diff --git a/fold_back.tex b/fold_back.tex
index e2e62e0fdfc921ce60b36ff268a5e587f0f35573..20361795c887e007bfb94ba909bfa16a2b52f1c3 100644
--- a/fold_back.tex
+++ b/fold_back.tex
@@ -10,29 +10,38 @@
     colback=white,
     fit,
     fit basedim=10pt,
+    before upper={\parindent10pt\noindent},
     frame code={\ifodd\thepage\node at (frame.south east) {\thepage};\else \node at (frame.south west) {\thepage};\fi\stepcounter{page}},
   },
 ]
 
-
-\posterbox{name=seventh,column=1,row=1,span=1,rowspan=1}{
-  \begin{center}
-  \rotatebox{-90}{\noindent\begin{minipage}{.5\textheight}
-  \input{config/rules/weapons.tex}
-  \centering
+\posterbox[
+  before upper={\parindent0pt},
+  ]{name=seventh,column=1,row=1,span=1,rowspan=1}{
+  \subsubsection{\Glsfmtplural{weapon}}
+  \glsdesc{weapon}.
+  \rotatebox{-90}{\noindent\begin{minipage}{.40\textheight}
+  \small
   \commonWeaponsChart
   \end{minipage}}
-  \end{center}
 }
 
 \posterbox[tikz={rotate=180}]{name=tenth,column=2,row=1,span=1,rowspan=1}{
   \subsubsection{\Glsfmttext{armour}}
   \glsdesc{armour}
+  \par
+  \vspace{1em}
+  \subsubsection{\Glsfmtlong{dr}}
+  \glsdesc{dr}
+  \par
+  \vspace{1em}
+  \subsubsection{\Glsfmttext{covering}}
+  \glsdesc{covering}
   {\footnotesize\commonArmourChart}
 }
 
 \posterbox[tikz={rotate=180}]{name=eleventh,column=3,row=1,span=1,rowspan=1}{
-  \subsubsection{\Glsfmttext{armour}}
+  \subsubsection{\Glsfmttext{projectiles}}
   \glsdesc{projectiles}
 }
 
@@ -54,8 +63,8 @@
 }
 
 \posterbox{name=fifteenth,column=2,row=2,span=1,rowspan=1}{
-  \bklTitle{Magic}
-  \input{config/rules/spells.tex}
+  \subsubsection{\Glsfmttext{witchcraft}}
+  \glsdesc{witchcraft}
 }
 
 \posterbox{name=fourteenth,column=3,row=2,span=1,rowspan=1}{
@@ -65,8 +74,8 @@
 }
 
 \posterbox{name=third,column=4,row=2,span=1,rowspan=1}{
-  \bklTitle{Swarms}
-  \input{config/rules/swarms.tex}
+  \subsubsection{\Glsfmtplural{swarm}}
+  \glsdesc{swarm}
 }
 
 \end{tcbposter}
diff --git a/fold_front.tex b/fold_front.tex
index 71282617d8d27e3aae279ce8e4e5641284d12689..2fbd3bb3453587222c7f320bd48c87ec3c76c712 100644
--- a/fold_front.tex
+++ b/fold_front.tex
@@ -10,6 +10,7 @@
     colback=white,
     fit,
     fit basedim=10pt,
+    before upper={\parindent10pt\noindent},
     frame code={\ifodd\thepage\node at (frame.south east) {\thepage};\else \node at (frame.south west) {\thepage};\fi\stepcounter{page}},
   },
 ]
@@ -40,8 +41,10 @@
   \glsdesc{fp}
 }
 
-
-\posterbox{name=eighth,column=4,row=1,span=1,rowspan=1}{
+\posterbox[%
+  before upper={\parindent0pt},
+  ]%
+{name=eighth,column=4,row=1,span=1,rowspan=1}{
   \label{skillChart}
   \begin{center}
   \rotatebox{-90}{\noindent\begin{minipage}{.5\textheight}
@@ -60,7 +63,9 @@
   \end{center}
 }
 
