戦闘章訳出ほぼ完了

 例示部分は除く。

戦闘スタイル

 MRQ2では、戦闘技能を〈剣と盾〉とか〈二刀流〉とかいったような「戦闘スタイル」という形で修得することになりました。近接戦闘スタイルの基本%は一律STR+DEX%、射撃戦闘スタイルは一律DEX×2%。
 ちなみに、スタイルを構成する武器の一部が欠けている状態(盾を持っていないとか)でもペナルティなく戦えます。
 どうもマングースのBBSを読むに、戦闘スタイルはHeroQuestのアビリティくらいにアバウトな定義でいいようです。〈フュルド戦闘〉とかでもいいってことなんでしょう。ちょっと大丈夫なのかという気はしますがw

 以下、Runequest II板内「Combat styles and weapon types / categories」スレッド内の回答引用。

Going by the article in S&P by Pete Nash, a combat style is basically whatever you want it to be which means it can be as broad or as narrow as fits the genre. So for example you could have a Combat Style called City Militia which covers Short spear, shield, crossbow and shortsword all in the same skill. So I suppose weapon categories may no longer be relevant. Which is to say that a Combat Style is not necessarily a skill with a certain category of weapon or two categories.

This does mean that you could have a combat style called "longsword" which covers fighting either 1H or 2H with a longsword but doesn't cover fighting with a dagger.

Basically it seems to be that combat styles are more flexible than weapon categories. Most people probably have combat styles based on weapon categories "Sword & shield" covering any type of 1H sword or shield used together or separately.

I must admit that I didn't really grok this from reading the rules, it was the S&P article that helped me figure it out. The beauty of styles then is that you can add extras into them. E.g. you might have access to unusual Combat Manoeuvres while using a certain style or bonuses to perform them or even be incapable of performing some. This appeals to the tinkerer in me because I can imagine myself creating esoteric Combat Styles.

A Combat Style then is something like a Fighting School that teaches various weapons and techniques. It's quite a lot different to what I'm used to in RQ/BRP. I can see potential problems but it probably fits better into a game like MRQ where Improvement Rolls are fixed in number. In previous RQs, because experience was gained through use, having to use as large number of skills for a profession was relatively easy because you generated more experience rolls. In MRQ2, you probably have a max of 5 skills that you can realistically be expected to master so you need to make skills broader, hence combat styles. At least, that's my take on it.