00.

The team with the highest weekly score for the season will receive a bonus of $25.00

Teams always have a shot at these dollars in all 18 weeks of our season. $25.00 is a lot of cash and can help offset some pain if you don’t win a division championship or are not in contention for the Total points championship. Keep playing and never give up!

HOW TO PLAY:

Franchise owners must call in their line-up to the Commissioner or enter their lineup via the web site before their players game begins. The Web site will not allow Owners to bench or start a player once that player’s game has begun. 

Each owner will be allowed to change players who are playing in Sunday night games or Monday night games.

Be warned that if a starting player is not called in or entered on time and you leave a blank starter spot, you will receive no points for the players not started, no exceptions.

You must activate the following starting lineup:

1 QUARTERBACK
2 RUNNING BACKS
3 WIDE RECEIVERS
1 FLEX PLAYER
(Running Back or Wide Receiver or Tight End)
1 TIGHT END
1 PLACE KICKER
1 DEFENSIVE / SPECIAL TEAMS UNIT

YOU DO NOT RECEIVE POINTS SCORED BY YOUR RESERVES (NON-ACTIVATED PLAYERS). The roster size is 21. The active roster size is 10. The 11 positions not in the starting lineup are considered your reserves. The roster limit for QB's, PK's and DEF/ST's is 3.  Other than that, you can stock your roster with whatever players or teams you want, as long as you have enough players and teams to fill out your starting lineup. No owner may exceed 21 total positions on their team.

Each team may elect to carry only one Quarterback, one Defense/Special teams' unit, one Kicker or one Tight End on their roster, but beware of injuries or bye weeks, you could end up with zero points for one of those positions in any given week.

Each team will have two Injured Reserve roster positions. A player must be listed as OUT or worse on the official NFL injury report to be placed on that team's IR. Once a player is placed on the IR, the team owner can pick up a free agent via the waiver wire to replace the injured player on their roster. Once a player on the IR is no longer listed as OUT or worse, that player must be restored to the active roster or dropped.

You can change your lineup, modify your team info, make trades, input waiver wire bids, view minute by minute live scoring and access league information on our web site: www.rtsports.com

The team login is: Your Email address and each team will select their own password.

SCORING CLARIFICATIONS

  • Decimal point scoring will be used.
  • Fake FG and Punt touchdowns will be awarded to both the D/ST unit AND the individual player.
  • D/ST Units will not be credited with fake kick 2-point conversions, the individual players will be awarded these points. 
  • Points from Kickoff and Punt Return Touchdowns OR turnover Touchdowns while the D/ST are on the field are awarded to the D/ST, not the individual players.                         
  • If the quarterback runs or catches a pass for a TD, then he would score points the same as a running back or receiver. 
  • If the running back, receiver, or tight end were to throw for a TD pass, it would be scored the same as a run or a catch. 
  • A lateral is considered the same as a hand off and therefore the player lateraling scores no points. 
  • Place Kickers scoring a touchdown are awarded the points of a running back or wide receiver. 
  • Passing yardage by a running back, wide receiver or tight end will be counted as part of their total yardage.
  • Fumbles - if DJ Moore catches a pass and fumbles into the end zone and Darnell Mooney recovers the ball for a touchdown, it would count as a 0yd touchdown for Mooney. Moore would receive no points. 


WEEKLY RESULTS

All results are tabulated on Sunday night and again on Monday night. All final totals will be available on Tuesday mornings. If there should be any dispute as to who was activated, or what they actually scored, bring it to the commissioner's attention immediately.

TRANSACTIONS

TRADES

The trading deadline is when the first kickoff on Sunday of NFL week 13 occurs. This gives teams a few more days to make last minute deals after the Thursday games. After that time, no trading will be allowed. The weekly deadline for trades is 12:59pm each Sunday. Trading can resume Tuesday morning.

Each team can propose and accept or decline trades on the web site or trades can be called in to the Commissioner as long as both owners verify the deal. All accepted trades completed on the web site will still require the Commissioner to approve before the trade is completed. If it is a last-minute trade before kickoff, it is strongly recommended you call or text the Commissioner to alert him an approval is required quickly.

Only the trading of players and/or team units and/or Initial draft picks will be allowed. Teams cannot trade for waiver dollars or next season's initial draft picks. 

