The Referee Is Never Wrong!

The referee's aim in life is to remain within 9 squares of the football every turn so that he can keep up with the action 
and make decisions as and when they are required. The referee's turn takes place after both teamís turns, i.e. after the 
second players turn 1 but before the first players turn 2. The referee's turn slots in here every turn of the game until 
the end of the match or until the ref is injured. 

If there is a Get The Ref result on the kick-off table then the ref may be injured, roll as on Sigurdís injury table.  A 
replacement will come on who will not call fouls against the team that got the ref for the rest of the half.  If the 
referee is off the pitch due to player or coach action, no fouls can be called until a replacement arrives.  A prone ref 
may not make any calls.

After both teams have set up, but before the kick-off the ref player may place the ref in any empty square on the pitch. 
When you place the ref remember there is a point to staying 9 squares from the football, but you may choose not to if you 

Whoever takes the ref has a choice of the following actions each turn. 

-	Move his MA (a ref may not exert or Blitz) 
-	Make a Block against an adjacent player 
-	Make a Foul against an adjacent player (if he rolls a double, the crowd pelts him with stuff and he must leave the 
	field as if he has been sent off)
-	Stay still and Watch The Field* 

* A ref who stays still and Watches The Field like a hawk will spot any foul made on the pitch and will send off the fouling 
player on a D6 roll of 4 or more. If the player making the foul rolls a double then he is sent off anyway. 

Referees do not exert a tackle zone so players do not need to make a dodge roll when standing adjacent to the referee. 
Referees may ignore tackle zones when moving because nobody will trip up the ref by accident. 

Referees may never touch the football and if the ball should land in a square occupied by a referee then it will bounce one 
square away from him. 

After the referee has had his turn, count the number of squares that the ref is away from the football. If the referee is 
within 9 squares or less then the ref is doing a good job of keeping up with the action and making sure the game is flowing. 

Note down how many turns the referee is within 9 squares of the ball at the end of his turn on a piece of paper. This will 
be required at the end of the game when star player points are awarded. A Star Ref is as good as they are going to get and 
will not receive any star player points but should still attempt to remain within 9 squares of the ball to keep up with the 
action, at least if he wants to keep his job. 

Players may block or blitz the referee during their turn and risk the wrath of the wrath of the ref. If a referee is blocked 
but does not get injured (i.e. off the pitch) then as soon as he is standing on his feet again he will try to send the 
perpetrator who blocked or fouled him. The player is sent off on a D6 roll of 4 or more. Other players who assist the 
block/foul will not get sent off. 

A referee replacement can come on at the start of any drive at which the referee cannot participate. 


At the end of the match count how many turns the ref has stayed within 9 squares of the ball. If the ref has only managed to be within 9 squares for 4 turns or less (or 25% of the game) then he is sacked and may never referee in this league again. This means the League Commish may not choose this referee ever again. Note: players, you can try and keep the ref away from the ball in an attempt to get him sacked. If the Ref has been within 9 squares for 12 turns out of the 16 (or 75%) then the referee receives a Refereeing Award worth 10 star player points. The referee gains 5 star player points for each player he sends off during the game. The ref will also gain star player points for casualties that he has caused as outlined in the Death Zone rulebook. When a referee has enough star player points he may make a roll on the Star Player Roll table in exactly the same way as a player. Characteristic increases are added to the refs stats as normal. If the ref is going to gain a new skill then you may choose a skill from the list below. Referee Skills: All Referees Blitz: The referee may blitz the closest player each turn (randomly decide if two are equi-distant). Mole Eyes: Ref must stay within 7 squares instead of 9. Eagle Eyes: Ref may be within 11 squares instead of 9. Strict Ref: You may not argue the call with a strict ref. Super Pro: Gains a referee re-roll once each half. Escapist: May evade a get the ref roll on a D6 roll of 4+. Personal Apoth: Works in the same way as any Apothecary but for the ref only. Fast Runner: May exert. Terrible Ref: Will only send a player off on the D6 roll of 4+. Assistant Ref: The assistant ref allows the ref to make calls while he is prone or injured. Homer: This ref will side with the home team. The away team cannot argue the call. Loves Dirty Tricks: Add +1 to all penalty rolls when this ref is on the pitch. Hates Dirty Tricks: Subtract -1 to all penalty rolls when this ref is on the pitch. Hates Gang Ups: When a player makes an assist roll a D6. If this is equal or less than the number of models making assists on this block then a randomly chosen player making the assist is sent off. Lawquoter: Whenever this ref sends off a player he quotes a load of rules to them and misses a bit of the game action. During the next turn nobody will be sent off, even if the referee has got an assistant ref. Referee Skills: Specific Races General Skills Block, Dauntless, Dirty Player, Frenzy Any except Halflings or Goblins Strength Skills Mighty Blow, Multiple Block, Piling On, Stand Firm Dwarf, Chaos Dwarf, Big Guys Agility Skills Leap, Jump Up, Side Step, Sprint, Sure Feet* Halflings, Goblins, Skaven, Elf Physical Skills Claw, Foul Appearence, Razor Sharp Claws or Fangs, Skaven, Undead or Chaos only Regenerate, Spikes, Thick Skull, Horns*, Very Long Legs*, Two Heads* Note: randomly selected following double on skills ∑ Sprint/Sure Feet - May only use these skills if the ref has Fast Runner ∑ * Horns - May only use this skill if the ref has Blitz skill as well ∑ * Very Long Legs - Will not add +1 to interceptions because a ref may not intercept ∑ * Two Heads - Ignore the usual rules for having two heads. For a ref this means they always count as though they are Watching The Field like a hawk because they can look in two directions at once.


The action of the refs is dependent on the demeanour of the ref involved. Note: out of harms way means not being in any tackle zones or being in direct line of the ball carrier in any direction. Standard: The ref will attempt to ensure they remain within 9 squares of the ball. The ref will not blitz, block or foul. The ref will move out of harms way if possible. The ref will watch the field only if he is out of harms way and is likely to remain within 9 squares in the next turn without moving. Stern: The ref will attempt to remain within 9 squares of the ball. The ref will not blitz or foul. Should the ref be blocked, he will attempt to send off the offending player. The ref may then choose to block any assisting players. The ref will watch the field if he is likely to remain within 9 squares in the next turn without moving. Picky: The ref will attempt to remain within 9 squares. The ref will not blitz, block or foul. If the ref is within 9 squares, he will always watch the field. Cheat: The ref will attempt to remain within 9 squares. He will not blitz but will block if strength is at least equal. The ref will not watch the field but will foul if a prone player is adjacent and he is within 9 squares. Aggressive: The ref will attempt get into the tackle zone of the player nearest to the ball that he can reach. He will blitz or block in a given turn if that action is available on a d6 roll of 4+. He will not foul or watch the field. Scared: The ref will ensure that he is out of harms way. He will attempt to remain within 9 squares if he can keep out of harms way. If these two conditions are met, he will watch the field. He will not block, blitz or foul. Retributive: The ref will always aim to remain within 9 squares of the ball but should try to move closer if possible. The ref will not stand within 3 squares of the ball, in line with the ball, or in a player's tackle zone. The ref dow not watch the field. Whenever a foul is made, the ref will attempt to take a block action during the subsequent referee turn against the player who made the foul. Determine randomly if more than one player took a foul action.
Rules originally created by Thomas Stacy in Citadel Journal 11. Modified and updated by MadLordAnarchy.