TEXT: SHIPS OF THE TYRANIDS
  
  Original Game Design and Development
  Andy Chambers, Gavin Thorpe, Jervis Johnson
  Revised Edition
  Plaxor, Afterimagedan, The Specialist Games Community
  Artwork & Graphics
  John Blanche, Richard Wright, Alex Boyd,
  Wayne England, Des Hanley, Neil Hodgson,
  Nuala Kennedy, Paul Smith, John Wigley, Talima Fox
  Miniatures, Models, & Painting
  Tim Adcock, Dave Andrews, Owen Branham, Mark Jones,
  Chris Smart, Dave Thomas, Matt Parkes, Keith Robertson,
  Martin Footitt, Stuart Thomas, Richard Baker, Neil Green
  Special Thanks
  Nate Montes, Bob Henderson, Ray Bell, Pete Haines,
  Gary ‘Slim’ Parsons, Roger Gerrish, Jes Goodwin, Rick Priestly, 
  John Carter, Che Webster & Richard Hodgekinson
  Roy ‘Horizon’ Amkreutz, Fred Martinson, W.S. Scott Boyd,
  Robert C.M. Passovoy, Aaron Dickey, Sam Stewart,
  Stephen Cundiff, Colin Young, Dex Sy, Brandon Pooley,
  Wesley Herndon, Florian Piening, John Lambshead,
  Matt Sprang & The 40k Specialist Games Community
  
  The BaTTlefleeT GoThic: expanded Revised ediTion
  What is BFG:XR?
  The Battlefleet Gothic: Expanded Revised Edition is an updated, visually remastered version of Plaxor and 
  Afterimagedan’s well known Battlefleet Gothic: Revised project. The aim of BFG:XR is to build and maintain 
  a complete, unified rule set that is both easy for new players to learn and deep enough for veterans to enjoy. 
  Note that this project was formerly known as the BFG 2015 Project, and some documents may still bear that 
  name or refer to it in the text.
  How are these rules made?
  The BFG:XR edition is a combination / update of the classic BFG v1.5 Rulebook, the unofficial FAQ 2010 
  Compendium, and the BFG:R faction fleet lists. I have carefully transcribed these documents into new, fully 
  edited and reformatted documents that attempt to preserve the style and character of the classic BFG rules.
  Who is responsible for BFG:XR?
  BFG:XR is a personal project of one user, Xca|iber (that’s me), and is not directly endorsed by Games Workshop, 
  Plaxor, Afterimagedan, or any other BFG authority. The contents of these documents, such as text, artwork, 
  symbols, and so forth are the property of their respective creators - I have only made relatively small changes 
  to the formatting and rules where necessary to improve readability and clarity.
  I found a typo or mistake, what should I do?
  Any questions, concerns, or comments about the BFG:XR project may be submitted online at the Specialist 
  Arms Forums, under the Battlefleet Gothic heading. You may also reach the author (me) directly by email at 
  BattlefleetGothic2015@gmail.com. 
  
  HISTORY OF THE TYRANIDS
  Expanded Revised - TyRanids
  1
  THE TYRANID HIVE FLEETS
  DEVOURERS OF WORLDS
  From the great blackness beyond the edge of 
  the galaxy they are brought forth, driven by a 
  ravenous, insatiable hunger. These creatures 
  have many names, for all races come to loathe 
  and fear them. They are the Great Devourer, 
  the Doom of All Things, the Penance of 
  the Eldar Gods, the Shadow in the Warp. They are the 
  Tyranids, and they have come to consume us all.
  They have been the bane of all organic life for countless 
  eons, devourers of worlds and the agents of the fall 
  of more species and civilizations than even the God-
  Emperor’s Great Crusade can boast. As the menace of the 
  Tyranid Hive Fleets Kraken, Behemoth, and Leviathan 
  stretch across the southern and eastern arms of the 
  galaxy, great swathes of space and even entire sectors 
  have disappeared from the Emperor’s Light beneath the 
  vast, all-encompassing shadow of the Hive Mind. 