-\posterbox{name=fourth,column=1,row=2,span=1,rowspan=1}{
+\posterbox[%
+  before upper={\parindent0pt},
+  ]{name=fourth,column=1,row=2,span=1,rowspan=1}{
   \begin{center}
   \rotatebox{-90}{\noindent\begin{minipage}{.5\textheight}
     \begin{tabularx}{\linewidth}{X|LLL}
diff --git a/glossary.tex b/glossary.tex
index 19cfb7a39394d6fd5ed6d00fe19f710201cb1f21..1c6e56eb7045d0558a66f5753b6c14937d8d8776 100644
--- a/glossary.tex
+++ b/glossary.tex
@@ -133,195 +133,49 @@
   The attacker rolls \roll{Dexterity}{Martial Skill}, and the \glsentrytext{tn} equals 7 + the \glsentrytext{npc}'s \roll{Dexterity}{Martial Skill}},
 }
 
-\longnewglossaryentry{armour}{
-  name={Armour},
+\longnewglossaryentry{weapon}{
+  name={Weapons},
+  text={weapon},
   type={mech},
-  prefix={an\space},
+  prefix={a\space},
   nonumberlist,
   parent={combat},
-  description={%
-    provides \gls{dr}, but only when the \gls{covering} applies.
-    For armour with \gls{covering} 3:
-    \vspace{1em}
-    \noindent
-    \begin{minipage}{\linewidth}
-    \begin{description}
-      \item[Roll $\leq$ \gls{tn} $-$ your \gls{covering}]: opponent scores \pgls{vitalShot}, and ignores your \gls{dr}.
-      \item[Roll $<$ \gls{tn}]: opponent hits, but your \gls{dr} reduces Damage.
-      \item[Roll $>$ \gls{tn}]: you hit, but opponent's \gls{dr} reduces Damage.
-      \item[Roll $\geq$ \gls{tn} $+$ opponent's \gls{covering}]: you score \pgls{vitalShot}, and inflict full Damage.
-    \end{description}
-    \end{minipage}
-  },
+  description={add to Attack and Damage.
+  Smaller weapons only cost 1~\glsentrytext{ap} to use, while larger weapons cost more, but also have bigger Bonuses},
 }
 
