diff --git a/combat.tex b/combat.tex
index 8d6c1fe13cd6c8cba80ca6d83929fe88fd829feb..763ceb6b2a0af835d052194cc0d997c52700c9ea 100644
--- a/combat.tex
+++ b/combat.tex
@@ -1,4 +1,5 @@
 \chapter{Combat}\index{Combat}
+\label{combat}
 
 \newcommand{\initiativechart}{
 
@@ -197,82 +198,83 @@ See Chapter \ref{knacks} for a full list of Knacks.
 \end{multicols}
 
 \newcommand{\weaponschart}{
-	\begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrp{.30\textwidth}}]
-	\textbf{Light Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & \textbf{Knacks} \\\hline
+	\begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}]
+	\textbf{Light Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
-		Cudgel & +2 & \ 0 & \ 0 & -3 & Stunning Strike (page \pageref{stunningstrike}) \\
+		Cudgel & +2 & \ 0 & \ 0 & -3 & & Stunning Strike (page \pageref{stunningstrike}) \\
 
-	Dagger & +1 & \ 0 & +1 & -4 &  \\
+	Dagger & +1 & \ 0 & +1 & -4 & 60cp &  \\
 
-	Firepoker & +1 & +1 & \ 0 & -2 & Finishing Blow (page \pageref{finishingblow}) \\
+	Firepoker & +1 & +1 & \ 0 & -2 & & Finishing Blow (page \pageref{finishingblow}) \\
 
-	Javelin & +1 & +2 & \ 0 & -2 & \\
+	Javelin & +1 & +2 & \ 0 & -2 & 50cp & \\
 
-	Knife & +1 & 0 & \ 0 & -4 & Precise Strike (page \pageref{precisestrike}) \\
+	Knife & +1 & 0 & \ 0 & -4 & 40cp & Precise Strike (page \pageref{precisestrike}) \\
 
-	Log & +1 & -1 & \ 0 & -2 & \\
+	Log & +1 & -1 & \ 0 & -2 & & \\
 
-	Rapier & +1 & +2 & +1 & -2 & \\
+	Rapier & +1 & +2 & +1 & -2 & 15sp & \\
 
 	Rock & +1 & \ 0 & \ 0 & -5 & \\
 
 	\end{tcolorbox}
 
-	\begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}p{.07\textwidth}p{.07\textwidth}p{.07\textwidth}p{.30\textwidth}}]
+	\begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}]
 
-	\textbf{Medium Weapons} &  &  &  &  &  \\\hline
+	\textbf{Medium Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
-	Boulder & +3 & -1 & \ 0 & 5/7 & Finishing Blow (page \pageref{finishingblow}) \\
+	Boulder & +3 & -1 & \ 0 & 5/7 & & Finishing Blow (page \pageref{finishingblow}) \\
 
 	Chair & +1 & +1 & +1 & 1/ 3 & \\
 
 	Club & +2 & +1 & +1 & 2/4 &  \\
 
-	Great Axe & +3 & +1 & +1 & 3/5 & \\
+	Great Axe & +3 & +1 & +1 & 3/5 & 8 sp & \\
 
-	Great Sword & +2 & +1 & +2 & 3/5 & \\
+	Great Sword & +2 & +1 & +2 & 3/5 & 8 sp & \\
 
-	Large Rock & +2 & \ 0 & \ 0 & 4/6 & \\
+	Large Rock & +2 & \ 0 & \ 0 & 4/6 & & \\
 
-	Longsword & +1 & +1 & +3 & 1/3 & \\
+	Longsword & +1 & +1 & +3 & 1/3 & 9 sp & \\
 
-	Shortsword & +1 & +1 & +2 & -1/1 & Furious Blows (page \pageref{furiousblows}) \\
+	Shortsword & +1 & +1 & +2 & -1/1 & 6 sp & Furious Blows (page \pageref{furiousblows}) \\
 
-	Spear & +1 & +1 & +2 & 0/2 & First Strike (page \pageref{firststrike}) \\
+	Spear & +1 & +1 & +2 & 0/2 & 3 sp & First Strike (page \pageref{firststrike}) \\
 
-	Quarterstaff & \ 0 & +1 & +2 & 0/2 & First Strike (page \pageref{firststrike}) \\
+	Quarterstaff & \ 0 & +1 & +2 & 0/2 & 2 sp & First Strike (page \pageref{firststrike}) \\
 