  THE INTERGALACTIC
  PREDATOR
  The Tyranids are not native to our galaxy. They have 
  traveled the bleak intergalactic void for millennia, but 
  why they made this perilous journey is unknown. Had 
  they already consumed everything of worth in their own 
  galaxy, or are they fleeing from an even more fearsome 
  danger? It is possible that the Tyranids have simply been 
  preying on galaxies since time immemorial and ours is 
  little more than their next meal. Whatever the truth, for 
  Tyranids to have endured such an epic voyage, it must 
  have required both the greatest of single-mindedness 
  and unimaginable amounts of energy. During their eons 
  long journey through empty space, the Tyranids have 
  slumbered in a state of near-frozen hibernation. Now, 
  they are here, intruding into the galaxy like a disease into 
  a healthier body. They have awoken, they are hungry, and 
  the survival of every living being hangs in the balance. 
  ETERNAL HUNGER
  Tyranids do not conquer worlds for territory, pride or 
  vengeance - they care naught for the former and it is 
  doubtful that they even comprehend the latter. Rather, 
  they invade to harvest a planet’s rich organic biomass and 
  feed their insatiable hunger. When the Tyranids invade a 
  planet, every action of every creature is honed to but one 
  goal: The complete and utter absorption of that world’s 
  ecosystems and bio-resources.
  When the Hive Fleet has located a suitable prey world, 
  it disgorges a swarm of creatures into the atmosphere. 
  Mycetic Spores rain from the skies in the thousands, 
  crashing into the surface to break open on impact. From 
  the fleshy remains, broods of warrior organisms emerge; 
  vast tides of creatures that flood the landscape in a sea of 
  claws and teeth. The skies turn red as alien spores choke 
  the atmosphere, then blacken as clouds of winged horrors 
  descend from above. Soon the prey world is seething with 
  Tyranid bioforms. The ravenous hordes spread across 
  the surface, slaughtering the planet’s inhabitants like so 
  much cattle. Not even plant life remains untouched - all 
  organic matter is consumed to feed the Hive.
  Smaller Tyranids are expended by the billions during 
  such invasions, all so that the whole might endure. As a 
  result, the Tyranids require an endless supply of biomass 
  from which new organisms can be grown, biomass that 
  can only be taken from worlds rich in life. 
  A Hive Fleet’s vast armies are spawned for the express 
  purpose of swiftly overcoming a world’s defenders, 
  leaving it safe for the Tyranids to perform their gruesome 
  work. Writhing tides of feeder organisms, the most 
  numerous of which are Ripper swarms, flood across 
  the defenseless planet, consuming every scrap of flesh, 
  vegetation, and even the tiniest microbes. Having gorged 
  themselves, these Tyranids return to large digestion pools 
  where they, and the biomatter they have devoured, are 
  dissolved into a rich biological gruel that is funneled up 
  through vast capillary towers and pumped into orbit to be 
  absorbed by the Tyranid Hive Ships. When every shred 
  of biomass is assimilated, the Tyranids leave in search 
  of fresh feeding grounds, leaving a scoured, lifeless 
  wasteland in their wake. 
  THE HIVE MIND
  Imperial scientists believe that Hive Ships and their 
  attendant Drone Ships have a deep connection to the Hive 
  Mind - the over-arching consciousness of the Tyrannic 
  race. This pervasive psychic contact permeates the area 
  around the Hive Fleet to such an extent that Warp space 
  is distorted for light years around the fleet’s position. 
  Travel through the Warp becomes increasingly uncertain 
  near the Tyranid fleets, and even astro-telepathy becomes 
  exceptionally unreliable or completely useless. 
  Many Astropaths and Navigators have lost their minds 
  in battle with the Tyranids, and entire Imperial fleets 
  have been crippled by dangerous Warp currents. Thus, 
  confusion and terror always precede their arrival as their 
  fleets cast a suffocating shadow over the doomed worlds 
  in their path.
  
  HISTORY OF THE TYRANIDS
  Expanded Revised - TyRanids
  2
  THE HIVE FLEETS
  The Tyranid Hive Fleets consist of millions of many 
  tendril’d spacecraft. Each vessel is itself a gigantic living 
  creature, home to countless numbers of lesser organisms 
  grown in the bubbling organ-sacs of the vessel’s 
  reproductive chambers. All of these creatures are born to 
  serve the single entity that is the ship, and the ship itself 
  exists only as part of the entity of the Hive Fleet. 
  The Magos Biologis categorizes each Tyranid incursion as 
  a separate force, an individual fleet that works according 
  to its own agenda and competes with other Hive Fleets 
  for resources. Indeed, the separate Hive Fleets appear 
  to be self-sufficient, exhibiting different, characteristic 
  strategies and developing unique creatures to overcome 
  their prey. However, the truth is more complex than any 
  could imagine, for each Hive Fleet is but a splinter of 
  one greater assemblage, acting under the instructions of a 
  single monstrous and unfathomable intelligence. 