-%%%%%%%%%% Acronyms
-
-\newacronym[
-  description={a brand GNU RPG},
-  name={BIND},
-  type={mech},
-  nonumberlist,
-]{bind}{BIND}{BIND Is Not DnD}
-
-\newacronym[
-  description={means the spell's total level},
-  text={spell level},
-  nonumberlist,
-  type={mech},
-]{lv}{Lv}{Spell Level}
-
-\newacronym[
-  description={is the universal way to measure time in \glsentrytext{fenestra}, where one \glsentrytext{cycle} equals three `years'},
-  name={Gnomish Machine Time (GMT)},
-  type={mech},
-  prefix={a\space},
-]{gmt}{GMT}{Gnomish Machine Time}
-
-\newacronym[
-  description={are the smallest unit of currency},
-  shortplural={cp},
-  name={Copper Pieces ({\scshape cp})},
-  type={mech},
-  longplural={copper pieces},
-  prefix={a\space},
-]{cp}{cp}{copper piece}
-
-\newacronym[
-  description={gets you 100 copper pieces},
-  name={Silver Pieces ({\scshape sp})},
-  type={mech},
-  sort={silver piece},
-  longplural={silver pieces},
-  shortplural={sp},
-  prefix={a\space},
-  ]{sp}{sp}{silver piece}
-
-\newacronym[
-  description={convert to ten silver, or a thousand copper pieces},
-  shortplural={gp},
-  longplural={gold pieces},
-  name={Gold Pieces ({\scshape gp})},
-  type={mech},
-  sort={Gold Piece},
-  prefix={a\space},
-]{gp}{gp}{Gold Piece}
-
-\newacronym[
-  description={measure how much luck the character has left, used solely to avoid Damage.
-  $\Glspl{fp} = \frac{Total~\glsfmtplural{xp}}{10} + Charisma$},
-  shortplural={FP},
-  prefix={an\space},
-  name={Fate Points (FP)},
-  type={mech},
-  ]{fp}{FP}{Fate Point}
-
-\newacronym[
-  description={provide linear, measure of a character's health and injury},
-  shortplural={HP},
-  prefix={an\space},
-  prefixfirst={a\space},
-  name={Health Points (HP)},
-  type={mech},
-  ]{hp}{HP}{Health Point}
-
-\newacronym[
-  description={measure how tired, hungry, and fed-up characters feel.
-  Characters can put up with a number of Exhaustion Points equal to their \glsentrytext{hp}, after which they receive penalties to act},
-  shortplural={EP},
-  prefix={an\space},
-  name={Exhaustion Points (EP)},
-  type={mech},
-  ]{ep}{EP}{Exhaustion Point}
-
-\newacronym[
-  description={means the number players need to roll on the dice to achieve a \emph{tie} with the task.
-  Rolling higher indicates they have their prize, rolling lower means some nasty outcome is upon them, and rolling a tie means both (or neither)},
-  shortplural={TNs},
-  type={mech},
-  prefix={a\space},
-  ]{tn}{TN}{Tie Number}
-
-\newacronym[
-  description={work as the ``battery power'' of a magic user, which allows them to power spells},
-  shortplural={MP},
-  name={Mana Points (MP)},
+\longnewglossaryentry{armour}{
+  name={Armour},
+  text={armour},
   type={mech},
   prefix={an\space},
-  prefixfirst={a\space},
-  ]{mp}{MP}{Mana Point}
-
-\newacronym[
-  description={measure how many actions someone can take in a round, based on how fast they can move and react.
-  Start with 3 AP, plus your speed; put that many coins on your character sheet, and spend them each time you take an action},
-  shortplural={AP},
-  name={Action Points (AP)},
-  type={mech},
+  nonumberlist,
   parent={combat},
-  prefix={an\space},
-  ]{ap}{AP}{Action Point}
+  description={protects characters by reducing Damage.
+  It takes effect before \glsentrytext{dr} applies},
+}
 
-\newacronym[
-  description={form an abstract measurement of how much valuable experience and learning characters have acquired.  PCs spend XP to buy Traits},
-  shortplural={XP},
-  prefix={an\space},
-  name={Experience Points (XP)},
+\longnewglossaryentry{swarm}{
+  name={Swarms},
+  text={swarm},
   type={mech},
-  nonumberlist,
-  ]{xp}{XP}{Experience Point}
-
-\newacronym[
-  description={give a rough estimate of a creature's combat abilities},
-  shortplural={CRs},
+  symbol={\Juno},
   prefix={a\space},
-  name={Creature Ratings (CR)},
-  type={mech},
   nonumberlist,
   parent={combat},
-  ]{cr}{CR}{Combat Rating}
-
-\newacronym[
-  description={-- one of the characters run by the people playing the game},
-  type={mech},
-  prefix={a\space},
-  ]{pc}{PC}{Player Character}
-
-\newacronym[
-  description={show magical shielding from the Force sphere},
-  shortplural={SP},
-  type={mech},
-  prefix={a\space},
-  ]{SP}{SP}{Shield Point}
-
-\newacronym[
-  description={represent armour of any type, or other states which help avoid Damage},
-  shortplural={DR},
-  parent={armour},
-  type={mech},
-  prefix={a\space},
-  ]{dr}{DR}{Damage Resistance}
-
-\newacronym[
-  description={ -- anyone in the world played by the \glsentrytext{gm} rather than a player},
-  prefix={an\space},
-  type={mech},
-  prefixfirst={a\space},
-  ]{npc}{NPC}{Non-Player Character}
+  description={
+    are myriad tiny creatures, acting as one.
+    They crawl over characters, and into gaps in armour.
 
