The Fantasy Armory · Chapter 10
Polearms
Polearms carry Reach like spears, but on a forged head that cuts, punches, hooks, or in one case simply closes around a neck. That head is a complex piece of smithing, so they are costed as Standard construction and their prices sit alongside the two-handed swords rather than the levy spears.
Three entries cover more than one damage type: the Poleaxe and Halberd switch between two as a maneuver, and the Lucerne Hammer carries two natively. No other family manages that in a single weapon.
Every entry carries Awkward, which adds Bane in corridors, stairwells, doorways, and crowds. Most of the places adventurers fight are on that list.
Construction: All entries are Standard (design-doc §5.0). The head is the expensive part and there is a lot of it.
Skill: Heavy Melee throughout. At tables using a single undifferentiated Melee skill, use Melee.
War Scythe
Fauchard, Peasant Scythe, Battle Scythe
+3 4 Short 4
Heavy Melee 20 Common Cutting Reach, Sweep 2, Inaccurate 1, Awkward 3, Fragile 1
A harvesting scythe with the blade re-set in line with the shaft. It is what a village arms itself with on the day it decides it has had enough, and it is very good at exactly one thing: reaching several people at once in an open field.
Bill
Billhook, Guisarme, Bill-Guisarme, Hooked Polearm
+3 3 Engaged, Short 4
Heavy Melee 200 Rare Cutting, Thrusting Reach, Disarming 2, Ensnare 1, Cumbersome 3, Awkward 2
A pruning hook grown into a weapon: a heavy curved blade with a back spike and a forward hook. The hook is the point of it. Disarming 2 is the best in the book, and a bill is the standard tool for pulling a rider off a horse or a weapon out of a grip.
Mancatcher
Sasumata, Catchpole, Man Catcher, Neck Fork
+0 5 Short 5
Heavy Melee 30 Restricted Crushing Reach, Ensnare 3, Disarming 1, Inaccurate 1, Cumbersome 3, Awkward 3
A pair of sprung iron arms on a two-handed shaft, pushed closed around a neck, a waist, or a limb and held there. It is the only entry in this family not trying to injure anybody.
Ensnare 3 ties the strongest immobilisation in the book, and unlike the net the mancatcher keeps hold: the wielder is still on the other end of it, at Short range, where the prisoner's arms are not. Watchmen, gaolers, and temple guards carry them because a live prisoner is worth something and a corpse is paperwork.
+0 damage and Crit 5 are honest. If the plan is to kill someone, this is the wrong tool.
Bardiche
Berdiche, Voulge, Pole Cleaver
+4 3 Short 5
Heavy Melee 190 Restricted Cutting Reach, Sweep 2, Cumbersome 3, Awkward 2
A long cleaving blade mounted along a shaft, closer to an axe on a pole than to a spear. It has no thrusting function and no subtlety. It reaches, and it takes down more than one person doing it.
Glaive
Naginata, Guandao, Sovnya, Pole Blade
+4 3 Short 4
Heavy Melee 260 Military Cutting Reach, Vicious 2, Guarded 1, Cumbersome 3, Awkward 2
A single-edged blade on a six-foot haft. It is the most elegant weapon in the family and the least complicated: it cuts, it keeps people at arm's length, and it rewards a wielder who strikes and then holds their ground.
Lucerne Hammer
Pole Hammer, Luzerner Hammer, Bec-de-Faucon
+4 4 Short 5
Heavy Melee 260 Military Crushing, Thrusting Reach, Pierce 2, Knockdown, Cumbersome 4, Awkward 2
A multi-pronged hammer head backed by a long spike. It carries two damage types natively rather than switching between them, which makes it the simplest anti-armour answer in the book: no maneuver, no choice, just the right kind of force arriving at reach.
Halberd
Hellebarde, Ji, Swiss Voulge
+4 3 Engaged, Short 5
Heavy Melee 300 Rare see profiles Reach, Versatile, Disarming 1, Cumbersome 3, Awkward 2
Axe blade +4 Cutting Sweep 1
Top spike +4 Thrusting Pierce 1; loses Sweep
Axe blade, thrusting spike, and a rear hook on a single head. The definitive polearm and the reason town guards carried them for four centuries: it does every job a foot soldier needs doing, and the hook works whichever face is forward.
Poleaxe
Pollaxe, Hache, Ravensbill
+4 3 Short 4
Heavy Melee 300 Rare see profiles Reach, Versatile, Cumbersome 3, Awkward 1
Axe head +4 Cutting Vicious 1, Sunder
Hammer head +4 Crushing Knockdown
Shorter and better balanced than a halberd, with an axe on one side and a hammer on the other. This was the weapon armoured men chose to fight other armoured men, and the reason is on the stat line: it answers both ends of the armour economy by turning the haft over.