hum... I like that... perhaps..Another solution to the whole fubling-at-long-range problem could be to have two stages of innacurate passing:
- your regular innacurate pass, which scatters 3 times.
- a badly innacurate pass on a modified 1, which scatters either more (maybe 6) times, or scatters like the kick off.

So, with that target numbers you know your AG+d6 needs to be:
Quick 6+
Short 7+
Long 8+
Bomb 9+
Now, if you throw a pass wich isn't fumble, but isn't accurate either you scater it 3 times for each number bellow the target number...
For example a AG3 player making a Long Pass needs a 5 (no tackle zones), he rolls a 2 - since there aren't any minus modifiers the pass goes inaccurate. As he rolled 5 and needed a 8 he missed by 3, so the ball scaters 9 squares (as they are individual scaters teh ball can still end in the target square)... and even the minus modifier can come along too, so cattching this pass would have a -3 modifier - even for landing you can use this (in this example the stunty would land with a modifier of -2, as there isn't a modifier in a "normal" inaccurate pass.... but if you know any TTM player with AG3 tell me!!

I think this could work...