  The most recent Tyranid assaults have taken place in 
  the last two centuries. As the great swaths of warship-
  sized bioconstructs have emerged to wreak death and 
  destruction upon the galaxy, more and more has been 
  discerned of the true nature of these creatures. With this 
  growing knowledge, Mankind has entrenched itself in 
  redoubts throughout the galaxy to research new methods 
  of achieving victory. It was first believed that the endless 
  variety of forms encountered by forces arrayed before 
  this menace were essentially random and reactionary, 
  produced only as needed for the Hive Fleet whenever it 
  becomes aware of a new threat. 
  More recently, however, diligent research by the Biologis 
  division of the Adeptus Mechanicus and agents of the 
  Inquisition have discerned that these malevolent space-
  faring creatures are manifested in two general classes: 
  Hive Ships: These void-swimming behemoths act as the 
  primary nodes for the Hive Mind and direct the activity 
  of the entire swarm. Hive Ships function as living mother 
  ships, bio-factory vessels breeding and hatching endless 
  swarms of Tyranids to pursue prey across void and planet 
  alike. 
  Though most swarms will typically contain more than 
  one Hive Ship, in some circles it is believed that there 
  is still a single ship that maintains central control of the 
  entire collective and acts to coordinate the assault, though 
  this cannot be confirmed. There are also unsubstantiated 
  reports that there are a very small number of Hive Ships 
  in every swarm that are much more massive than the rest. 
  Dwarfing even great battleships, these immeasurably 
  vast creatures arrive very late in the process of planetary 
  assimilation and are believed to be those responsible for 
  the method by which even the atmosphere and oceans 
  are consumed from orbit, as the final stage of the world’s 
  consumption by the Hive Fleet. Though such an organism 
  would explain how once lush and fertile worlds are left 
  barren, airless and sterile, there are as of yet no recorded 
  sightings of such a monstrous creature. 
  Droneships: These bio-ships range drastically in size 
  from those comparable to the escorts of other races, 
  to massive ships that nearly match the hive ships they 
  accompany in terms of size. Many of these beasts are 
  developed with specialized abilities that were probably 
  evolved over countless battles against various races 
  throughout the galaxy. 
  Unlike the larger hive ships that have shown a basic 
  pattern of growth despite their variety, droneships have 
  shown a diversity of forms and functions so numerous 
  as to defy any conventional classification. First described 
  in detail by forces opposing Hive Fleet Kraken, these 
  creatures demonstrate characteristics that are obviously 
  evolved to counter specific threats, and they usually 
  appear in the forefront of a swarm as it approaches in-
  system to break up enemy formations. 
  The first of such creatures to be uniquely identified were 
  officially named Kraken, after the hive fleet in which 
  they first appeared. Kraken swarms serve as specialized 
  combat organisms which accompany Hive Ships and 
  engage each new foe they encounter. Many hive ships 
  are known to respond to threats by birthing more of these 
  Kraken to overwhelm the defenses of any sentient race or 
  hapless world they encounter. 
  Though the Imperium has come to learn much about 
  these creatures of the galactic ether, many distinctions 
  between the so-called classes of ship remain unclear. For 
  instance, it has only recently been ascertained, through 
  careful observation of the conquest and consumption 
  of Bonnis II in the Coronet Sector, that many of the 
  escorts and cruisers found in typical swarms are in fact 
  immature hive ships at various stages of development. 
  It is believed that the Hive Mind nodes in these space-
  dwelling organisms remain dormant until they are mature 
  enough to project their will across vast reaches of space, 
  though when this takes place in a creature’s life cycle has 
  yet to be determined. 
  It is believed that because some of these ships are 
  evolved to fill such a specialized role, their size varies 
  greatly dependent upon the fleet’s immediate needs. 
  Many within the Imperium fear that if such mutability 
  can exist within the lower orders of the Tyranid race, that 
  hive ships and their gargantuan kin could also evolve 
  rapidly and effectively pose an even more direct threat to 
  the forces that oppose them.
  
  TYRANID SPECIAL RULES
  Expanded Revised - TyRanids
  3
  INSTINCTIVE BEHAVIOR
  All Tyranid vessels, except synapse creatures, follow Instinctive Behavior unless the 
  Hive Mind (i.e., you, the player!) tells a ship or squadron to do something different, via 
  the process of Synaptic Control (see below). For ships or squadrons using Instinctive 
  Behavior, read down the flow chart opposite and resolve the first appropriate action or 
  special order that would apply. No command check is needed for special orders issued 
  by Instinctive Behavior, but there may be specific activities that must be undertaken in 
  the vessel’s movement. 
