Where this faction stands
The Aeldari are one of four playable factions confirmed for launch, announced by Games Workshop on 12 December 2025. The publisher’s game page describes them as an ancient xenos race in decline, who once ruled the stars and now struggle against their own fall: fast and elusive, striking with psychic precision and an elegant arsenal, exploiting an enemy’s weaknesses before disappearing into shadow. As of 17 August 2026 not one Aeldari unit has been named by any source we could trace, and no statistic has been published for any unit in this game.
What the tabletop establishes
The Aeldari have been the setting’s declining elder race since the beginning, and their tabletop identity is unusually specific: every model is expensive, every model is fragile, and the army wins by choosing which fight to have and refusing the others. Speed is not a bonus for them, it is the entire defensive system. That is worth stating before anyone reasons from Total War experience, because the series has fielded fast armies before, but rarely ones where being caught at all is close to fatal. The Aeldari also travel by a network of tunnels rather than by conventional movement, which is the part of their identity a campaign map would have to make a decision about.
An ancient, declining xenos race. On the tabletop, a fast and fragile army that strikes precisely and withdraws.
Tabletop identity, as established by Games Workshop. It says nothing about the video game.What has actually been shown
The publisher has confirmed the faction and published a description of its character. That is all. Press coverage of the 7 June 2026 presentation names units for the Astra Militarum and the Orks — and, notably, none for the Aeldari or the Space Marines. No roster, no mechanic and no campaign detail has appeared in any material we were able to open. Anyone publishing an Aeldari unit list for this game today is reasoning from the tabletop, not reporting something that has been shown.
What to watch next
The open question is the webway. On the tabletop, and in the fiction, the Aeldari move between distant places without crossing the space between them, and their whole strategic posture depends on it. A Total War campaign map is built on the opposite assumption: distance costs turns, and that cost is what makes territory mean anything. Either the faction gets a movement system unlike any the series has used, or the thing that defines it is left out. Both are defensible design choices and neither has been announced. Information correct as of 17 August 2026.
What is not known
These questions have no published answer as of 16 August 2026. They are listed because an absence of information is information — and because we would rather name the gap than fill it.