diff --git a/combat.tex b/combat.tex
index 6b7c3b64580a1cbcfdf656c9a1c1e240963fb42f..daf432ae2124261ce545825b64b0f34deb542088 100644
--- a/combat.tex
+++ b/combat.tex
@@ -226,7 +226,7 @@ Their Attack Bonus is 0, their Damage Bonus is equal to their \glsentryname{weig
   \subsubsection*{Example}
   An armoured knight stands with a flail.
   His basic Attack Score is 10, so rolling 10 means a draw.
-  His full plate armour has a Covering of 5,
+  His full plate armour has \pgls{covering} of 5,
   so to hit him, a \gls{pc} will need to roll the $\gls{tn} + 5$.
 
   Rolling 9 or less means the \gls{pc} is hit, and since he has no armour, that won't go well!
@@ -280,11 +280,11 @@ This occurs before Damage applies to \glspl{fp}, so \gls{dr} and \glspl{fp} make
 \label{vitals}
 \index{Combat!\Glstext{vitalShot}}
 Just as real armour covers parts of the body, armour in BIND covers numbers on the dice.
-An armour with Covering 2 can protect characters from a little Damage whenever they miss an Attack roll by 1 or 2.
+An armour with \gls{covering} 2 can protect characters from a little Damage whenever they miss an Attack roll by 1 or 2.
 But if they roll lower than this, the armour does nothing, as the attack strikes flesh.
 We call this a `\gls{vitalShot}'.
 
-When trying to hit, \glspl{pc} will need to roll 3 over the creature's \gls{tn} (or more, for opponents with more Covering).
+When trying to hit, \glspl{pc} will need to roll 3 over the creature's \gls{tn} (or more, for opponents with more \gls{covering}).
 
 \armourchart
 
@@ -317,7 +317,7 @@ Allowing someone to move within this pile of metal requires rare artisans.
 
 \paragraph{Natural Armour}
 means tough skin (or scales, or chitin\ldots) thick enough to push back blades.
-Natural armour always has a Covering of 4 unless otherwise specified, because it covers almost all of the body, but still leaves weak spots open such as the eyes or the kneecaps.
+Natural armour always has \pgls{covering} of 4 unless otherwise specified, because it covers almost all of the body, but still leaves weak spots open such as the eyes or the kneecaps.
 
 \begin{figure*}[t!]
 \projectilesChart
@@ -330,7 +330,7 @@ Some creatures have a natural \gls{dr}, which would then stack with their armour
 The primary armour counts for its full value, and the lower \gls{dr} score counts for half.
 Any tertiary armour counts for a quarter, and so on.
 Once you have a total, round up anything over half.
-Stacked armour can consist of different levels of Covering, meaning a roll could bypass one set of armour by rolling 3 over the creature's \gls{tn}, while another type of armour (with a Covering of 4) still applies.
+Stacked armour can consist of different levels of \gls{covering}, meaning a roll could bypass one set of armour by rolling 3 over the creature's \gls{tn}, while another type of armour (with \pgls{covering} of 4) still applies.
 
 Consider this convoluted example: a basilisk with natural \gls{dr} 4 dies, and then get raised from the dead by a necromancer.
 The undead naturally have a \gls{dr} of 2, so this secondary source of damage would count for half, giving it a total \gls{dr} of 5.
diff --git a/commands.tex b/commands.tex
index 9de7cecddac871c4bb688304d85e4aab0be88644..3ad0d5a263605082b9936611186d3fd3e1cd2fed 100644
--- a/commands.tex
+++ b/commands.tex
@@ -193,7 +193,7 @@
 
   \begin{boxtable}[Lccc]
 
-  \textbf{Armour} & \textbf{\Glsentrytext{dr}} & \textbf{Covering} & \textbf{Weight} \\\hline
+  \textbf{Armour} & \textbf{\Glsentrytext{dr}} & \textbf{\glsentrytext{covering}} & \textbf{Weight} \\\hline
 
   \ifnum\value{r4}=3
     \showArmour{\armour[\addtocounter{weight}{-1}]{Elvish Ceramic}{2}{2}} \\
diff --git a/config b/config
index 65c6a8e97772d15a4b3664652df693dcb8b63a0b..422ee0d9f6303a3bcfab99bcb671106c333710ff 160000
--- a/config
+++ b/config
@@ -1 +1 @@
-Subproject commit 65c6a8e97772d15a4b3664652df693dcb8b63a0b
+Subproject commit 422ee0d9f6303a3bcfab99bcb671106c333710ff