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==Why play Imperium?== You're joking, right? Many of the armies in the game have the {{W40kKeyword|IMPERIUM}} keyword. The units listed here fill Imperial "factions" which don't have full blown army lists of their own but offer relatively cheap ways to fill in some of the holes in your other lists while remaining Battle-Forged. *Need some leadership boosts and a highly customizable force? Pick up an Inquisitor or two. *Lacking psychic oomph? Take the Astra Telepathica, a Culexus or the Inquisition. *Meta with a lot of character auras? A Vindicare is a solution. *PS: The recent Beta Rule, Battle-Brothers, will force you to divide these factions into detachments centering around a keyword other than {{W40kKeyword|IMPERIUM}} keyword, but that shouldn't stop People, and has granted some units to not need an HQ tax. The problem with this though, is that it makes it much more difficult to bring in transports with Authority of the Inquisition. Have you, my friend, always been taking inquisitorial chimeras? Well now they must be taken in a guard detachment. * Many of the units on this page are now of questionable usefulness if they can't use the keyword Imperium. Especially if detachment limits are used as they are at tournaments. If you want 3 silent sister squads you'd have to give up 1 out of 3 detachments and have no CP from it to get them making them virtually useless. If you wanted just 1 or 2 Assassins or sister squads too bad you have to use 3 and lose cp for it. Which kinda seems like GW punching themselves in the face as many of the models on here are comparatively expensive to buy or part of expensive sets like blackstone. Currently you can take an Imperial Guard detachment alongside Space Marines easier and with no negatives but get penalized for a single assassin. Changes to force org rules now mean Inquisitors actually get this the easiest, since they can be shifted in for free. Assassins get it the worst...with Sisters getting it pretty bad too.
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