THE ATTACKER The Militarum Tempestus Scions. The whole gang begins in reserve and grav-chute drops onto a key target, guts it, and extracts before the defender can answer.
THE DEFENDER The opposing gang, dug in around a high-value objective it did not expect to be struck from above.
BATTLEFIELD Set a single high-value objective at the centre of the table, with the defender's positions and terrain arranged around it.
DEPLOYMENT The defender deploys as normal, around the central objective. The entire Tempestus gang begins in reserve; from the first round onward its fighters may grav-chute in as an Aerial Insertion, each placed anywhere more than 6" from an enemy.
THE OBJECTIVE The Tempestus must take the central objective — holding it, or putting its defenders Out of Action — and then extract fighters off the board edge. The defender must hold the objective and stop the strike from getting away.
ENDING THE BATTLE The battle ends when the Tempestus has extracted its survivors, when it bottles out, or when the defender has driven off or destroyed the strike.
VICTORY The Tempestus wins if it controls or destroys the objective and extracts at least half its fighters as survivors. The defender wins if the objective still stands uncontested at the battle's end, or if the strike fails to extract.
REWARDS The Tempestus gains reputation for the objective gutted, with a bonus for every fighter extracted as a survivor. The defender gains reputation scaled to how many Scions it pins down or takes Out of Action before they can escape.
CONTROL TRACK A Tempestus success is a decapitation, not an occupation: the strike does not hold the district, but a clean result strips the defender's claim on it. A defender hold locks that claim outright.
TACTICS For the Tempestus, this is the pure expression of the drop: place the insertion, gut the target, and be gone. For the defender, the answer is to punish the landing — a strike caught in the open the round it arrives can be broken before it strikes.