Under no circumstances can players ever be bought outright. Trade offers cannot include a dollar amount, or an agreement to pay the other owners trade fees. You cannot trade Dalvin Cook for Joe Blow and $20.00.

Each player or team received in a trade cost $2.00 towards the transaction pool. For example, if team A traded 3 players to team B for 2 players, team A would owe $4.00 and team B would owe $6.00.

If you trade for an initial draft pick, the team you made the trade with must make the draft pick for you and then trade that player to you. This agreement can be made in advance and announced to the owners at the draft (this will keep an owner from changing their mind and keeping the player drafted) or can remain secret until after the pick is made (this will keep other owners guessing). It will cost you $2.00 for each player you receive in a trade as stated above.

If you trade entire initial draft positions, each team involved in the trade will pay $10.00 towards the transaction pool.

If any Tech Football League franchise owner feels a trade looks like collusion, the Commissioner will put up the trade to a league vote, as long as the Commissioner feels there is reasonable cause. It will take 6 NO votes to veto a trade. Owners will have 48 hours to make their vote heard.

Be aware that if you are making a last-minute deal right before kickoff, the trade completion could be delayed if there is a legitimate concern of collusion. In this case, the trade will not be completed until a league vote is completed.

WAIVER WIRE

The waiver wire will be a blind bid system. Each team will be given a waiver wire salary cap of $200 that they can use to bid on free agent players. Whoever bids the highest for a certain player that week will get that player. If there is a tie bid, the team with the lowest total points at that point in the season will win the bid. Minimum bid is $1 and Maximum bid is $75. Teams do not have to bid on any player or can bid for only one player if they so choose. 

Each team will be able to pick up 3 free agent players per waiver wire, beginning with one waiver wire prior to Week 1. There will be two waiver wires per week whenever a Thursday game is scheduled, one on Wednesday and one on Saturday. If there is no Thursday game, then we will only have one waiver wire that week on Saturday. Once your waiver wire salary cap reaches $0, you can no longer pick up free agent players. Dropped players are eligible to be picked up in the next waiver wire, even if in the same week.

You will be able to list multiple players with your various bids for them and then rank those picks. You can also indicate to not pick up a certain player if you were awarded one of the same positions that were ranked higher on your list or if you want to limit your picks to just one player that week.

The waiver wire will become active prior to the first game of NFL week 1 and will go through NFL week 18. All waiver bids must be submitted via the web site or by phone to the Commissioner no later than the scheduled cut off for each waiver wire for that week.  If there is a Thursday game, there will be a waiver wire on Wednesday.  In addition, there will always be a waiver wire on Saturdays.  Be sure you pay attention to the NFL schedule and the scheduled time for each waiver wire that week.  You don't want to miss the waiver wire cut off and not receive any players that week.

INITIAL ROSTER DRAFT

The draft order for the 2023 season will be determined by the reverse order of the final 2022 total points standings, worst to best.

Once the draft order has been established; each team will select from the NFL rosters at the initial draft party. There will be 21 rounds in the draft. It is strongly recommended you attend the draft party to select your team. However, if you cannot make the draft party, you can draft via the Rtsports web site live draft module. Just log in and make your pick when it is your turn.

You may select up to 3 QB's, 3 PK's or 3 DEF/ST's.  Other than that, you can draft whatever positions you want on your roster as long as you have the correct players and teams to field for your starting lineup. There is no special order of drafting players or units by position. Select your team in whatever order you wish.

As we draft, each subsequent round will be in reverse order. For example, Round One - 1,2,3,4,5,6,7,8,9,10,11,12 / Round Two – 12,11,10,9,8,7,6,5,4,3,2,1 / Round Three - 1,2,3,4,5,6,7,8,9,10,11,12 and so on.

Each team will have roughly four minutes to make their selection, or the pick will pass to the next team.

FRANCHISE KEEPER PLAYER - 2023

For the 30th and final season of the Tech Football League in 2023, there will be no keepers.  The 2023 draft will have all players being available to be drafted.

INJURIES AND ILLNESSES

Unfortunately, injuries or illnesses are a part of this game. If a player on your roster gets injured or contracts an illness, and you risk starting him with the hopes he will play, be prepared to get no points from that player that week.

If a player on your roster gets placed on the Official NFL injury or illness (covid) report as OUT or worse, you may place two players on your team's Injured Reserve positions. Any additional players listed as OUT or worse will either have to be kept on your active roster or dropped and replaced with a waiver pick.

