Playbooks
RPO Power O Alert X Smoke pairs the Power O run scheme (down blocks and a puller working to the point of attack) with a pre-programmed alert throw to the X receiver on a smoke screen. This is a run play at its core, but it is packaged as an RPO so you get an automatic conflict read on the play side flat defender without needing a manual read key. The primary progression is simple: check the alert defender (usually the flat corner or overhang) before the snap and immediately after, and if he sits inside or crashes to stop the run, pull the trigger on the X Smoke for a quick, low risk gain outside.
Watch the flat defender aligned over the X receiver at the snap, since his run/pass conflict is the entire premise of this RPO and dictates the ball's destination. Cover 3 and man free looks with an overhang defender crashing down on run action are the shells this play exploits hardest, because the smoke window opens instantly when that defender bites on the play fake. Cover 2 flat defenders sitting on the smoke or aggressive slot corners jumping the route pre-snap will shut this down and force the ball to stay on the ground into a loaded box. Post-snap, key the linebacker flow to the play side gap; if the linebackers stay disciplined and do not overrun the puller, the run half of this concept still gets a clean crease for the running back. Watch for user controlled defenders sitting in a shallow lurk near the X receiver's stem, since a smart user player can bait the smoke throw and jump the route for a turnover if the quarterback locks onto it presnap.
Pre-snap, identify whether the defender aligned over the X receiver is squatting in the flat or backpedaling into a deep third, since that tells you if the smoke window is live before the ball is even snapped.
Use this on early downs in run heavy personnel to keep defenses honest, then lean on the Power O run designs like HB Power O or Mtn Power O later in the series once the defense overcommits to stopping the smoke.
If the defense shows a hard crash safety or run blitz look pre-snap, throw the smoke immediately off the snap rather than letting the mesh point develop, since the RPO logic will already favor the pass.
Pair this play with Motion Power Weak or FB Fake HB Toss in the same set to disguise your run action while keeping the same alert throw available, which forces the defense to declare its overhang assignment every snap.
Avoid calling this against known Cover 2 or Cover 4 shells where the corner sits low in the flat by design, since the alert throw into a squatted defender turns into a low value stalemate; use straight Power O runs instead in that matchup.