-	Whip & \ 0 & +2 & \ 0 & -1/ 1 & \\
+	Whip & \ 0 & +2 & \ 0 & -1/ 1 & & \\
 
-	Wood Axe & +2 & \ 0 & +1 & -1/1 & \\\hline
+	Wood Axe & +2 & \ 0 & +1 & -1/1 & 1 sp & \\\hline
 
 	\end{tcolorbox}
 
-	\begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}p{.07\textwidth}p{.07\textwidth}p{.07\textwidth}p{.30\textwidth}}]
+	\begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}]
 
-	\textbf{Heavy Weapons} &  &  &  &  &  \\\hline
+	\textbf{Heavy Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
 	Great Club & +4 & +1 & +1 & 5 & \\
 
-	Giant Sword & +3 & +1 & +2 & 5 &  \\
+	Giant Sword & +3 & +1 & +2 & 5 & 15 sp &  \\
 
-	Poleax & +3 & +1 & +1 & 5 & First Strike (page \pageref{firststrike}) \\\hline
+	Poleax & +3 & +1 & +1 & 5 & 6 sp & First Strike (page \pageref{firststrike}) \\\hline
 
 	\end{tcolorbox}
 
-	\begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}p{.07\textwidth}p{.07\textwidth}p{.07\textwidth}p{.30\textwidth}}]
+	\begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}]
 
-	\textbf{Shields} &  &  &  &  &  \\\hline
+	\textbf{Shields} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
-	Bucklar Shield & +0 & \ 0 & +1 & -2 & Solid Defence (page \pageref{soliddefence})\\
+	Bucklar Shield & +0 & \ 0 & +1 & -2 & 4 sp & Solid Defence (page \pageref{soliddefence})\\
 
-	Kite Shield & +1 & \ 0 & +3 & 2/4 & Solid Defence, Dodge (page \pageref{soliddefence}) \\
+	Kite Shield & +1 & \ 0 & +3 & 2/4 & 8 sp & Solid Defence, Dodge (page \pageref{soliddefence}) \\
 
-	Round Shield & +1 & \ 0 & +2 & 0/2 & Solid Defence, Dodge (page \pageref{soliddefence}) \\
+	Round Shield & +1 & \ 0 & +2 & 0/2 & 5 sp & Solid Defence, Dodge (page \pageref{soliddefence}) \\
 
 \end{tcolorbox}}
 
 \weaponschart
+\label{weaponschart}
 
 \begin{multicols}{2}
 
@@ -312,33 +314,29 @@ For example, if someone were to carry a long sword and a shield, they would rece
 
 \newcommand{\armourchart}{
 
-	\begin{tcolorbox}[arc=1mm,tabularx={lcc}]
+	\begin{tcolorbox}[arc=1mm,tabularx={XXXX}]
 
-	Armour & \gls{dr} & Weight \\\hline
+	\textbf{Armour} & \gls{dr} & \textbf{Weight} & \textbf{Price} \\\hline
 
-	Elvish & 2 & -2 \\
+	Elvish & 2 & -2 & 20 sp \\
 
-	Padded & 2 & 1 \\
+	Padded & 2 & 1 & 2 sp \\
 
-	Leather & 3 & 0 \\
+	Leather & 3 & 0 & 10 sp \\
 
-	Chain & 4 & 1 \\
+	Chain & 4 & 1 & 10 sp \\
 
-	Plate & 5 & 2 \\
+	Plate & 5 & 2 & 10 gp \\
 
 	\end{tcolorbox}
 }
 
 \section{Armour}\index{Armour}
 
-\begin{wraptable}{r}{.24\textwidth}
+\begin{multicols}{2}
 
 \armourchart
 
-\end{wraptable}
-
-\begin{multicols}{2}
-
 \noindent
 Armour defends characters by lowering incoming Damage. In game terms, armours have a \gls{dr} rating which subtracts from Damage.
 
@@ -348,6 +346,9 @@ Complete armour covers the full character -- almost.
 Complete armour, whether leather or plate, will come with a helmet, a neck-guard, gauntlets, shin guards, foot coverings and will overlap to protect the joints.
 Perfect armour is a rating used for certain creatures which have natural armour without weak spots (such as stone giants).
 