-\newacronym[
-  description={books work a little like `print on demand', but it's faster, and cheaper, and if you don't like the paper-quality, you have only yourself to blame},
-  prefix={a\space},
-  type={mech},
-  ]{piy}{PiY}{Print it Yourself}
+    Swarms can cover a number of \glspl{step} equal to their \glsentrytext{hp}-total, or bunch up together, with 3~\glsentrytext{hp} per \gls{step}.
 
-\newacronym[
-  description={means that the file is for printing, not for reading on a screen},
-  prefix={a\space},
-  type={mech},
-  nonumberlist,
-  ]{pdf}{pdf}{Printable Document Format}
+    Attacking swarms is easy when there are so many targets.
+    The \glsentrytext{tn} to attack always reduces by 1 per \glsentrytext{hp} in the swarm, so when a swarm is listed with `{\scshape Att 12 - 8 \glsentrytext{hp}}', the \glsentrytext{tn} would be only 4; but if the swarm had only 1~\glsentrytext{hp} left, hitting it would require a roll at \glsentrytext{tn}~11.
+    However, swarms only take 1 Damage each per attack.
 
-%%%%%%%%%%%%%%%%%%%%%%%%
+    Swarms can split into smaller parts as a normal movement action.
+    Each part inflicts 1~Damage each \glsentrytext{round} to anyone on the same \gls{step}, as long as the swarm's \glsentrytext{hp} total comes to more than the target's \glsentrytext{covering}},
+}
 
 \longnewglossaryentry{gm}{
   prefix={a\space},
@@ -433,10 +287,10 @@ Set the darker die to `\dicef{6}' and roll the other.  If this roll fails, it fa
 \longnewglossaryentry{projectiles}{
   name={Projectiles},
   text={Projectiles},
+  plural={Projectiles},
   type={mech},
   prefix={a\space},
-  description={%
-    employs \roll{Dexterity}{Projectiles}, targets resist with \roll{Speed}{Vigilance}.
+  description={rolls use \roll{Dexterity}{Projectiles}, and targets resist with \roll{Speed}{Vigilance}.
 
     Every 5 \glspl{step}' distance adds +1 to the \glsentrytext{tn}.
     When \pgls{pc} hits the \gls{tn} precisely, they miss their first target, but hit another target behind (if any)},
@@ -458,7 +312,10 @@ Set the darker die to `\dicef{6}' and roll the other.  If this roll fails, it fa
   type={mech},
   parent={trait},
   first={\textit{Attribute}},
-  description={
+  description={show a character's basic aptitudes.
+    \par
+    \vspace{1em}
+    \noindent
     \begin{minipage}{\linewidth}
     \begin{description}
       \item[Strength:]
@@ -488,29 +345,29 @@ Set the darker die to `\dicef{6}' and roll the other.  If this roll fails, it fa
   Each Skill helps with many tasks, depending on the \glsentrytext{attribute} paired with},
   }
 
+\longnewglossaryentry{covering}{
+  name={Covering},
+  type={mech},
+  prefix={a\space},
+  nonumberlist,
+  parent={armour},
+  description={means how much \glsentrytext{armour} covers the body.
+  \Glsentrytext{armour} with `Covering 3' protects the torso and may have a helmet, while armour with `Covering 5' protects almost the entire body},
+}
+
 \longnewglossaryentry{vitalShot}{
-  name={A Vitals Shot},
+  name={Vitals Shots},
   text={Vitals Shot},
   sort={Vitals Shot},
   prefix={a\space},
   nonumberlist,
   type={mech},
   parent={armour},
-  description={means an attack which strikes between the gaps in armour (or other weak point) and deals full Damage, ignoring \glsentrytext{dr}.
-  See \glsentrytext{covering}},
-  }
+  description={are attacks which equal a target's \glsentrytext{tn} plus their \glsentrytext{armour}'s \glsentrytext{covering}; this lets the attack ignore the \glsentrytext{armour}'s \glsentrytext{dr}, and deal direct Damage.
 