  Note that the effects of Instinctive Behavior mean that Tyranid ships do not roll for 
  leadership values - they will either have a fixed value themselves or use the value of a 
  synapse creature in range. If a ship or squadron is forced to take a leadership test and no 
  leadership value is specified, it uses a nominal leadership value of 7.
  Synaptic Control
  Some ships in your fleet are called synapse creatures; these ships project the psychic 
  will of the Hive Mind to all the lesser ships in the fleet. During the Movement phase, 
  each synapse creature can attempt a command check to change or ignore Instinctive 
  Behavior for themselves or another ship/squadron within synapse range. If the test is 
  successful, the Tyranid player may direct the ship/squadron as desired and may place it 
  on special orders without requiring a second command check.
  Attempts to use synaptic control count as a command check so a Hive Ship can keep 
  testing until a command check is failed. Synapse creatures that fail this command check 
  function normally instead of following Instinctive Behavior, but may not use special 
  orders. However, if one synapse creature fails a command check, this does not prevent 
  another synapse creature from attempting to use synaptic control. In effect each synapse 
  creature can make at least one attempt to override Instinctive Behaviour. Note that 
  Tyranid ordnance is not subject to synaptic control or Instinctive Behaviour – just move 
  them like normal ordnance.
  Brace for Impact
  During either player’s turn, Tyranid ships/squadrons may go onto Brace for Impact 
  orders by testing against the leadership value of the nearest synapse creature within 
  range. If no synapse creatures are within range, then the ship uses a nominal leadership 
  value of 7. As normal, this order is only removed at the end of the Tyranids’ next 
  turn. Ships on Brace For Impact orders which are acting instinctively must obey any 
  movement restrictions or required actions, but do not change their special orders.
  Ships or squadrons that are on Brace for Impact special orders from the previous 
  player’s turn may still be directed by synaptic control but may not be placed on any 
  special orders.
  THE TYRANIDS IN BATTLEFLEET GOTHIC
  Normal movement will take the ship into a hazardous 
  celestial phenomena (e.g. a gas cloud, asteroid field, 
  warp rift, etc)?
  Burn Retros. The ship 
  must turn away from 
  the hazard as much as 
  possible.
  Nearest enemy ship is in front fire arc and less than 
  15cm away? (You may skip this condition if the acting 
  ship is armed with bio-plasma).
  No special order. The ship must  
  move into base contact with the 
  enemy and declare a boarding 
  action, if possible.
  Nearest enemy ship is in front fire arc and more than 
  60cm away?
  All Ahead Full.
  Nearest enemy ship is in rear fire arc?
  This condition only applies if the acting vessel is an 
  escort ship.
  Come to New 
  Heading.
  An enemy ship is in front fire arc and within range/
  fire arc of operational bio-weapons?
  Lock On.
  Ordnance requires reloading?
  Reload Ordnance.
  None of the previous conditions apply?
  No special order. The ship must 
  try to move closer to a planet or 
  synapse creature. If it cannot, 
  move half-speed straight ahead.
  Does the ship meet this condition?
  If yes, take action...
  
  TYRANID SPECIAL RULES
  Expanded Revised - TyRanids
  4
  NAVIGATION
  All Tyranid ships are naturally adapted void swimming 
  organisms and will thus attempt all leadership checks to 
  navigate celestial phenomena counting as Leadership 10.
  SHOOTING
  Tyranid ships always target the nearest enemy ship unless 
  certain kinds of drone ship ‘highlight’ another enemy 
  within range. No leadership test is allowed for Tyranid 
  ships to select a target other than the nearest. Ordnance 
  markers are always ignored and may not be fired on at all.
  SPORE CLOUDS
  Tyranid ships are surrounded by thick swarms of spore-
  like creatures which harvest nearby debris for resources 
  as well as protect the vessel during ship-to-ship combat. 
  Enemy ships treat the base of each Tyranid vessel in base 
  contact as a blast marker in addition to any other effects, 
  representing the impact of the spores surrounding the 
  closing bioships.
