The Referee team
The Referee team
| Position | # | Cost | MA | ST | AG | AV | Skills | Skill Availability |
| Referees | 0-12 | 40,000 | 6 | 3 | 2 | 8 |
| General Only |
| Side Judges | 0-6 | 40,000 | 6 | 2 | 3 | 8 |
| General Only |
| Line Judges | 0-2 | 70,000 | 5 | 3 | 3 | 9 | Block | General, Strength |
| End Zone Judges | 0-2 | 70,000 | 7 | 2 | 3 | 7 | Catch, Dodge | General, Agility |
| Rerolls |
| 60,000 |
Allies: None...Everybody hates refs!
Special Rules:
Once Per half.. a Ref Coach may adjust an Argue the Call roll by 1
Instead of a Wizard.. a ref team may hire a RULES LAWYER.. at the same cost as a Wizard.
Once a game the Rules Lawyer may do the following:
- Have the ref automatically send off any secret weapon BEFORE a kickoff..
- when an opposing player fouls.. the Rules Lawyer points out a discretion to the ref.. that results in the player being sent off UNLESS he rolls doubles..
- the Rules Lawyer may point out a loophole before the match...enabling the team to draw an extra Dirty Trick card
Referee Secret Weapon: Groundskeeper
A referee team may have one groundskeeper. Rules for it are the same as for the Dwarven deathroller. The groundskeeper does not have a penalty roll, as the referees claim that they are just evening out lumps in the field (even if they do happen to be MOVING ones!). HOWEVER, before each kickoff after which the groundskeeper has been used, your opponent rolls 2d6. On a roll of 8 or more, the groundskeeper has thrown a gear, and may not be used for the rest of the match, after which time they can call a Dwarf to come fix it.