+\paragraph{Complete} armour adds +1 to the \gls{weightrating} and multiplies the price by 3.
+Complete leather armour would have a \gls{weightrating} of 1, rather than 0, and would cost 30 sp rather than 10.
+
 \subsection{Vitals Shots}\label{vitals}\index{Combat!Vitals Shots}
 
 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 creature's regular \gls{tn} and all armour (meaning \gls{dr}) can be ignored.
@@ -811,6 +812,23 @@ Shields, uniquely, can add their Evasion Bonus to the character's Evasion Factor
 
 \begin{multicols}{2}
 
+\begin{figure*}[t]
+\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XXXr}]
+
+	\textbf{Projectile} & \textbf{Initiative} & \textbf{Damage} & \textbf{Weight}  & \textbf{Cost} \\\hline
+
+	Crossbow &  3 & $1D6+3$ & 1/3 &  {20 sp} \\
+
+	Longbow &  0 & varies & -4/-2 &  {10 sp} \\
+
+	Shortbow &  +2 & $1D6-1$ & -5/-3 &  {5 sp} \\
+
+	Throwing knives & +1 & $1D6-1$ & -5/-3 &  {100 cp} \\
+
+\end{tcolorbox}
+\end{figure*}
+
+
 \noindent Projectiles have their own Skill which is bought just like the Combat Skill.
 Archers roll to hit with Dexterity + Projectiles, then roll for Damage, just as with Combat.
 The \gls{tn} is always 6 plus one for every five full squares away the target is.
diff --git a/rules.tex b/rules.tex
index 1e954be26f3d3d7e10d74b83421f8ea3789dcc67..53ee14645d5a4ba0ddd01693e8b2f9d4d1cfd87a 100644
--- a/rules.tex
+++ b/rules.tex
@@ -429,6 +429,8 @@ An open ended list of equipment is provided to give a basic idea of costs. The b
 
 An average villager will make little spare money -- perhaps 10 \gls{sp} in a year if they bother to save. Sellswords can expect to make upwards to 10 gold per year if they are hired by a villagemaster. The average free trader -- a blacksmith or cloth dyer -- can expect to make 5 \gls{sp} in a month.
 
+Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \pageref{weaponschart}.
+
 \begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
 
 	\textbf{Animal} & & \textbf{Cost} \\\hline
@@ -443,30 +445,6 @@ An average villager will make little spare money -- perhaps 10 \gls{sp} in a yea
 
 \end{tcolorbox}
 
-\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
-\index{Armour!Cost}
-	\textbf{Armour} & \textbf{Weight} & \textbf{Cost} \\\hline
-
-	Elvish, partial &  1 &  5 sp \\
-
-	Elvish, complete &  1 &  10 sp \\
-
-	Padded, partial &  1 &  2 sp \\
-
-	Leather, partial &  0 &  3 sp \\
-
-	Leather, full &  1 &  5 sp \\
-
-	Chain, partial &  1 &  10 sp \\
-
-	Chain, full &  2 &  15 sp \\
-
-	Plate, partial &  2 &  10 gp \\
-
-	Plate, complete &  3 &  30 gp \\\hline
-
-\end{tcolorbox}
-
 \begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
 
 	\textbf{Buildings} & & \textbf{Cost} \\\hline
@@ -535,32 +513,6 @@ An average villager will make little spare money -- perhaps 10 \gls{sp} in a yea
 
 \end{tcolorbox}
 
-\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
-
-	\textbf{Weapons} & \textbf{Weight}  & \textbf{Cost} \\\hline
-
-	Small weapons &  -1 &  50 cp \\
-
-	Medium weapon &  -2 &  {5 sp} \\
-
-	Shield &  varies &  {2 sp} \\
-
-\end{tcolorbox}
-
-\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
-
-	\textbf{Projectiles} & \textbf{Weight}  & \textbf{Cost} \\\hline
-
-	Crossbow &  1/3 &  {20 sp} \\
-
-	Longbow &  -4/-2 &  {10 sp} \\
-
-	Shortbow &  -5/-3 &  {5 sp} \\
-
-	Throwing knives &  -5/-3 &  {100 cp} \\
-
-\end{tcolorbox}
-
 \subsection{Working Beasts}
 
 Animal stats vary, but you can use the below as a go-to standard for working animals.