Greetings Broodlings!
A new evolution is upon us: Tyranids v9.2!  Changes... but not *extreme* changes!
Rule Changes:Xenopsychology - Tyranid Swarms
-two types of Swarms, Independent and Synapse.
-"control range" checked in the End Phase (this needs *HEAVY* testing!)
Xenopsychology - Relentless
-base Initiative rating of 2+ with a +2 for Engages and Rally tests.
Xenopyschology - Expendable
-only in effect if Synapse creatures are present
Xenobiology - Spawning
-simplfied spawning costs:
Code Sample:
Infantry Unit 1 Spawning Point
Light Vehicle Unit  2 Spawning Points
Armoured Vehicle Unit 3 Spawning Points
War Engine Unit 3 Spawning Points/1DC
-spawning allowed after Regroup or Rally
Rules Added:Xenobiology - Mobility
-Tyranid AVs ignore dangerous terrain
-Tyranid LVs move as infantry, "Heavy Infantry" in effect
Tunnelling-added from the rulebook
Rules Removed:-Flamer Template... sorry
Hena! Converted to short-ranged BP weapons.
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Unit Changes:-Tyranid Warriors move 20cm
-Lictors, Raveners, and Tyranid Warriors are now LVs
-Zoanthropes are now
leader Synapse addition
-Harridan is no longer Synapse, becomes an Independent war engine
-Raveners and Hormagaunts get +1 Extra Attack
-Gaunts count as half, rounded down, in combat resolution
-other minor tweaks and changes
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Army List Changes-added Subterranean and Harrassment Swarm to Independent Swarms
-merged Assault and Nexus Synapse Groups, Hive Tyrant as "upgrade" replacing one Warrior unit
-added "0-3 Zoanthropes" upgrade to Synapse Groups
-changed Common Clutches to 3 units per Clutch
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There might be some other stuff, but I didn't note it down.
Please take a look, rip it apart, complain, comment, consult, and carry on... looking forward to your responses... and cries of anguish!
I'll post a "quick reference" for the list in the near future.