| 11 | Aerial Insertion. Play this tactic before the battle begins. Up to three additional friendly fighters that would otherwise deploy normally may instead begin in reserve and grav-chute in as an Aerial Insertion, dropping from the first round more than 6" from any enemy. The strike commits deeper to the drop than the enemy prepared for. | Pre-battle |
| 12 | Mark The Kill. Play at the start of any round. Choose one enemy fighter in line of sight of a friendly officer; until the end of the round, the first friendly hot-shot attack against that fighter treats it as having no cover. The mark is called before a shot is fired. | Start of round |
| 13 | Bring It Down. Play in any round when a friendly fighter shoots a target with more than one Wound on its profile, or a vehicle. That attack gains +1 to its Damage. The strike focuses everything it has on bringing the hardest thing on the field down. | Any round |
| 14 | Surgical Strike. Play as a Reaction when a friendly fighter that arrived from reserve this round makes its first shooting attack. That attack may be resolved as though the fighter had Aimed, even if it did not. The blade goes in exactly where it was aimed. | Reaction |
| 15 | Take Aim. Play in any round when a friendly fighter makes a ranged attack after Aiming. That attack ignores the target's cover bonus to its save. The Scion has time, and takes it. | Any round |
| 16 | Precise Placement. Play before the battle begins, after deployment zones are set. One friendly fighter deploying from reserve this battle may be placed up to 3" closer to an enemy than the drop normally allows, though never within 3". The insertion is walked in tighter than doctrine permits. | Pre-battle |
| 21 | Drop And Gut. Play as a Reaction when a friendly fighter arrives from reserve within 6" of an enemy. That fighter may immediately make a free shooting attack with a hot-shot weapon before the enemy can react. It lands already firing. | Reaction |
| 22 | Carapace Discipline. Play in any round when a friendly Scion would suffer a Flesh Wound from a ranged hit. Roll a D6; on a 4+, the carapace turns the blow and the Flesh Wound is ignored. The Progenium's plate holds where a lesser fighter's would not. | Any round |
| 23 | Cold Nerve. Play at the start of any round. Until the end of the round, friendly fighters within 6" of a friendly officer automatically pass Nerve tests. The storm-troopers do not flinch. | Start of round |
| 24 | Mark Target Relay. Play in any round when a friendly officer issues 'Mark Target!'. The Order may be relayed to a second friendly fighter within 6" of the first, so two guns fire on the same painted kill. The mark passes down the squad. | Any round |
| 25 | Hot Shot Overcharge. Play in any round when a friendly fighter makes a ranged attack with a hot-shot weapon. That attack gains a further -1 AP, the charge-pack pushed past its safe rating. Should the attack miss, the weapon cannot be fired again until it is Reloaded — the overcharge burns the cell dry. | Any round |
| 26 | Scalpel Not Hammer. Play at the start of any round. Choose one enemy fighter; until the end of the round, friendly fighters gain +1 to Hit against that fighter and -1 to Hit against every other enemy. The strike commits to one kill and ignores the rest. | Start of round |
| 31 | Clean Extraction. Play at the end of any round. One friendly fighter within 3" of a board edge that is Standing may immediately move into reserve, removed from the table as though extracted. It has done its work and is gone before the answer comes. | End of round |
| 32 | Vantage Drop. Play before the battle begins. One friendly fighter deploying from reserve may be placed on any terrain feature at least 3" tall, regardless of the usual placement rules, so long as it is more than 6" from an enemy. The Scion drops straight onto the high ground. | Pre-battle |
| 33 | Designated Marksman. Play in any round. Nominate one friendly Scion; until the end of the battle, that fighter may re-roll a single failed Hit each round with a hot-shot weapon. The squad's best shot is given the room to work. | Any round |
| 34 | Storm Of Las. Play at the start of any round. Until the end of the round, friendly fighters firing hot-shot weapons on Rapid Fire count their target as one point of Toughness lower. The volume of armour-piercing las is simply too much to weather. | Start of round |
| 35 | Preysight Lock. Play as a Reaction when a friendly fighter with a target-designator Aims at an enemy. Until the start of your next round, every friendly hot-shot attack against that enemy gains +1 to Hit. The mark is locked and shared. | Reaction |
| 36 | No Cover For You. Play in any round when a friendly fighter shoots an enemy in cover. That attack ignores the enemy's cover entirely, treating it as standing in the open. The strike drops where the cover does not reach. | Any round |
