So the charts are like MERP/RMExpress? A general weapon one with a crit that adds/subtracts based on severity?
Similar, yes. The critical tables can also be adjusted via the Special Maneuvers from the combat styles as well.
Each of the Combat Tables (attack table and crit table) are based on general weapon types (short blades, long blades, bows, crossbows, crushing weapons, bashing weapons, etc). There are 19 Combat Tables in total.
Oh, so the weapon charts just have 10 'armor types'? (instead of 20 in ArmsLaw). So if my char wore a breatplate with a chain shirt underneath that stretched over arms (i.e. like grieves) and leather leg grieves, that translate to something like AR 10 +15DB or something?
The armor pieces are as follows: Helm; Gorget; Pauldrons; Gauntlets; Bracers; Cuirass; Greaves; Boots; Shirt.
The Cuirass covers the torso, abdoman and groin areas. The Shirt adds shoulder coverage (i.e. pauldrons) as well. The Cuirass provides no mods to DB, while the shirt gives 1 increment for the shoulder coverage.
For a shirt that covers to the wrist, you would essentially have a shirt and bracers made of chain. This is normally AR 8 (6 DB).
If you though a Plate cuirass over that, you would have AR 10 (6 DB), but also increased maneuver penalties from layering armor.
On the other hand, you could just say that you have a Plate cuirass, and chain pauldrons and bracers, to get the same AR (DB) without getting the increased penalties.
Armor by the Piece - it is designed to allow for mixing and matching.
I was hearing that the combat styles gives good reason for Arms Users to develop past 20 ranks (or so). What skills does this elimiinate? Backstroke? Disarm? Shield Bash? 2 Weapon Combo? Mounted Combat? etc. And I'm still not sure how that works (guess I gotta get the book ).
There are a number of special options that can be included in styles along with a number of Specific Maneuvers. (in one issue of Express Additions, there is also an option for purchasing Specific Maneuvers outside of styles).
Many of the Specific Maneuvers allow for OB, DB, Init, or Critical adjustments, with limitations on how big of an adjustment being based on how many ranks in the style you have (ie. Killing Strike - for every -1 to both OB and DB, you get +1 to your Crit roll (if you get a crit), but the crit adjustment cannot be higher than the number of ranks in the style).
The styles, options and specific maneuvers fully replace just about every skill you listed up there (not "Mounted Combat", that is for using a style while on horseback, not a separate style in itself).
It also eliminate the individual weapon skills in the core rules. Those are styles also. You can get a style for a single weapon or for a whole group of weapons. (i.e. Short Blades). The most basic style is the equivalent any current weapon skill. (i.e. you can attack and/or parry).
The DP costs for the styles are based on how complex the style is and what profession (i.e. the cost of weapon cat 1). The styles can also be used to create styles for natural weapons and directed spells, etc.
Very versatile, I think (but then again, I AM biased....).