Imperial Agents: Imperialis Fleet Detachment Guide (11th Edition)
The void-crew horde β swarms of Armsmen and Voidsmen backed by turn-swinging target-selection tricks.
SprueSentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly β always confirm against the current official rules and your latest dataslate before a game.
Imperialis Fleet is the Imperial Agents detachment that historically made the most sense as a standalone army: a body-heavy list of Voidsmen, Armsmen and Navis personnel that plays the objective game and manipulates priority targets each turn. In our view it is the 'real army' of the five β the one build where Imperial Agents feel like a horde rather than a bag of characters. It rewards good screening and knowing exactly which enemy unit or objective to spike each Command phase. This is SprueSentry commentary; the exact rule wordings, ranges and points live in the official faction pack and the 40k app, and shift with dataslates.
Detachment rule in brief
The signature mechanic gives you a choice each Command phase between an offensive and a defensive stance, applied to a nominated target. Reviewers describe an 'Eliminate at All Costs' option that improves your units' hit rolls against a chosen enemy unit, and an 'Acquire at All Costs' option that boosts leadership and objective control (and defensive value) for your units near a chosen objective. In short: buff your killing on the target that matters, or lock down the objective that matters, one per turn. Treat the precise numbers as general β verify them in the current pack before relying on them.
Why you'd play it
Imperialis Fleet is the detachment for players who want Imperial Agents to be an army rather than an allied garnish. The cheap infantry give you real board presence β bodies to screen, to hold objectives, and to soak fire β which the character-heavy Ordo detachments lack. The turn-by-turn choice between offence and objective control is genuinely flexible: you react to where the game is being decided. If you like grindy, positional, objective-first 40k rather than alpha-strike firepower, this is your engine.
Key pieces and support
Build around massed Voidsmen/Armsmen units as your scoring and screening spine, then add a couple of harder tools: a Vindicare for character removal and an Inquisitor for utility and anti-psyker cover. Enhancements historically let units infiltrate or arrive from reserves aggressively, so you can pressure the enemy deployment zone rather than sitting back. Characters that hand out re-rolls or resilience help the fragile infantry punch and survive above their weight. Confirm which units and enhancements are legal in the current 11th-edition pack.
How to play it
Screen aggressively in your deployment, then use the each-turn stance choice to dictate tempo: take the objective-control stance when you need to flip or hold a point, and the offensive stance on the turn you want to delete a priority threat. Keep your Assassin and any reserve/infiltrate units in hand until the enemy commits, then reposition to punish. Don't over-extend the cheap bodies into melee they can't win β their job is to occupy space and score, letting your few killers do the work at the decisive moment.
Common questions
Is Imperialis Fleet the best standalone Imperial Agents detachment?
For a pure army, it is usually the most functional choice because it gives you a body of cheap infantry to screen and score, which the other four detachments lack. Reviewers still rate the standalone faction as awkward overall, but if you're set on playing Imperial Agents alone, this is the detachment most likely to hold together. Check the current pack for any balance changes.
What's the each-turn choice this detachment offers?
You pick one stance per Command phase and apply it to a nominated target: an offensive option that helps you hit a chosen enemy unit, or an objective-control option that boosts your units around a chosen objective. It's a flexible, reactive rule β you buff whatever matters most that turn. The exact bonuses are numbers you should confirm in the app rather than assume.
Does it work as an allied contingent too?
The individual Fleet units can be borrowed via Assigned Agents, but you only get the detachment's stance rule if you actually run the Imperialis Fleet detachment as your force. As a small ally, you'd typically take a few Armsmen as cheap objective-holders rather than for the detachment rule. See the [Imperial Agents army guide](/40k/armies/imperial-agents/guide).
- Imperial Agents Faction Pack (v1.2) β official 11th Edition rules PDF
- New40k β Download new Imperial Faction Packs today (Warhammer Community)
- 11th Edition Faction Pack Review: Imperial Agents (Goonhammer / Tabletop Battles)
- 7 Warhammer 40k Imperial Faction Packs Arrive With New Detachments + Rules (Spikey Bits)
- Starting an Imperial Agents Army (Warhammer Community)
Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β original commentary, not Games Workshop rules text.