THE COMMISSIONER
  
The Commissioner has the final word on all league clarifications that have to take place including rule changes. Rules will not be changed once a season has begun. The Commissioner is always open to suggestions about rules and will make adjustments as necessary, but the final decision will be with the Commissioner and will not be subject to an owner vote of any kind.

The Commissioners job is an obvious and endless one. He must verify each team's weekly lineup, approve trades, collect and track all fee's, distribute all prize money, maintain the league web site, update rules, purchase web site, draft stickers and trophies, create news stories and perform those duties that will ensure a fun and worry-free season for all ten franchises.

Most leagues use a portion of the prize money to pay the Commissioner for his time and dedication to these duties. Instead, the Tech Football League will grant their commissioner free waiver and trade activity. The 2023 Commissioner will be:

RICK HILL
Cell: 321-278-5041 
1040 Red Dandy Dr
Orlando, FL 32818
rhill1629@aol.com

Starting lineups, trade announcements, waiver bids and any questions can always be directed to this phone number, or I can take them in person or by E-mail any time.
























Season

Regular Season
NFL Week 1 thru NFL Week 14
Post Season
NFL Week 15 thru NFL Week 18

Standings

Standings
Head-to-Head

Tie Breakers
  1. Head-to-Head
  2. Total Points Standings
  3. Divisional Record
  4. Points Scored Head-to-Head
Game Tie Breakers
None
Playoffs
Your commissioner will manually establish all playoff games

Rosters

Roster Size
21
Roster Limits
MinMax
Quarterback13
Running Back021
Wide Receiver021
Tight End021
Kicker03
Defense/Sp Team03

Def/Special Teams
Combined as one unit
Injured Reserve
Up to 2 players may be placed on injured reserve
To be placed on I/R a player must be at least Out on the official NFL injury report
Taxi Squad
League does not use taxi squad

Lineups

Starters
10
Lineup Limits
Quarterback1to1
Running Back2to2
Wide Receiver3to3
Tight End1to1
Kicker1to1
Defense/Sp Team1to1
Flex ( RB WR TE )1to1
Deadlines
Week 1Fri Mar 1 12:00am ETthruMon Sep 9 10:15pm ET
Week 2Tue Sep 10 7:00am ETthruMon Sep 16 10:15pm ET
Week 3Tue Sep 17 7:00am ETthruMon Sep 23 10:15pm ET
Week 4Tue Sep 24 7:00am ETthruMon Sep 30 10:15pm ET
Week 5Tue Oct 1 7:00am ETthruMon Oct 7 10:15pm ET
Week 6Tue Oct 8 7:00am ETthruMon Oct 14 10:15pm ET
Week 7Tue Oct 15 7:00am ETthruMon Oct 21 10:15pm ET
Week 8Tue Oct 22 7:00am ETthruMon Oct 28 10:15pm ET
Week 9Tue Oct 29 7:00am ETthruMon Nov 4 10:15pm ET
Week 10Tue Nov 5 7:00am ETthruMon Nov 11 10:15pm ET
Week 11Tue Nov 12 7:00am ETthruMon Nov 18 10:15pm ET
Week 12Tue Nov 19 7:00am ETthruMon Nov 25 10:15pm ET
Week 13Tue Nov 26 7:00am ETthruMon Dec 2 10:15pm ET
Week 14Tue Dec 3 7:00am ETthruMon Dec 9 10:15pm ET
Playoff Week 1Tue Dec 10 7:00am ETthruMon Dec 16 10:15pm ET
Playoff Week 2Tue Dec 17 7:00am ETthruMon Dec 23 10:15pm ET
Playoff Week 3Tue Dec 24 7:00am ETthruSun Dec 29 10:15pm ET
Playoff Week 4Mon Dec 30 7:00am ETthruSun Jan 5 10:15pm ET

Online Draft

Draft Rules
Not Established
Draft Order
Not Established

Free Agents

Player Adds
League uses a waiver wire to add free agents to a team
Waiver Wire
Players awarded Blind Bid Against FAAB
Season waiver budget $200
Minimum waiver bid $1
Maximum waiver bid $75
If bids are tied, the team with the fewest total points will be awarded the player
Teams may acquire a maximum of 3 players per waiver wire

