All reff’s move d6 inches in a random direction at the end of the kicking players turn. The direction is determined using the scatter template for bouncing balls. If he moves off the pitch, the reff stops for 1 squire of movement (talking to a linesman) then moves his remaining movement, back the way he came.
A reff’s profile is that of a standard player (e.g. linesman) of his respective race. If a player attacks the reff without provocation (if he attacks you, he deserves whatever he gets), then roll a d6, on a 4+ he is caught and fined. The extent of the fine depends on the severity of the injury
Fails to beat armour: 10k
Stunned: 20k
KO: 30k
Serious Injury: 50k
Dead: roll a d6, 1-3=100k, 4-6=miss next game
But, conversely, the ticket sales go up for your next game, so you earn an extra D12k for every 10k you could have been fined (so you don’t have to have been caught or fined for the offence, you even earn extra if the ref started it).
To determine your reff, you need race, motivation and trait.
For race, you either roll, or use any model available (up to the players).
If you roll, use the following table:
1: Ogre: when rolling traits, you get violent for free, if you roll a 4, re roll it.
2: Goblin: cowardly, if there is a player in an adjacent square, he will not call a foul.
3: Zombie: slow reactions, if someone is sent off, you don’t have to remove the model until the end of your next turn.
4: Human: no special rules.
5: Dwarf: Moves d6-1 squares
6: Elf: Moves d6+1 squares
For Motivation, you roll on the following chart:
1= Love of the game: The reff will never have his eye on one team, he will only ever catch a foul on a 6.
2= Cruelty: the reff likes ruining peoples days, roll the d8 after every touchdown, on a 1, he finds a reason to disallow it.
3= To feed his starving family: fairly normal reason, normal rules.
4= Just fell in to it: again, a common reason, normal rules.
5=


6= Rules Lawyer: The reff catches any and all fouls on a 3+
And for Traits:
1= Money grabbing: before the game, you can bribe the reff; he will ignore one foul (players choice) for each 20K he is given
2= Greedy: before the game, you can bribe the reff; he will ignore one foul (players choice) for each 10K he is given
3= Racist: The reff get's +1 to catch a foul by a player who is a different race to him
4= Violent: if he calls a foul, the reff will immediately move towards the fouling player. If he gets in base contact, he must immediately throw a block at the fouling player
5= Nervous: the reff can’t end his movement next to a player; he will stop one square earlier.
6= Ex Player: each team earns an extra 20k from the game