The polearm's strength lies in its range, as it allows you to attack without putting yourself in danger of melee counterattacks.
Polearm melee attacks can be made from up to 2 meters (6 feet) away. When attacking creatures that are not adjacent to you, you do so with advantage.
Colossal Polearm - Strength
Action Point: 5
Melee Attack
On a successful hit, you deal 4d6 + power as Sharp damage.
Special Passive
Polearm melee attacks can be made from up to 2 meters (6 feet) away. When attacking creatures that are not adjacent to you, you do so with advantage.
Action Point: 5 // Willpower: 1
Melee Special Attack
Overhead attack that attempts to execute a creature. On a successful hit, you deal 4d6 + power as Sharp damage. Damage dice are increased by one category if the creature has less than 50% health.
Heavy Polearm - Strength
Action Point: 4
Melee Attack
On a successful hit, you deal 3d6 + power as Sharp damage.
Special Passive
Polearm melee attacks can be made from up to 2 meters (6 feet) away. When attacking creatures that are not adjacent to you, you do so with advantage.
Action Point: 4 // Willpower: 3
Melee Special Attack
All creatures in front of you within 1.5 meters (5 feet) must make an Agility saving throw against your Power. On a failure, they take 3d6 + power in Sharp damage.
Standard Polearm - Versatile
Action Point: 3
Melee Attack
On a successful hit, you deal 2d6 + half power as Sharp damage.
Special Passive
Polearm melee attacks can be made from up to 2 meters (6 feet) away. When attacking creatures that are not adjacent to you, you do so with advantage.
Action Point: 3 // Willpower: 1
Melee Special Attack
On a successful hit, you deal 2d6 + half power as Sharp damage. The creature must then make a Strength saving throw against your power. On a failure, it falls prone.
Light Polearm - Versatile, Thrown 18 (60 Feet)
Action Point: 2
Melee Attack
On a successful hit, you deal 1d6 + half power as Sharp damage.
Special Passive
Polearm melee attacks can be made from up to 2 meters (6 feet) away. When attacking creatures that are not adjacent to you, you do so with advantage.
Action Point: 2 // Willpower: 1
Melee Special Attack
On a successful hit, you deal 1d6 + half power as Sharp damage and afflict the creature with Rend until the start of your next turn. Creatures you attack with a weapon that are afflicted with Rend take 2d4 damage instead for every d6.