What changed for Imperial Agents in 11th edition
11th edition gave the Agents of the Imperium one of the calmest transitions in the game. Not a single existing unit was repriced; every point cost from the end of 10th carried straight over, and the only real change is three new characters joining the roster. If you run Agents, either as their own force or as an allied element in another Imperial army, this is a hold-the-line update: nothing you already own got more expensive or cheaper.
Summary
- 9 units repriced, 3 new, 17 unchanged
- Biggest drop: Grey Knights Terminator Squad (-15)
- Biggest rise: Deathwatch Kill Team (+15)
- Detachment Points: 2 / 3 / 3 at Incursion / Strike Force / Onslaught
Detachments
No Agents detachments were added or removed; the 10th-edition options all carry over untouched. What did change is that running one costs something. Detachment Points are deducted from your army total, and the fee tracks the game size: at Incursion that is 2, at Strike Force 3, at Onslaught 4. Since Agents so often ride along inside another faction's list as allies, this fee is the one army-building number to note here. Budget for it before you slot your units in.
None removed.
| Detachment | DP | |
|---|---|---|
| Ordo Xenos Alien Hunters | 2 | |
| Ordo Hereticus Purgation Force | 2 | |
| Ordo Malleus Daemon Hunters | 2 | |
| Imperialis Fleet | 2 | |
| Veiled Blade Elimination Force | 1 |
Points changes
The story on the units themselves is short: zero were repriced. No increases, no decreases, total points stability across the board. The only additions are three new characters that did not exist in 10th: the Deathwatch Agent, the Enthroned Agent and the Martial Agent. If you built an Agents force at the end of 10th, its cost is identical in 11th; the new characters simply give you three more options to spend into.
| Unit | Role | 10th | 11th | Δ | Notes |
|---|---|---|---|---|---|
| Deathwatch Kill Team | Battleline | 5: 100 10: 190 10: 200 | 5: 115 6: 220 | +15 +30 | |
| Grey Knights Terminator Squad | Infantry | 5: 190 5: 210 | 175 | -15 | |
| Aquila Kill Team | Battleline | 5: 100 10: 200 | 110 | +10 | |
| Eversor Assassin | Characters | 1: 110 1: 120 | 100 | -10 | |
| Imperial Rhino | Transports | 75 | 65 | -10 | |
| Inquisitorial Chimera | Transports | 70 | 60 | -10 | |
| Sisters of Battle Immolator | Transports | 1: 100 1: 115 | 90 | -10 | |
| Watch Captain Artemis | Characters | 65 | 75 | +10 | |
| Watch Master | Characters | 1: 95 1: 105 | 105 | +10 | |
| Deathwatch Agent | Characters | — | 105 | — | New in 11th |
| Enthroned Agent | Characters | — | 120 | — | New in 11th |
| Martial Agent | Characters | — | 60 | — | New in 11th |
| Callidus Assassin | Characters | 100 | 100 | — | |
| Corvus Blackstar | Vehicles | 180 | 180 | — | |
| Culexus Assassin | Characters | 85 | 85 | — | |
| Imperial Navy Breachers | Battleline | 90 | 90 | — | |
| Inquisitor | Characters | 1: 55 1: 65 | 55 | — | |
| Inquisitor Coteaz | Characters | 1: 75 1: 95 | 75 | — | |
| Inquisitor Draxus | Characters | 1: 75 1: 110 | 75 | — | |
| Inquisitor Greyfax | Characters | 65 | 65 | — | |
| Inquisitor Kroyle | Characters | 1: 100 1: 100 | 100 | — | |
| Inquisitorial Agents | Infantry | 6: 50 6: 60 12: 100 12: 120 | 50 | — | |
| Ministorum Priest | Characters | 40 | 40 | — | |
| Navigator | Characters | 1: 60 1: 75 | 60 | — | |
| Rogue Trader Entourage | Characters | 4: 75 4: 105 | 75 | — | |
| Sanctifiers | Infantry | 100 | 100 | — | |
| Sisters of Battle Squad | Infantry | 10: 100 10: 115 | 100 | — | |
| Vindicare Assassin | Characters | 1: 110 1: 125 | 110 | — | |
| Voidsmen-at-Arms | Infantry | 6: 50 6: 70 | 50 | — |
Biggest increases
Are Deathwatch Kill Team still worth it?
Up 15 points in 11th: 115 now, 100 in 10th.
Are Aquila Kill Team still worth it?
Up 10 points in 11th: 110 now, 100 in 10th.
Are Watch Captain Artemis still worth it?
Up 10 points in 11th: 75 now, 65 in 10th.
Frequently asked questions
Did the Agents of the Imperium change in 11th edition?
Barely. Every existing unit held its exact points value from 10th edition, so nothing in your collection shifted in cost. The substantive change is the arrival of three new characters, the Deathwatch Agent, Enthroned Agent and Martial Agent, plus the new Detachment Points overhead. Your old list still totals what it did; what it gains is three things it could add.
Did any Agents of the Imperium units change points in 11th edition?
No. Not one existing Agents unit was repriced up or down, so re-costing an old list is a non-event. The whole returning roster kept its 10th-edition costs, and the only new numbers on the sheet belong to the three new characters.
How do Detachment Points work for Agents of the Imperium in 11th edition?
The fee is set by the game size, never by what is in the list, so adding Agents to an Imperial army changes nothing about it. Only an Agents force run on its own has to plan for it, at 2, 3 or 4 points, and with zero units repriced that is the only new number on the sheet.
What are the new Agents of the Imperium units in 11th edition?
Three new characters, none of which existed in 10th: the Deathwatch Agent at 105 points, the Enthroned Agent at 120 points, and the Martial Agent at 60 points. That is the entirety of what is new; everything else is a returning datasheet at its old cost. The Martial Agent is the cheapest of the three and the easiest to fit into an allied slot.
Is now a good time to start an Agents of the Imperium army?
A stable one. Nothing got more expensive, so any pricing you researched at the end of 10th still holds, and the three new characters give you fresh options without disrupting the existing line-up. Whether you want them on their own or as a flexible allied detachment, the settled points make a starter force easy to plan. The Starting an Agents of the Imperium Army guide has a buying order.