-\longnewglossaryentry{covering}{
-  name={Covering},
-  type={mech},
-  prefix={a\space},
-  nonumberlist,
-  parent={armour},
-  description={shows how many steps of the dice armour covers.
-  A creature with \glsentrytext{dr} 5 means that they can subtract 5 from any Damage.
-  However, if the \glsentrytext{tn} to hit them is 10, with a Covering of 3, then their armour protects only 3 steps of the dice (`10, 11, and 12').
-  Rolling 3 steps over their \glsentrytext{tn} (\glsentrytext{tn} $10 + 3 = 13$) means the attack ignores armour, making it \pgls{vitalShot}},
-}
+  If a player needs to roll at \glsentrytext{tn}~10 to hit an opponent with `\glsentrytext{covering}~3', then they need to roll `13' to make a Vitals Shot.
+  This applies symmetrically; if the \glsentrytext{pc}'s armour has `\glsentrytext{covering}~5', and they miss by 5, then their opponent scores a Vitals Shot, and their armour counts for nothing, and does not provide any \glsentrytext{dr}},
+  }
 
 \longnewglossaryentry{weight}{
   name={Weight Rating},
@@ -533,6 +390,175 @@ Set the darker die to `\dicef{6}' and roll the other.  If this roll fails, it fa
   Players introduce new characters as allies by spending \glsfmtplural{storypoint}, then once their character dies, they take their next \glsentrytext{pc} from the pool},
 }
 
