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				 Re: Repel 
 From the manual:Repel is how Dominions represents the effectiveness of long weapons, such as
 halberds, pikes, and the like. If a unit attacks an enemy who has a longer weapon than the
 attacker, the defender may actually repel the attack and prevent it from happening. This
 occurs as follows.
 Any defender that has a longer weapon than the one used by its attacker makes a repel
 attack automatically upon being attacked. Attack and defense rolls are made. If the result is
 a hit, the attacker must make a morale check or immediately abort his attack. If the attacker
 passes the morale check, he may make his attack, but the defender’s attack then generates
 damage and protection rolls. If damage is inflicted, the attacker takes one point of damage
 and finishes his attack.
 This simulates the defender successfully placing his longer weapon between himself and the
 attacker. All of this occurs before the attacker’s strike is resolved. Note that units with low
 morale are more likely to be repelled, and thus using long weapons against low-morale
 troops is very effective. Also, units with claws and bites (weapon length zero) are easier to
 repel.
 A unit gets -2 to its Repel roll for each time it has been attacked that turn. So it’s easier to
 repel the first attack than the second, and so on.
 
 Translation:
 
 Defender (guy trying to repel): Attack rating + DRN
 vs
 Attacker (guy trying to get past the repel): Defense rating + DRN
 
 If the defender wins, then:
 
 Defender: Morale + DRN
 vs
 Attacker: Morale + DRN
 
 If the defender wins at this stage, the attack is over and you avoid damage. If the attacker wins the morale check, he then goes on to make a normal attack role vs the defender, but the defender gets to roll up to a 1-damage hit against the attacker's prot (woo!).
 
 In other words, it isn't just the length of your weapon; it's how you use it. Confidence matters, too.
 
			
			
			
			
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