TEXT: CODEX ASTARTES SPACE MARINE ARMY
  LIST
  “The Codex Astartes is the holy tome of these loyal Battle Brothers. The
  wisdom of the ancients is both scripture and the unbending rod by which they
  are measured. In war, they are fierce and as steadfast as those of old who
  stood beside the Emperor and broke the Legions of Horus. In faith and
  valour they are unmatched. The torches of their chapels burn bright with
  flames whose holy fire has shone upon an unchanging brotherhood for a
  hundred centuries. In their lives and in war, the Codex Astartes is their
  guide.”
  Forces
  The Codex Astartes Space Marine Army List uses the datasheets
  from the Space Marine Forces section, the Imperial Navy Forces
  section, and the Titan Legion Forces section.
  Using The Army List
  The following army list allows you to field an army based on one
  of the Space Marine Chapters that closely follows the teachings
  of the Codex Astartes. It can also be used as a “stand in” army
  list for other Space Marine Chapters that do not follow the
  Codex Astartes, such as the Blood Angels, Dark Angels and
  Space Wolves.
  Space Marines are organised into small formations called
  detachments. Each detachment is made up of one or more units,
  and may also include a number of extra units called upgrades.
  The detachments that may be taken in a Codex Astartes army are
  shown on the chart that follows. The chart also shows what units
  comprise the detachment, what upgrades are allowed, and its
  points cost. For example, an Assault detachment consists of four
  Space Marine Assault units for 175 points, and may include the
  Commander and Vindicator upgrades at an additional cost in
  points.
  Each upgrade that is taken adds to the cost of the detachment, as
  shown on the upgrade chart. The upgrade chart also lists the units
  that make up the upgrade. Note that these will sometimes
  replace units in the detachment they are taken for, and
  sometimes takes the form of additional units for the detachment.
  Each upgrade may be taken once per formation. For example, an
  Assault detachment could include one Commander and one
  Vindicator. If both were taken it would cost 175 + 50 +75 = 300
  points.
  Codex Astartes armies may be supported by Imperial Navy
  aircraft, Titan Legion battlegroup and Codex Astartes aircraft
  formations. A maximum of up to a third of the points available
  to the army may be spent on these formations.
  Special Rules
  The They Shall Know No Fear rule applies to all Codex Astartes
  detachment formations (see They Shall Know No Fear).
  SPECIAL RULE
  Space Marine Transports
  Space Marine Transports 1
  The Space Marines are a highly mobile army. Because of
  this, the points cost of a detachment usually includes
  enough Rhino transport vehicles to transport it and any
  upgrades that have been taken. Determine the number of
  Rhinos needed after all upgrades have been purchased. The
  number of Rhinos will always be the minimum needed to
  carry the formation, you can’t take extras along to cover
  any losses!
  Note that many formations don’t receive Rhinos, usually
  because they can’t fit into them. Detachments that come
  with Rhinos will be noted as having “plus transport” in the
  units section of the army list opposite.
  Also note that you don’t have to take Rhinos if you don’t
  want to. If you’d rather field the formation on foot instead,
  so it can act as a garrison for example, or be transported in
  a Thunderhawk Gunship, then you may do so.
  In addition, you may choose to replace a detachment’s
  Rhinos with Drop Pods. If you do this then the
  detachment will enter play in a Drop Pod using the rules
  for Planetfall (see Planetfall). Note that if you choose to do
  this you will also require at least one Space Marine Strike
  Cruiser or Battle Barge to deploy the drop pods from.
  Before each game, after the opposing army is known but
  before objectives are placed, the Space Marine player may
  choose which formations with the “plus transport” aspect
  are deployed in Rhinos, Drop Pods or on foot. If the
  formation has any units unable to deploy in Drop Pods
  then that option cannot be selected.
  1. Space Marine Transports
  If a formation comes with Rhinos, and can also take Land Raiders and
  Razorbacks via upgrades, how do you determine how many Rhinos the
  formation receives?
  Q:
  Add any Land Raiders to a formation first. Next, add any number of Razorbacks
  to the formation, up to the number required to transport those units not being
  transported in Land Raiders. Finally, the formation receives Rhinos to transport
  those units not being transported in Land Raiders or Razorbacks.