+%%%%%%%%%% Acronyms
+
+\newacronym[
+  description={a brand GNU RPG},
+  name={BIND},
+  type={mech},
+  nonumberlist,
+]{bind}{BIND}{BIND Is Not DnD}
+
+\newacronym[
+  description={means the spell's total level},
+  text={spell level},
+  nonumberlist,
+  type={mech},
+]{lv}{Lv}{Spell Level}
+
+\newacronym[
+  description={is the universal way to measure time in \glsentrytext{fenestra}, where one \glsentrytext{cycle} equals three `years'},
+  name={Gnomish Machine Time (GMT)},
+  type={mech},
+  prefix={a\space},
+]{gmt}{GMT}{Gnomish Machine Time}
+
+\newacronym[
+  description={are the smallest unit of currency},
+  shortplural={cp},
+  name={Copper Pieces ({\scshape cp})},
+  type={mech},
+  longplural={copper pieces},
+  prefix={a\space},
+]{cp}{cp}{copper piece}
+
+\newacronym[
+  description={gets you 100 copper pieces},
+  name={Silver Pieces ({\scshape sp})},
+  type={mech},
+  sort={silver piece},
+  longplural={silver pieces},
+  shortplural={sp},
+  prefix={a\space},
+  ]{sp}{sp}{silver piece}
+
+\newacronym[
+  description={convert to ten silver, or a thousand copper pieces},
+  shortplural={gp},
+  longplural={gold pieces},
+  name={Gold Pieces ({\scshape gp})},
+  type={mech},
+  sort={Gold Piece},
+  prefix={a\space},
+]{gp}{gp}{Gold Piece}
+
+\newacronym[
+  description={measure how much luck the character has left, used solely to avoid Damage.
+  $\Glspl{fp} = \frac{Total~\glsfmtplural{xp}}{10} + Charisma$},
+  shortplural={FP},
+  prefix={an\space},
+  name={Fate Points (FP)},
+  type={mech},
+  ]{fp}{FP}{Fate Point}
+
+\newacronym[
+  description={provide linear, measure of a character's health and injury},
+  shortplural={HP},
+  prefix={an\space},
+  prefixfirst={a\space},
+  name={Health Points (HP)},
+  type={mech},
+  ]{hp}{HP}{Health Point}
+
+\newacronym[
+  description={measure how tired, hungry, and fed-up characters feel.
+  Characters can put up with a number of Exhaustion Points equal to their \glsentrytext{hp}, after which they receive penalties to act},
+  shortplural={EP},
+  prefix={an\space},
+  name={Exhaustion Points (EP)},
+  type={mech},
+  ]{ep}{EP}{Exhaustion Point}
+
+\newacronym[
+  description={means the number players need to roll on the dice to achieve a \emph{tie} with the task.
+  Rolling higher indicates they have their prize, rolling lower means some nasty outcome is upon them, and rolling a tie means both (or neither)},
+  shortplural={TNs},
+  type={mech},
+  prefix={a\space},
+  ]{tn}{TN}{Tie Number}
+
+\newacronym[
+  description={work as the ``battery power'' of a magic user, which allows them to power spells},
+  shortplural={MP},
+  name={Mana Points (MP)},
+  type={mech},
+  prefix={an\space},
+  prefixfirst={a\space},
+  ]{mp}{MP}{Mana Point}
+
+\newacronym[
+  description={measure how many actions someone can take in a round, based on how fast they can move and react.
+  Start with 3 AP, plus your speed; put that many coins on your character sheet, and spend them each time you take an action},
+  shortplural={AP},
+  name={Action Points (AP)},
+  type={mech},
+  parent={combat},
+  prefix={an\space},
+  ]{ap}{AP}{Action Point}
+
+\newacronym[
+  description={form an abstract measurement of how much valuable experience and learning characters have acquired.  PCs spend XP to buy Traits},
+  shortplural={XP},
+  prefix={an\space},
+  name={Experience Points (XP)},
+  type={mech},
+  nonumberlist,
+  ]{xp}{XP}{Experience Point}
+
+\newacronym[
+  description={give a rough estimate of a creature's combat abilities},
+  shortplural={CRs},
+  prefix={a\space},
+  name={Creature Ratings (CR)},
+  type={mech},
+  nonumberlist,
+  parent={combat},
+  ]{cr}{CR}{Combat Rating}
+
+\newacronym[
+  description={-- one of the characters run by the people playing the game},
+  type={mech},
+  prefix={a\space},
+  ]{pc}{PC}{Player Character}
+
+\newacronym[
+  description={show magical shielding from the Force sphere},
+  shortplural={SP},
+  type={mech},
+  prefix={a\space},
+  ]{SP}{SP}{Shield Point}
+
+\newacronym[
+  description={represent armour of any type, or other states which help avoid Damage},
+  shortplural={DR},
+  parent={armour},
+  type={mech},
+  prefix={a\space},
+  ]{dr}{DR}{Damage Resistance}
+
+\newacronym[
+  description={ -- anyone in the world played by the \glsentrytext{gm} rather than a player},
+  prefix={an\space},
+  type={mech},
+  prefixfirst={a\space},
+  ]{npc}{NPC}{Non-Player Character}
+
+\newacronym[
+  description={books work a little like `print on demand', but it's faster, and cheaper, and if you don't like the paper-quality, you have only yourself to blame},
+  prefix={a\space},
+  type={mech},
+  ]{piy}{PiY}{Print it Yourself}
+
+\newacronym[
+  description={means that the file is for printing, not for reading on a screen},
+  prefix={a\space},
+  type={mech},
+  nonumberlist,
+  ]{pdf}{pdf}{Printable Document Format}
+
+%%%%%%%%%%%%%%%%%%%%%%%%
+
+
 %%%%%%%%%%%%%%%%
 
 \longnewglossaryentry{ainumar}{
@@ -608,7 +634,15 @@ Set the darker die to `\dicef{6}' and roll the other.  If this roll fails, it fa
   parent={alchemy},
   description={are the basic sentence-formulae which define spells.
   They consist of one to five `descriptors', one action, and a target.
-  For example, `{\sffamily Distant, Wax Air}' spells encourage air at a distance},
+  For example, `{\sffamily Distant, Wax Air}' spells encourage air at a distance.
+
+  Each Invocation endures until it burns through itself, or something destroys it.
+  To stop a Fire Invocation, someone must put the fire out, and if \glsentrytext{witchcraft} makes antlers grow on someone's head, the only way to `dispel' them is with a boning knife.
+
+  When Invocations have a long range, then the range cannot be reduce.
+  If an Invocation targets someone at
+  \setcounter{spellCost}{4}\setRange%
+  \spellRange, it will find the nearest target at that distance},
 }
 
