diff --git a/public_html/card_concepts.csv b/public_html/card_concepts.csv
index 4a55bcd..775862e 100644
--- a/public_html/card_concepts.csv
+++ b/public_html/card_concepts.csv
@@ -1,11 +1,9 @@
Card Name;Cost;Type;Effect / Reminder Text;Power;Durability
EMP Blast;;Command;Destroy all towers (including mecha towers).;;
-Radio Silence;;Command;Destroy all towers (including mecha towers). Each player reveals their hands and discards all towers (including mecha towers).;;
-Cruiser;2;Mecha;Haste (this mecha can move and attack on the same turn it's played).;2;2
-Cruise Missle;1;Mecha;After this mecha attacks, destroy it.;4;1
Drone Strike;;Trigger Command;Deal 2 damage to any target unit (including radio towers).;;
Sabotage;;Command;Sacrifice a tower you control. Destroy one target mecha.;;
Heavy Fire;;Command;Remove all Armour counters from target mecha.;;
-Preparations;;Command;You may start the game with this card in your hand. Destroy one target mecha.;;
Reparations;;Command;If a mecha you control is destroyed, destroy one target mecha.;;
Mortar Rain;;Command;Destroy one target Mecha.;;
+Preparations;;Command;You may start the game with this card in your hand. Destroy one target mecha.;;
+Radio Silence;;Command;Destroy all towers (including mecha towers). Each player reveals their hands and discards all towers (including mecha towers).;;
diff --git a/public_html/cards.csv b/public_html/cards.csv
index f871981..d2b64cc 100644
--- a/public_html/cards.csv
+++ b/public_html/cards.csv
@@ -16,11 +16,16 @@ Jager;6;Mecha;Armour 3 (This unit enters the battlefield with three Armour count
Insect Drone;2;Mecha;Flight (This unit can't be attacked except by units with flight or reach).;1;1
Wasp Drone;3;Mecha;Flight (This unit can't be attacked except by units with flight or reach). When this mecha attacks, the target can't attack next turn.;1;1
Magpie Drone;3;Mecha;Flight (This unit can't be attacked except by units with flight or reach). When this mecha attacks, the target must move next turn if possible.;1;1
-Attack Orders;;Command;One mecha you control can attack an extra time this turn.;;
-Marching Orders;;Command;One mecha you control can move an extra space this turn.;;
-Ramp Orders;;Command;One mecha you control gains Reach this turn (That unit may attack units with flight).;;
-Virus;;Command;Sacrifice a Tower you control. If you do, one mecha an opponent controls can't attack this turn.;;
-Tunnel Warfare;;Command;Discard another card from your hand. If you do, any one mecha you control can move an extra space this turn.;;
+Attack Orders;;Command;One target mecha you control can attack an extra time this turn.;;
+Marching Orders;;Command;One target mecha you control can move an extra space this turn.;;
+Ramp Orders;;Command;One target mecha you control gains Reach this turn (That unit may attack units with flight).;;
+Virus;;Command;Sacrifice a Tower you control. If you do, one target mecha an opponent controls can't attack this turn.;;
+Tunnel Warfare;;Command;Discard another card from your hand. If you do, one target mecha you control can move an extra space this turn.;;
Road Works;;Command;Play this card on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your main phase, if there are no time counters on this card, neighbouring mechas gain Speed 3 this turn (those unit may move up to three spaces this turn).;;
Espionage;;Command;Look at one target player's hand, then draw a card.;;
-Ironhide;;Command;Put two Armour counters on one target mecha in your entry zone (If a unit would take damage while it has any Armour counters, prevent that damage and remove an Armour counter).;;
+Ironhide;;Command;Put two Armour counters on one target mecha you control in your entry zone (If a unit would take damage while it has any Armour counters, prevent that damage and remove an Armour counter).;;
+Skipper;2;Mecha;Haste (this mecha can move and attack on the same turn it's played).;2;2
+Cruiser;3;Mecha;Haste (this mecha can move and attack on the same turn it's played).;3;3
+Corvette;4;Mecha;Haste (this mecha can move and attack on the same turn it's played).;4;4
+Cruise Missle;1;Mecha;Haste (this mecha can move and attack on the same turn it's played). After this mecha attacks, destroy it.;4;1
+Preparations;;Command;One target mecha you control gains haste this turn (that mecha can move and attack as normal if you played it this turn).;;
diff --git a/public_html/rules.md b/public_html/rules.md
index d8a32bf..e1ef6db 100644
--- a/public_html/rules.md
+++ b/public_html/rules.md
@@ -13,7 +13,7 @@ Mechas are cards which act as playing pieces. A mecha card has three numbers dow
Command cards are cards with miscellaneous abilities, and they can be played at any time, before being placed in the discard pile. Some commands may have unique requirements, such as being placed on the battlefield. If this is the case, they can occupy the same space as a unit, and they do not count as a unit.
-When combat between mechas is initiated, the attacker's power is subtracted from the defender's durability. When a mecha's durability reaches zero, it is destroyed and discarded. A unit cannot move or attack in the same turn it was played.
+When combat between mechas is initiated, the attacker's power is subtracted from the defender's durability. When a mecha's durability reaches zero, it is destroyed and discarded. A unit cannot move or attack in the same turn it was played, unless it has haste.
Phases of a Turn
===
@@ -78,6 +78,11 @@ Range X
Range represents the distance that a unit can attack. Normally, a unit can only attack neighbouring units, but an attacker with Range can attack up to X spaces away. When counting spaces for Range, count in orthogonal directions only; therefore attacking one space diagonally requires Range 2. Range allows a mecha to fire "over the top of" friendly units, but not enemy units; do this by ignoring friendly units when counting the distance to a target.
+Haste
+---
+
+A unit with haste can move and attack on the same turn that it was played.
+
Provide Xu
---