  A:
  Space Marine – Codex Astartes – 2020-04-24
  1
  
  IMPERIAL NAVY AIRCRAFT
  FORMATION
  UNITS
  COST
  Marauder Squadron
  Two Marauder Bombers
  250 points
  Thunderbolt Squadron
  Two Thunderbolt Fighters
  175 points
  TITAN LEGION BATTLEGROUPS
  FORMATION
  UNITS
  COST
  Reaver
  One Reaver Class Titan
  650 points
  Warhound
  One Warhound Class Titan
  275 points
  Warhound Pack
  Two Warhound Class Titans
  500 points
  Warlord
  One Warlord Class Titan
  825 points
  CODEX ASTARTES SPACE MARINE ARMY LIST
  Codex Astartes Space Marine armies have a strategy rating of 5. Imperial Navy aircraft formations have an initiative rating of 2+. All
  other formations have an initiative rating of 1+.
  SPACE MARINE DETACHMENTS
  FORMATION
  UNITS
  UPGRADES
  COST
  Assault
  Four Assault units
  Commander, Vindicators
  175 points
  Bike
  Any five of the following units: Attack Bike, Bike
  Commander
  200 points
  Devastator
  Four Devastator units plus transport
  Commander, Dreadnoughts, Hunter, Land Raiders, Razorbacks
  250 points
  Land Raider
  Four Land Raiders
  Commander, Hunter, Vindicators
  325 points
  Land Speeder
  Any five of the following units: Land Speeder, Land Speeder
  Tornado
  Commander, Typhoons
  200 points
  Landing Craft
  One Landing Craft
  None
  350 points
  Predator
  Any four of the following units: Predator Annihilator, Predator
  Destructor
  Commander, Hunter, Vindicators
  250 points
  Scout
  Four Scout units plus transport
  Commander, Razorbacks, Snipers
  150 points
  0–1 Strike Cruiser
  One Strike Cruiser
  Battle Barge
  200 points
  Tactical
  Six Tactical units plus transport
  Commander, Dreadnoughts, Hunter, Land Raiders, Razorbacks,
  Vindicators
  275 points
  Terminator
  Four Terminator units
  Commander, Dreadnoughts, Land Raiders, Vindicators
  350 points
  Vindicator
  Four Vindicators
  Commander, Hunter
  225 points
  Whirlwind
  Four Whirlwinds
  Commander, Hunter
  275 points
  SPACE MARINE UPGRADES
  (Each upgrade may be taken once per detachment.)
  UPGRADE
  UNITS
  COST
  Battle Barge
  Replace the Strike Cruiser with a Battle Barge
  +150 points
  Captain, Chaplain, Librarian
  +50 points
  Commander
  Add any one of the following characters to any unit in the formation:
  0–1 Supreme Commander per army
  +100 points
  Dreadnoughts
  Add up to two Dreadnoughts
  +50 points each
  Hunter
  Add one Hunter
  +75 points
  +75 points each
  Land Raiders
  Add up to four Land Raiders
  +125 points per pair
  Razorbacks
  Add any number of Razorbacks, up to the number required to transport the formation
  +25 points each
  Snipers
  Give up to four Scout units Sniper
  +10 points each
  Typhoons
  Replace up to five Land Speeders with an equal number of Land Speeder Typhoons
  +10 points each
  +50 points each
  Vindicators
  Add up to two Vindicators
  +75 points per pair
  IMPERIAL ALLY AND SPACE MARINE AIRCRAFT FORMATIONS
  (Up to a third of the points available may be spent on these formations.)
  SPACE MARINE AIRCRAFT
  FORMATION
  UNITS
  COST
  Thunderhawk Gunship
  One Thunderhawk Gunship
  200 points
  Space Marine – Codex Astartes – 2020-04-24
  2
  
  NAME
  Captain
  TYPE
  CH
  SPEED
  n/a
  ARMOUR
  n/a
  CC
  n/a
  FF
  n/a
  WEAPONS
  Power Weapon
  RANGE
  (bc)
  FIREPOWER
  Assault Weapons, EA(+1), MW
  NOTES
  Commander, Invulnerable Save, Leader.