 \longnewglossaryentry{talisman}{
@@ -680,7 +714,15 @@ Set the darker die to `\dicef{6}' and roll the other.  If this roll fails, it fa
   text={Witchcraft},
   prefix={a\space},
   parent={alchemy},
-  description={is real magic, involving skill rather than relying on a recipe},
+  description={is real magic, involving skill rather than relying on a recipe\ldots or any understanding of \glsentrytext{alchemy}.
+  The caster can learn any \glsentrytext{invocation} in time, as long as they their level in each \glsentrytext{sphere} at least equals the \glsentrytext{invocation}'s requirements.
+
+  To employ Witchcraft, the caster speaks to an element, and the player spends one \glsentrytext{mp} for each level of the spell, then rolls \roll{Charisma}{} the lowest \glsentrytext{sphere} the \glsentrytext{invocation} requires (\glsentrytext{tn} depends on the \glsentrytext{invocation}).
+  The \glsentrytext{witch} selects the first target, but any large \glsentrytext{invocation} forks across the remaining targets like lightning, affecting the closes first.
+
+  When `overpsending' on the \glsentrytext{invocation}, the \glsentrytext{witch} gains 1~\glsentrytext{ep} for each \glsentrytext{mp} they lack.
+
+  \Glsentrytext{invocation} attacks work like any Martial \glsentrytext{skill} -- the caster rolls against \glsentrytext{tn} 7 plus the \glsentrytext{npc}'s \roll{Dexterity}{Combat}},
 }
 
 \longnewglossaryentry{deep}{
@@ -1321,14 +1363,6 @@ Set the darker die to `\dicef{6}' and roll the other.  If this roll fails, it fa
   description={Animal},
 }
 
-\newglossaryentry{Sw}{
-  type=symbols,
-  sort=TS,
-  nonumberlist,
-  name={\Juno},
-  description={Swarm},
-}
-
 % Guild Symbols
 
 \newglossaryentry{poison}{
@@ -1501,7 +1535,7 @@ Set the darker die to `\dicef{6}' and roll the other.  If this roll fails, it fa
 \newcommand{\E}{\gls{E}} % sentient
 \newcommand{\A}{\gls{A}} % creature
 \newcommand{\Pl}{\gls{plant}} % plant
-\newcommand{\Sw}{\gls{Sw}} % swarm
+\newcommand{\Sw}{\glssymbol{swarm}} % swarm
 \newcommand{\N}{\gls{N}} % nura
 \newcommand{\R}{\gls{R}} % morph
 \newcommand{\D}{\gls{D}} % undead
diff --git a/rules/charts.tex b/rules/charts.tex
index 31e9ff2d25114e4619af786654486fb334c2a76d..713abeb8af61768c47a089fbc0fb42e865972e42 100644
--- a/rules/charts.tex
+++ b/rules/charts.tex
@@ -60,7 +60,7 @@
 \newcommand{\commonWeaponsChart}{
   \begin{boxtable}[lYYYY]
 
-  \textbf{\small Name} & \textbf{\small Attack Bonus} & \textbf{\small Damage Bonus} & \textbf{\Glsfmtshort{ap} \small Cost} & \textbf{\Gls{weight}} \\\hline
+  \textbf{\small Name} & \textbf{\small Att Bonus} & \textbf{\small Dam Bonus} & \textbf{\Glsfmtshort{ap} \small Cost} & \textbf{\Gls{weight}} \\\hline
 
   \showWeapon{\Dagger} \\