Teams may acquire players even after their game has started
Preseason Waivers
Your commissioner does not permit preseason waivers
Week 1 Waivers
Submission deadlines: Wed @ 7:00pm ET
If bids are tied, reverse draft order will be used to award the player.
In-Season Waivers
Submission deadlines: Fri @ 7:00pm ET
Protected Free Agents
Players dropped will be protected free agents until Next Waiver Wire
Transaction Limits
6 free agent adds by a team per week
Unlimited free agent adds by a team for the year

Trades

Trading
Team owners may trade, but commissioner approval is required
Trading is suspended after Fantasy Week 13
Future Draft Picks
Your commissioner does not permit trading future draft picks
Deadlines
Week 1Fri Mar 1 12:00am ETthruSun Sep 8 1:00pm ET
Week 2Tue Sep 10 7:00am ETthruSun Sep 15 1:00pm ET
Week 3Tue Sep 17 7:00am ETthruSun Sep 22 1:00pm ET
Week 4Tue Sep 24 7:00am ETthruSun Sep 29 1:00pm ET
Week 5Tue Oct 1 7:00am ETthruSun Oct 6 1:00pm ET
Week 6Tue Oct 8 7:00am ETthruSun Oct 13 1:00pm ET
Week 7Tue Oct 15 7:00am ETthruSun Oct 20 1:00pm ET
Week 8Tue Oct 22 7:00am ETthruSun Oct 27 1:00pm ET
Week 9Tue Oct 29 7:00am ETthruSun Nov 3 1:00pm ET
Week 10Tue Nov 5 7:00am ETthruSun Nov 10 1:00pm ET
Week 11Tue Nov 12 7:00am ETthruSun Nov 17 1:00pm ET
Week 12Tue Nov 19 7:00am ETthruSun Nov 24 1:00pm ET
Week 13Tue Nov 26 7:00am ETthruSun Dec 1 1:00pm ET
Notification
The league will be notified of completed trades

League Fees

Assessed Fees
General
League Entry$205
Wins and Losses
Losses$0
Ties$0
Wins Credit$0
Roster Moves
Each Player Acquired$2
Each Player Acquired via Waivers$0
Each Player Acquired via Free Agency$0
Each Player Released$0
Each Player Placed on I/R$0
Each Player Activated from I/R$0
Lineup Moves
Each Player Started$0
Each Player Benched$0
Trades
Each Trade$0
Each Player Traded Away$0
Each Player Traded For$2

Rushing Scoring

Rushing TDs
7 pts for each rushing TD
D/ST
7 pts for each rushing TD
QB RB WR TE K
Rushing 2XPs
2 pts for each rushing 2XP
QB RB WR TE K
Rushing Yds
Not Used
Rushing Atts
Not Used
Yds Per Rush
Not Used
Rushing First Downs
Not Used
Yd TD Rush
1 pts for 1 to 9 yd TD rush
QB RB WR TE K
2 pts for 10 to 19 yd TD rush
3 pts for 20 to 29 yd TD rush
4 pts for 30 to 39 yd TD rush
5 pts for 40 to 49 yd TD rush
6 pts for 50 to 59 yd TD rush
7 pts for 60 to 69 yd TD rush
8 pts for 70 to 79 yd TD rush
9 pts for 80 to 89 yd TD rush
10 pts for 90 to 99 yd TD rush
1 pts for 1 to 9 yd TD rush
D/ST
2 pts for 10 to 19 yd TD rush
3 pts for 20 to 29 yd TD rush
4 pts for 30 to 39 yd TD rush
5 pts for 40 to 49 yd TD rush
6 pts for 50 to 59 yd TD rush
7 pts for 60 to 69 yd TD rush
8 pts for 70 to 79 yd TD rush
9 pts for 80 to 89 yd TD rush
10 pts for 90 to 110 yd TD rush
Fumbles Lost
Not Used
Fumbles
Not Used