  Chaplain
  CH
  n/a
  n/a
  n/a
  n/a
  Power Weapon
  (bc)
  Assault Weapons, EA(+1), MW
  Inspiring, Invulnerable Save, Leader.
  Librarian
  CH
  n/a
  n/a
  n/a
  n/a
  Smite
  (15cm)
  Small Arms, EA(+1), MW
  Power Weapon
  (bc)
  Assault Weapons, EA(+1), MW
  Invulnerable Save, Leader.
  Supreme Commander
  CH
  n/a
  n/a
  n/a
  n/a
  Power Weapon
  (bc)
  Assault Weapons, EA(+1), MW
  Invulnerable Save, Supreme Commander.
  Assault
  INF
  30cm
  4+
  3+
  5+
  Bolt Pistols
  (15cm)
  Small Arms
  Jump Packs.
  Bike
  INF
  35cm
  4+
  3+
  4+
  Twin Bolters
  (15cm)
  Small Arms
  Mounted.
  Devastator
  INF
  15cm
  4+
  5+
  3+
  2× Missile Launcher
  45cm
  AP5+/AT6+
  Scout
  INF
  15cm
  5+
  4+
  5+
  Heavy Bolter
  30cm
  AP5+
  Infiltrator, Scout.
  Tactical
  INF
  15cm
  4+
  4+
  4+
  Missile Launcher
  45cm
  AP5+/AT6+
  Terminator
  INF
  15cm
  4+
  3+
  3+
  2× Assault Cannon
  30cm
  AP5+/AT5+
  Power Weapons
  (bc)
  Assault Weapons, EA(+1), MW
  Reinforced Armour, Teleport, Thick Rear Armour.
  Attack Bike
  LV
  35cm
  4+
  5+
  5+
  Heavy Bolter
  30cm
  AP5+
  Land Speeder
  LV
  35cm
  4+
  6+
  5+
  Multi-melta
  15cm
  MW5+
  and
  (15cm)
  Small Arms, MW
  Scout, Skimmer.
  Land Speeder Tornado
  LV
  35cm
  4+
  6+
  5+
  Assault Cannon
  30cm
  AP5+/AT5+
  Heavy Bolter
  30cm
  AP5+
  Scout, Skimmer.
  Land Speeder Typhoon
  LV
  35cm
  4+
  6+
  5+
  Twin Typhoon Missile
  45cm
  AP3+/AT5+
  Heavy Bolter
  30cm
  AP5+
  Scout, Skimmer.
  Dreadnought
  AV
  15cm
  3+
  4+
  4+
  0–1× Missile Launcher
  45cm
  AP5+/AT6+
  0–1× Twin Lascannon
  45cm
  AT4+
  0–1× Assault Cannon
  30cm
  AP5+/AT5+
  0–1× Power Fist
  (bc)
  Assault Weapons, EA(+1), MW
  Walker. Armed with either a Missile Launcher and Twin Lascannon, or an Assault
  Cannon and Power Fist.
  Hunter
  AV
  30cm
  5+
  6+
  6+
  Hunter-Killer
  60cm
  AT4+/AA4+
  Land Raider
  AV
  25cm
  4+
  6+
  4+
  2× Twin Lascannon
  45cm
  AT4+
  Twin Heavy Bolter
  30cm
  AP4+
  Reinforced Armour, Thick Rear Armour, Transport. May transport one Terminator
  unit or two infantry units without Jump Packs or Mounted.
  Predator Annihilator
  AV
  30cm
  4+
  6+
  5+
  Twin Lascannon
  45cm
  AT4+
  2× Lascannon
  45cm
  AT5+
  Predator Destructor
  AV
  30cm
  4+
  6+
  3+
  Autocannon
  45cm
  AP5+/AT6+
  2× Heavy Bolter
  30cm
  AP5+
  Razorback
  AV
  30cm
  5+
  6+
  5+
  (4+)
  0–1× Twin Lascannon
  45cm
  AT4+
  0–1× Twin Heavy Bolter
  30cm
  AP4+
  Transport. May transport one infantry unit (except a Terminator unit) without Jump
  Packs or Mounted. Armed with either a Twin Lascannon or a Twin Heavy Bolter.
