diff --git a/combat.tex b/combat.tex
index 6c0f14194c747b5d2ea4cf49d8e7703f81f863ee..14e52c96254dc7f84454b3d3b5ebb34f256c0ff6 100644
--- a/combat.tex
+++ b/combat.tex
@@ -263,19 +263,19 @@ is a rating used for certain creatures which have natural armour without weak sp
   \end{boxtable}
 
 }{
-  \pic{Roch_Hercka/vitals_shot}{\label{roch:vitals}}
+  \pic{Roch_Hercka/vitals_shot}
 }
 
-\subsubsection{Vitals Shots}
+\subsubsection{\Glsfmtplural{vitalShot}}
 \label{vitals}
-\index{Combat!Vitals Shots}
+\index{Combat!\Glstext{vitalShot}}
 
 When attacking an opponent in armour, it is possible to make a shot so precise as to get a gap in a helmet, strike an opponent in the eye or slide a blade between overlapping plates.
-To get a Vitals Shot, one simply needs to roll high enough over the target's regular \gls{tn} and all armour (meaning \gls{dr}) can be ignored.
+To get a \gls{vitalShot}, one simply needs to roll high enough over the target's regular \gls{tn} and all armour (meaning \gls{dr}) can be ignored.
 
 For partial armour, anyone rolling a Margin of 3 (i.e.
 3 points above the \gls{tn}) ignores the \gls{dr} from the armour.
-If the regular \gls{tn} is 8 then any roll of 11 or greater counts as a Vitals Shot.
+If the regular \gls{tn} is 8 then any roll of 11 or greater counts as a \gls{vitalShot}.
 Complete armour requires a Margin of 5 to ignore the armour, so if the \gls{tn} were 10 then a hit would require a total of 15 to bypass the armour.
 Perfect armour cannot be bypassed by a sufficiently high roll.
 
@@ -329,7 +329,7 @@ Archers roll to hit with Dexterity + Projectiles, resisted by the opponent's Spe
 
 However, unlike toe-to-toe combat, those on the receiving end cannot reflexively dodge; they must have at least 1 \gls{ap} to spend in order to add their Speed + Vigilance to the archer's \gls{tn}.
 
-Just as with weapon combat, a high enough roll can be a Vitals Shot,%
+Just as with weapon combat, a high enough roll can be a \gls{vitalShot},%
 \footnote{See \autopageref{vitals}.}
 ignoring all \gls{dr}.
 
diff --git a/knacks.tex b/knacks.tex
index a628e3d5a23ab92e2299097d132b59485b25bcb6..19ee3259e533f824970698a6ebb38b38f79834fa 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -91,9 +91,9 @@ Normally, Sneak Attacks inflict +2 Damage, so someone with 3 Knacks would inflic
 
 \subsubsection{Precise Strike}\label{precisestrike}
 
-The character requires 1 less to achieve a Vitals Shot (see page \pageref{vitals}).
-For example, when targeting an opponent with an Attack score of +2 and Partial armour, someone would normally require a score of 9 to hit and a score of 12 to make a Vitals Shot which ignores all armour.
-With this Knack they still require a score of 9 to hit but only a score of 11 to make a Vitals Shot.
+The character requires 1 less to achieve a \gls{vitalShot} (see \autopageref{vitals}).
+For example, when targeting an opponent with an Attack score of +2 and Partial armour, someone would normally require a score of 9 to hit and a score of 12 to make a \gls{vitalShot} which ignores all armour.
+With this Knack they still require a score of 9 to hit but only a score of 11 to make a \gls{vitalShot}.
 People with this Knack can also bypass Perfect armour by rolling 6 points above the target's \gls{tn}.
 
 \subsubsection{Snap Shot}