diff --git a/combat.tex b/combat.tex
index 52458f74a1d2a06a15392844729d53b0fce8cc8f..1f9253146177713cd98d2c869d782acd8c462447 100644
--- a/combat.tex
+++ b/combat.tex
@@ -316,31 +316,38 @@ Standard armour cannot be stacked in this way.
 We assume plate, chain, and some leather-based armours already have padded armour underneath.
 Similarly, different types of natural \gls{dr} do not stack, and nobody becomes undead in different ways.
 
-\subsection{Ranged Combat}\index{Ranged Combat}
+\end{multicols}
+
+\section{Ranged Combat}\index{Ranged Combat}
+
+\begin{multicols}{2}
 
 \noindent
-Projectiles have their own \gls{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 steps away the target is.
-Targets 14 steps away would have a \gls{tn} of 8 to hit.
+Projectiles have their own M\^el\'ee Skill, which covers everything from javelins to bows.
+Archers roll to hit with Dexterity + Projectiles, resisted by the opponent's Speed + Vigilance, then (if successful) roll for Damage, just like toe-to-toe combat.
+
+\input{config/rules/projectiles.tex}
 
-Moving targets add their Speed + Vigilance Bonus to the \gls{tn}, and stationary targets with a shield can add their shield's Bonus to the \gls{tn} as long as they were Keeping Edgy (see page \pageref{edgy}.)
+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, ignoring all \gls{dr}.
+Just as with weapon combat, a high enough roll can be a Vitals Shot,%
 \footnote{See \autopageref{vitals}.}
+ignoring all \gls{dr}.
 
-When a Projectiles roll hits the \gls{tn} exactly, the archer misses their target, but hits any plausible target behind them.
+All projectiles suffer from the need to reload.
+As with picking up any other item, characters must spend least 1 \gls{ap} to take out and use arrows.
 
-\subsubsection{The Long Bow}\index{Projectiles!Bow}\index{Bows}
+\subsubsection{The Long Bow}
+\index{Projectiles!Bow}
+\index{Bows}
 \label{longbow}
 
 Long bows (or `hunting bows') are difficult things to work but well worth it once the archer practices enough.
-Each bow has its own Strength rating and anyone without at least that much Strength cannot use the bow; the bows deal $1D6$ +Strength Rating.
-So if a bow has a Strength rating of 2 then it deals $1D6+2$ Damage but requires a Strength of 2, at least, to operate.
+To use a bow, the archer must have a Strength Bonus at least as high as the bow's Damage.
+So if a hunting bow deals $1D6+2$ Damage, the archer will need at least a Strength of +2 to draw the arrow properly (or at all).
 Having a Strength of 3 will not increase the Damage, but it can decrease the firing time.
 
-To pull back the heavy load on a long bow requires 4 \gls{ap}, minus any excess Strength the character has over the bow's rating.
-Someone with a Strength of 3, using a longbow with +1 Damage, would only have to spend 2 \glspl{ap} to pull the bow taught.
+To pull back the heavy load on a long bow requires 2 \glspl{ap}, plus the bow's Damage bonus, so a bow which deals +3 Damage requires 5 \glspl{ap} to fire.
 
 Long bows can be fired for hundreds of yards -- the maximum range is generally more determined by the archer's ability to aim rather than the bow.
 
@@ -354,24 +361,32 @@ As usual, for every five steps beyond the first two the archer suffers a -1 pena
 The short bow takes 1 \gls{ap} points to fire, and 1 \gls{ap} points to reload, so many shots can be fired in a \gls{round}.
 
 Shortbows have a maximum range of 20 steps and deal $1D6-1$ Damage.
-They often bring down prey by multiple arrows rather than the one.
+They often bring down prey with multiple arrows rather than the one.
 
 \subsubsection{The Crossbow}\index{Projectiles!Crossbow}
 \label{crossbow}
 Crossbows can be powerful, but are not easy to reload.
 They have a standard Damage of $2D6$, though different crossbows vary in quality.
-Crossbows requires only 1 \gls{ap} to fire, but require 5 rounds, minus the user's Strength Bonus, to reload. Reloading always takes a minimum of 1 round.
+Crossbows requires only 1 \gls{ap} to fire, but require 5 rounds, minus the user's Strength Bonus, to reload.
+Reloading always takes a minimum of 1 round.
 
 \subsubsection{Thrown Weapons}\index{Projectiles!Thrown Weapons}
 
 Thrown weapons such as knives, spears or others are typically not great at killing enemies, but they can certainly wound them.
-They work just as short bows, but their Damage is the normal weapon Damage -2.
-Someone with Strength +2 throwing a dagger would deal $1D6$ Damage.
+They work just as short bows, but their Damage is the normal weapon Damage minus 2.
+\settoggle{creatureBox}{true}
+\javelin s deal \dmg{damage} when used in combat, but only
+\addtocounter{damage}{-2}%
+\dmg{damage} when thrown.
 
 \subsubsection{Impromptu Weapons}
 \index{Projectiles!Impromptu}
 
 Weapons which were never made to be thrown, such as swords, axes, or most knives, receive a -2 penalty to hit for every 5 steps distance from the target, and a -2 penalty to Damage.
+\longsword s don't make great projectiles, but they still deal
+\addtocounter{damage}{-2}%
+\dmg{damage} basic Damage.
+\settoggle{creatureBox}{false}
 
 \end{multicols}