Six stratagems, and the detachment's identity is split between making you faster and making you harder to hit.
Honour the Prince (1 CP) is Quicksilver Grace taken to its conclusion. Target an Emperor's Children INFANTRY unit that has not moved: until the end of the phase, if it Advances, do not make an Advance roll at all; instead add a flat +6 inches to its Move. Rather than re-rolling a bad Advance, you stop rolling. On a unit that must reach a specific point this turn, that is the difference between a plan and a hope.
Dark Vigour (1 CP) fires in your opponent's Movement phase, just after an enemy unit ends a move, and lets an Emperor's Children unit within 8 inches, excluding BEASTS and VEHICLES, make a Normal move of up to 6 inches. This stratagem's Target section is the entry Faction Pack v1.2 amends by name for this detachment, changing 9 inches to 8 inches, so the trigger range is one inch tighter than an older guide will tell you. That is exactly the sort of change that turns a reliable reaction into a failed one.
Cruel Raiders (1 CP) removes an Emperor's Children unit wholly within 9 inches of a battlefield edge, and not within 3 inches horizontally of an enemy, into Strategic Reserves. The Reconnaissance disposition made literal: a unit that has done its job leaves and comes back somewhere more useful.
Capricious Reactions (1 CP) and Combat Stimms (2 CP) are the defensive pair. Capricious Reactions subtracts 1 from hit rolls against your unit in your opponent's Shooting phase; Combat Stimms subtracts 1 from wound rolls against an INFANTRY unit in the Fight phase. Reach for the cheaper one first; save the 2 CP for the counter-charge that would otherwise kill a squad outright.
Violent Excess (1 CP) gives an Emperor's Children unit's melee weapons [SUSTAINED HITS 1] until the end of the phase, and names no keyword beyond the faction, which makes it the detachment's flat damage option for whichever unit needs it most.