Passing Scoring

Passing TDs
7 pts for each passing TD
D/ST
5 pts for each passing TD
QB
7 pts for each passing TD
RB WR TE K
Passing 2XPs
1 pts for each passing 2XP
QB
1 pts for each passing 2XP
RB WR TE K
Passing Yds
0.05 pts for each passing yd
QB
2020-09-13
Passing Atts
Not Used
Yds Per Attempt
Not Used
Completions
Not Used
Yds Per Completion
Not Used
% Completion Rate
Not Used
Passer Rating
Not Used
Passing First Downs
Not Used
Yd TD Pass
1 pts for 1 to 9 yd TD pass
QB RB WR TE K
2 pts for 10 to 19 yd TD pass
3 pts for 20 to 29 yd TD pass
4 pts for 30 to 39 yd TD pass
5 pts for 40 to 49 yd TD pass
6 pts for 50 to 59 yd TD pass
7 pts for 60 to 69 yd TD pass
8 pts for 70 to 79 yd TD pass
9 pts for 80 to 89 yd TD pass
10 pts for 90 to 99 yd TD pass
1 pts for 1 to 9 yd TD pass
D/ST
2 pts for 10 to 19 yd TD pass
3 pts for 20 to 29 yd TD pass
4 pts for 30 to 39 yd TD pass
5 pts for 40 to 49 yd TD pass
6 pts for 50 to 59 yd TD pass
7 pts for 60 to 69 yd TD pass
8 pts for 70 to 79 yd TD pass
9 pts for 80 to 89 yd TD pass
10 pts for 90 to 110 yd TD pass
Interceptions Thrown
Not Used
Pick 6s
Not Used
Incompletions
Not Used
Times Sacked
Not Used

Receiving Scoring

Receiving TDs
7 pts for each receiving TD
D/ST
7 pts for each receiving TD
QB RB WR TE K
Receiving 2XP
1 pts for each receiving 2XP
QB RB WR TE K
Receiving Yds
Not Used
Receptions
1 pts for each reception
QB RB WR TE K D/ST
2020-09-13
Yds Per Reception
Not Used
Targets
Not Used
Rec First Downs
Not Used
Yd TD Reception
1 pts for 1 to 9 yd TD reception
QB RB WR TE K
2 pts for 10 to 19 yd TD reception
3 pts for 20 to 29 yd TD reception
4 pts for 30 to 39 yd TD reception
5 pts for 40 to 49 yd TD reception
6 pts for 50 to 59 yd TD reception
7 pts for 60 to 69 yd TD reception
8 pts for 70 to 79 yd TD reception
9 pts for 80 to 89 yd TD reception
10 pts for 90 to 99 yd TD reception

Combined Yardage Scoring

Rush And Rec Yds
0.10 pts for each rush and rec yd
QB
2020-09-13
Rush And Pass Yds
Not Used
Rush, Pass, And Rec Yds
0.15 pts for each rush, pass, and rec yd
TE
2020-09-13
0.10 pts for each rush, pass, and rec yd
RB WR K
2020-09-13

Kicking Scoring

Made FGs
3 pts for each made FG
K
Yd FG
0.50 pts for 1 to 9 yd FG
K
2013-06-19
1 pts for 10 to 19 yd FG
1.50 pts for 20 to 29 yd FG
2 pts for 30 to 39 yd FG
2.50 pts for 40 to 44 yd FG
3 pts for 45 to 49 yd FG
4 pts for 50 to 54 yd FG
5 pts for 55 to 59 yd FG
7 pts for 60 to 64 yd FG
10 pts for 65 to 99 yd FG
Made PATs
1 pts for each made PAT
K
Missed FGs
Not Used
Yd Missed FG
Not Used
Missed XPs
Not Used