  Razorbacks armed with a Twin Heavy Bolter have their firefight value increased to
  4+.
  Rhino
  AV
  30cm
  5+
  6+
  6+
  Storm Bolter
  (15cm)
  Small Arms
  Transport. May transport two infantry units (except Terminator units) without Jump
  Packs or Mounted.
  Vindicator
  AV
  25cm
  4+
  6+
  4+
  Demolisher
  30cm
  AP3+/AT4+, IC
  Walker.
  Whirlwind
  AV
  30cm
  5+
  6+
  5+
  Whirlwind
  45cm
  1BP, Ind
  SPACE MARINE FORCES
  
  Landing Craft
  AC/
  WE
  Bomber
  4+
  5+
  3+
  2× Twin Lascannon
  45cm
  AT4+
  3× Twin Heavy Bolter
  15cm
  AP4+/AA5+
  Damage Capacity 4, Fearless, Planetfall, Reinforced Armour, Transport. May
  transport twelve infantry units, Attack Bikes or Dreadnoughts; Terminator units and
  Dreadnoughts count as two units each; plus any six armoured vehicle units (except
  Dreadnoughts); Land Raiders count as one and a half units each, rounding up.
  Critical Hit Effect: The unit and all units being carried are destroyed. All units within
  5cm suffer a hit.
  Thunderhawk Gunship
  AC/
  WE
  Bomber
  4+
  6+
  4+
  Battle Cannon
  75cm
  AP4+/AT4+, FxF
  2× Twin Heavy Bolter
  30cm
  AP4+/AA5+, FxF
  Twin Heavy Bolter
  15cm
  AP4+/AA5+, Left
  Twin Heavy Bolter
  15cm
  AP4+/AA5+, Right
  Damage Capacity 2, Planetfall, Reinforced Armour, Transport. May transport eight
  infantry units, Attack Bikes or Dreadnoughts; Terminator units and Dreadnoughts
  count as two units each. Critical Hit Effect: The unit and all units being carried are
  destroyed.
  Battle Barge
  SC
  n/a
  n/a
  n/a
  n/a
  Orbital Bombardment
  n/a
  14BP, MW
  Slow and Steady, Transport. May transport 60 infantry units, Attack Bikes, or
  Dreadnoughts; plus 60 armoured vehicle units (except Dreadnoughts); plus nine
  Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any
  other units being carried.
  Strike Cruiser
  SC
  n/a
  n/a
  n/a
  n/a
  Orbital Bombardment
  n/a
  5BP, MW
  Transport. May transport 20 infantry units, Attack Bikes, or Dreadnoughts; plus 20
  light vehicles or armoured vehicle units (except Attack Bikes and Dreadnoughts); plus
  six Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport
  any other units being carried.
  Drop Pod
  Special
  n/a
  n/a
  n/a
  n/a
  Deathwind
  15cm
  AP5+/AT5+
  Planetfall, Transport. May transport one formation of only the following units:
  Devastator, Dreadnought, Tactical. After the drop pod lands, its Deathwind attacks
  all enemy units within 15cm. Each enemy formation attacked receives a Blast marker
  for coming under fire, and an extra Blast marker for each casualty. Then any troops
  carried in the drop pod must disembark within 5cm of the drop pod or within 5cm of
  another unit from the same formation that has already landed, so long as all units are
  placed within 15cm of the drop pod. Drop pod models should be removed from the
  board once the formation they transport has disembarked.
  SPECIAL RULE
  They Shall Know No Fear
  They Shall Know No Fear 2
  Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:
  • It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any leftover Blast markers).
  • Space Marine formations are only broken if they have 2 Blast markers per unit in the formation.
  • Space Marines formations only count half their number of Blaster markers in assault resolution (rounding down—note that assault resolution will not receive +1 for having no Blast
  markers if the formation has 1 Blast marker before rounding down). Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in
  favour of the Space Marines.
  • When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the Leader
  special ability remove 2 Blast markers instead of 1.
  2. They Shall Know No Fear
  How many Blast markers does a broken Space Marine unit count as having when working out the result of an assault?
  Q:
  One per unit.