| 41 | Insertion Feint. Play before the battle begins, after both gangs have declared their reserves. You may re-declare which of your fighters begin in reserve, feinting one drop to mask another. The enemy braces for a landing that does not come. | Pre-battle |
| 42 | Plasma Focus. Play in any round when a friendly fighter fires a plasma weapon. That attack may be fired at its maximal setting without the risk of overheating for this shot alone. The specialist pushes the coils and trusts the drill. | Any round |
| 43 | Melta Breach. Play as a Reaction when a friendly fighter with a meltagun ends its move within short range of an enemy vehicle or barricade. It may immediately make a free shooting attack against it. The breach is burned open on the way in. | Reaction |
| 44 | Disciplined Withdrawal. Play at the end of any round. One friendly fighter may make a free move of up to 3" directly away from the nearest enemy, provided it ends the move in cover or out of line of sight. The strike gives ground on its own terms, never in a rout. | End of round |
| 45 | Second Strike. Play in any round when a friendly fighter that has already shot this round is activated again by an Order. It may fire a second time at -1 to Hit. The officer wrings one more shot from a gun that has already spoken. | Any round |
| 46 | Painted For The Drop. Play at the start of any round. Choose one enemy fighter; until the end of the round it is painted, and any friendly fighter arriving from reserve this round may target it ignoring cover. The mark is set for the insertion to answer. | Start of round |
| 51 | Armour Of The Schola. Play in any round when a friendly officer would be reduced to no Wounds by a ranged hit. Its Schola refractor field is given a re-roll on its invulnerable save against that hit. The Progenium's best does not fall cheaply. | Any round |
| 52 | Silent Insertion. Play before the battle begins. Fighters your gang deploys from reserve this battle do not trigger enemy reactions or overwatch on the round they arrive. The drop comes down before the enemy hears it. | Pre-battle |
| 53 | Command Override. Play as a Reaction when a friendly officer is within 6" of a friendly fighter that has just failed a Nerve or Cool test. The officer overrides the failure and the test is passed. The Voice of Command brooks no hesitation. | Reaction |
| 54 | Elite Reserves. Play in the post-battle sequence. One Scion Aspirant that fought in the battle and survived gains a bonus experience point toward its promotion to a full Tempestus Scion. The Schola marks a cadet ready for greater trust. | Post-battle / campaign |
| 55 | Hot Shot Fusillade. Play at the start of any round. Until the end of the round, friendly fighters may fire hot-shot Basic weapons as though they had the Rapid Fire (1) trait. The line pours out everything its charge-packs will give. | Start of round |
| 56 | Drop Zone Control. Play in any round while a friendly fighter is within 3" of a Drop Zone terrain feature or an objective it controls. Until the end of the round, friendly fighters may arrive from reserve within 3" of that point rather than the usual distance. The corridor belongs to the strike. | Any round |
| 61 | Mark And Melt. Play as a Reaction when a friendly fighter fires a meltagun at a target that has been marked this round. That attack gains +1 to its Damage. The mark is called, the breach is burned, and nothing behind the armour survives. | Reaction |
| 62 | Aspirants Blooding. Play in any round when a friendly Scion Aspirant takes an enemy Out of Action. That Aspirant immediately gains a bonus experience point. The cadet is blooded, and the Schola takes note. | Any round |
| 63 | Surgical Retreat. Play at the end of any round. Up to two friendly fighters within 6" of a board edge may move into reserve, extracted from the field. The strike breaks contact clean, ready to drop again elsewhere. | End of round |
| 64 | Cold Precision. Play at the start of any round. Until the end of the round, friendly fighters do not suffer the -1 to Hit penalty for firing at long range with hot-shot weapons. The Scions steady, and the distance stops mattering. | Start of round |
| 65 | Break Their Armour. Play in any round when a friendly fighter hits an enemy with a hot-shot weapon. Until the end of the battle, that enemy suffers a further -1 to its save against hot-shot attacks, its plate cracked and worked open. The armour, once broken, stays broken. | Any round |
| 66 | The Scholas Finest. Play before the battle begins. If your gang fields no Conscripts and no hired guns — only Scions of the Schola — one fighter of your choice gains +1 to a single characteristic check of its choosing for the whole battle. The finest fight best when they fight alone. | Pre-battle |