Defensive Scoring

Fumble Return TDs
7 pts for each fumble return TD
D/ST
2008-08-07
Yd Fumble Return TD
1 pts for 1 to 9 yd fumble return TD
D/ST
2 pts for 10 to 19 yd fumble return TD
3 pts for 20 to 29 yd fumble return TD
4 pts for 30 to 39 yd fumble return TD
5 pts for 40 to 49 yd fumble return TD
6 pts for 50 to 59 yd fumble return TD
7 pts for 60 to 69 yd fumble return TD
8 pts for 70 to 79 yd fumble return TD
9 pts for 80 to 89 yd fumble return TD
10 pts for 90 to 99 yd fumble return TD
11 pts for 100 to 999 yd fumble return TD
Int Return TDs
7 pts for each int return TD
D/ST
2008-08-07
Yd Int Return TD
1 pts for 1 to 9 yd int return TD
D/ST
2009-03-03
2 pts for 10 to 19 yd int return TD
3 pts for 20 to 29 yd int return TD
4 pts for 30 to 39 yd int return TD
5 pts for 40 to 49 yd int return TD
6 pts for 50 to 59 yd int return TD
7 pts for 60 to 69 yd int return TD
8 pts for 70 to 79 yd int return TD
9 pts for 80 to 89 yd int return TD
10 pts for 90 to 99 yd int return TD
11 pts for 100 to 999 yd int return TD
Safety
5 pts for each safety
D/ST
2008-08-07
Defensive ST TDs
7 pts for each defensive ST TD
D/ST
Yd Defensive ST TD
1 pts for 1 to 9 yd defensive ST TD
D/ST
2008-11-27
2 pts for 10 to 19 yd defensive ST TD
3 pts for 20 to 29 yd defensive ST TD
4 pts for 30 to 39 yd defensive ST TD
5 pts for 40 to 49 yd defensive ST TD
6 pts for 50 to 59 yd defensive ST TD
7 pts for 60 to 69 yd defensive ST TD
8 pts for 70 to 79 yd defensive ST TD
9 pts for 80 to 89 yd defensive ST TD
10 pts for 90 to 99 yd defensive ST TD
11 pts for 100 to 999 yd defensive ST TD
Defensive ST Safety
5 pts for each defensive ST safety
D/ST
Pts Allowed
15 pts for 0 pts allowed
D/ST
6 pts for 1 to 6 pts allowed
3 pts for 7 to 13 pts allowed
D/ST Pts Allowed
Not Used
Yds Allowed
10 pts for 1 to 99 yds allowed
D/ST
8 pts for 100 to 149 yds allowed
6 pts for 150 to 199 yds allowed
4 pts for 200 to 249 yds allowed
2 pts for 250 to 299 yds allowed
Rushing Yds Allowed
Not Used
Passing Yds Allowed
Not Used
Sacks
1 pts for each sack
D/ST
2008-08-07
Sack Yds
Not Used
Fumbles Forced
Not Used
Fumbles Recovered
3 pts for each fumble recovered
D/ST
2009-03-03
Fumble Return Yds
Not Used
Interceptions
3 pts for each interception
D/ST
2009-03-03
Int Return Yds
Not Used
Turnovers
Not Used
Turnover Return Yds
Not Used
Over On Downs
Not Used
Blocked FGs
5 pts for each blocked FG
D/ST
2009-09-11
Blocked XPs
5 pts for each blocked XP
D/ST
2009-09-11
Blocked Punts
5 pts for each blocked punt
D/ST
2009-09-11
Tackles
Not Used
Tackles For Loss
Not Used
Assists
Not Used
Passes Defensed
Not Used

Special Teams Scoring

Kickoff Return TDs
7 pts for each kickoff return TD
D/ST
Yd Kickoff Return TD
1 pts for 1 to 9 yd kickoff return TD
D/ST
2 pts for 10 to 19 yd kickoff return TD
3 pts for 20 to 29 yd kickoff return TD
4 pts for 30 to 39 yd kickoff return TD
5 pts for 40 to 49 yd kickoff return TD
6 pts for 50 to 59 yd kickoff return TD
7 pts for 60 to 69 yd kickoff return TD
8 pts for 70 to 79 yd kickoff return TD
9 pts for 80 to 89 yd kickoff return TD
10 pts for 90 to 99 yd kickoff return TD
11 pts for 100 to 999 yd kickoff return TD
Kickoff Return Yds
Not Used
Punt Return TDs
7 pts for each punt return TD
D/ST
Yd Punt Return TD
1 pts for 1 to 9 yd punt return TD
D/ST
2 pts for 10 to 19 yd punt return TD
3 pts for 20 to 29 yd punt return TD
4 pts for 30 to 39 yd punt return TD
5 pts for 40 to 49 yd punt return TD
6 pts for 50 to 59 yd punt return TD
7 pts for 60 to 69 yd punt return TD
8 pts for 70 to 79 yd punt return TD
9 pts for 80 to 89 yd punt return TD
10 pts for 90 to 99 yd punt return TD
11 pts for 100 to 999 yd punt return TD
Punt Return Yds
Not Used
Return Yds
1 pts for every 20 return yds beginning with 20 return yds
D/ST
2009-03-03
Punts Inside20
Not Used
XP Returns
2 pts for each XP return
D/ST
2015-08-18
XP Safetys
Not Used
2XP Stops
Not Used
ST Fumbles Lost
Not Used
ST Fumbles
Not Used