Six stratagems, and the whole suite is about getting in and out of vehicles at times you normally could not.
On to the Next (1 CP) is the other entry Faction Pack v1.2 rewrites by name. At the end of the Fight phase, a unit that destroyed an enemy unit this phase and is wholly within 6 inches of a friendly transport it can embark within can embark, and crucially it can do so in a turn it already disembarked from a transport. That last clause is the substance of the rewrite: it turns the stratagem from a repositioning tool into a full cycle, where a unit gets out, kills something, and gets back in before the counter-attack lands.
Ceaseless Onslaught (1 CP) is what makes a moving transport into an assault vehicle: a unit that disembarked from a transport which made a Normal move this turn is eligible to declare a charge. Without it, a disembarking unit is usually stuck.
Reactive Disembarkation (1 CP) fires just after an enemy selects your transport as a target: one embarked unit disembarks and can be set up anywhere wholly within 6 inches of the transport. Getting the passengers out before the vehicle is destroyed rather than after is the difference between losing a transport and losing a transport plus its cargo.
Advance and Claim (1 CP) is the scoring tool and the one unit-specific stratagem: a transport with one or more TORMENTORS units embarked, excluding Battle-shocked units, locks an objective marker you control under your control until your opponent's Level of Control exceeds yours at the end of a phase. Note it names Tormentors and no other Battleline unit.
Dynamic Breakthrough (1 CP) lets a VEHICLE unit move through enemy models, excluding Monsters and Vehicles, without ending in Engagement Range. Outflanking Strike (1 CP) removes one transport, or up to two Dedicated Transports, wholly within 9 inches of a battlefield edge into Strategic Reserves; the two-for-one clause on Dedicated Transports is unusual and worth planning a redeploy around.