  A:
  
  NAME
  Marauder Bomber
  TYPE
  AC
  SPEED
  Bomber
  ARMOUR
  4+
  CC
  n/a
  FF
  n/a
  WEAPONS
  Twin Lascannon
  RANGE
  45cm
  FIREPOWER
  AT4+/AA4+, FxF
  Bomb Racks
  15cm
  3BP, FxF
  2× Twin Heavy Bolter
  15cm
  AA5+
  NOTES
  Thunderbolt Fighter
  AC
  Fighter-
  Bomber
  6+
  n/a
  n/a
  Multilaser
  30cm
  AP5+/AT6+/AA5+, FxF
  Underwing Rockets
  30cm
  AT4+, FxF
  Storm Bolters
  15cm
  AP4+/AA5+, FxF
  Emperor Class Battleship
  SC
  n/a
  n/a
  n/a
  n/a
  Orbital Bombardment
  n/a
  8BP, MW
  Slow and Steady.
  Lunar Class Cruiser
  SC
  n/a
  n/a
  n/a
  n/a
  Orbital Bombardment
  n/a
  3BP, MW
  Pin-Point Attack
  n/a
  MW2+, TK(D3)
  IMPERIAL NAVY FORCES
  
  NAME
  Reaver Class Titan
  TYPE
  WE
  SPEED
  20cm
  ARMOUR
  4+
  CC
  3+
  FF
  3+
  WEAPONS
  2× Turbo-Laser Destructor
  RANGE
  60cm
  FIREPOWER
  4× AP5+/AT3+, FwA
  Rocket Launcher
  60cm
  3BP, FxF
  NOTES
  Damage Capacity 6, Fearless, Reinforced Armour, 4 Void Shields, Walker. May step over
  units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm
  wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each
  breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all
  units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired.
  Any breach not repaired causes one point of damage.
  Warhound Class Titan
  WE
  30cm
  5+
  4+
  4+
  Plasma Blastgun
  45cm
  2× MW2+, FwA, Slw
  Vulcan Mega-Bolter
  45cm
  4× AP3+/AT5+, FwA
  Damage Capacity 3, Fearless, Reinforced Armour, 2 Void Shields, Walker. May step over
  units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm
  wide. Critical Hit Effect: The unit takes a point of damage and is moved D6cm in a random
  direction. If this move takes the titan into impassable terrain or another unit it can’t move over
  then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of
  6+.
  Warlord Class Titan
  WE
  15cm
  4+
  2+
  3+
  Volcano Cannon
  90cm
  MW2+, FwA, TK(D3)
  Gatling Blaster
  60cm
  4× AP4+/AT4+, FwA
  2× Turbo-Laser Destructor
  60cm
  4× AP5+/AT3+, FxF
  Damage Capacity 8, Fearless, Reinforced Armour, Thick Rear Armour, 6 Void Shields,
  Walker. May step over units and pieces of terrain that that are lower lower than the unit’s knees
  and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a
  D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed
  and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been
  repaired. Any breach not repaired causes one point of damage.
  TITAN LEGION FORCES
  SPECIAL RULE
  Imperial Void Shields
  Imperial Void Shields 3
  Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet.
  Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of
  the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields
  but units using their firefight values must first knock down any shields before they can damage the Titan.
  Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the
  dice roll to either repair the void shield or remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).
  
  3. Imperial Void Shields
  Do void shields stop a point of damage caused by: a failed dangerous terrain test, the extra hits from the result of an assault, a Blast marker on a broken formation, or the unit ending its second withdrawal move within 15cm of the
  enemy?
  Q:
  No.
  A:
  How many void shields go down if a war engine is hit by a Titan Killer weapon that causes multiple points of damage?
  Q:
  One per each point of damage, with any left over being allocated to the unit.
  A:
  Can a formation regroup to repair downed void shields if it has no Blast markers?
  Q:
  Yes.
  A:
  If a formation with multiple units with void shields regroups is the number of repaired void shields the same for each unit or shared between them?
  Q:
  Shared between them, e.g. if you chose to repair two void shields, one unit could repair two void shields or two units could repair one void shield each.
  A:
  Are void shields considered when determining how many hits a war engine should be allocated?
  Q:
  No.
  A:
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Warhammer Epic Games/Epic Armagedon/netea-space-marine-codex-astartes-2020-04-24.pdf