  BOARDING
  Tyranids are a horror in boarding actions. The fearless, 
  animalistic rush of clawed, fanged monsters has been the 
  death knell of many a fine ship. Tyranid vessels double 
  their boarding value and roll 2D6 and choose the highest 
  score for boarding action results. Furthermore, Tyranid 
  ships never count as being in contact with blast markers 
  for the purposes of enemy boarding action bonuses.
  In addition, when a Tyranid ship inflicts a critical hit 
  during a boarding action, it automatically causes a Fire 
  critical instead of rolling normally, as Tyranid hordes 
  ravage the inside of the enemy vessel.
  "W
  e fought them the first day, and our guns tore 
  through them with ease. We fought them the 
  second day and saw our missiles bounce off a thickened 
  skin they seemed now to bear, so we turned out lances 
  on 'em. We fought them the third day, and no cursed 
  thing worked!"
  HIT & RUN ATTACKS
  The nightmarish innards of a bio-ship are an environment 
  hostile enough to rival the worst death-worlds. Because 
  of this, and all enemy hit-and-run attacks against Tyranid 
  ships subtract 1 from the result. Likewise, Tyranids are 
  experts at breaching enemy defenses and infesting the 
  strongest redoubts - their ships and ordnance add +1 to 
  their roll when conducting hit-and-run raids.
  Note that although they do not have teleporters in the 
  typical sense, Tyranid ships may still attempt hit-&-run 
  teleport attacks in the end phase just like the ships of other 
  races, representing small groups of space-borne Tyranids 
  striking out against nearby enemies of opportunity.
  TYRANID ORDNANCE
  Tyranid attack craft are not subject to the normal limit on 
  launching squadrons, due to their ability to continuously 
  spawn new bio-fighters and other terrifying creatures. A 
  Tyranid fleet may have up to twice the number of attack 
  craft in play as they have available launch glands.
  Antibodies 
  Tyranid antibodies are attack craft with a speed of 15cm 
  that function as both fighters and assault boats. Against 
  enemy ordnance, they must engage and remove opposing 
  markers just like fighters. Against enemy ships, they will 
  attack following the normal rules for assault boats.
  Hull-borers
  Hull-borers follow the rules for boarding torpedoes, and 
  have a speed of 20cm.
  Phage Mines
  Phage mines are unlike the mines of other races; instead 
  of exploding and doing damage to enemy ships, the vessel 
  is hit with several spores filled with small creatures. 
  Phage mines function just like regular mines, except that 
  each hit against a ship’s hull (not its shields) causes one 
  Fire critical hit rather than inflicting a point of damage 
  (regardless of the target’s critical hit table). Phage mines 
  must deploy from a ship’s launch glands like attack craft, 
  but are still considered mines for all rules purposes. They 
  do not replace a ship’s ordnance when purchased.
  TYRANID WEAPONS
  The Tyranids are a highly evolved species with a myriad 
  of deadly and horrific biological weapons which they use 
  to quite literally tear apart or even liquefy enemy ships. 
  Bio-Plasma
  Tyranid bio-plasma is a lethal concoction of charged gas 
  and corrosive chemicals capable of melting through the 
  armor of even the most fearsome battleships. It is usually 
  stored up in specialized organs before being belched 
  forth in a slow-moving, incandescent ball of white-hot 
  death which engulfs its unfortunate target.
  Bio-plasma follows the normal rules for lance weapons, 
  but due to its slow speed it will pass through a target’s 
  shields - they have no effect on hits from a bio-plasma 
  attack (holofields and other defenses will work as normal, 
  however). Unfortunately, the slow speed of a bio-plasma 
  attack also means that enemy ships have more time to 
  evade - targets more than 15cm away can only be hit by 
  bio-plasma on a D6 roll of 6.
  Feeder Tendrils
  Many Tyranid ships have huge tentacles which they use 
  to ‘feed’ on planetary atmospheres, and which can also 
  be used to punch through the hull of a ship allowing the 
  Tyranid organisms inside to assault the enemy.
  When a ship with feeder tendrils moves into base contact 
  with an enemy ship, roll a D6 per point of the weapon’s 
  strength. Each score of 1, 2 or 3 inflicts that many hit-
  and-run attacks on the target, while each score of 4, 5 or 6 
  inflicts one point of damage on the target and also causes 
  a single hit-and-run raid (the damage may cause critical 
  hits normally as well). 
  A Tyranid ship can continue moving after making its 
  feeder tendril attacks, but may only use its feeder tendrils 
  against one enemy ship per turn, regardless of how many 
  vessels it encounters after the first. Feeder tendrils are 
  unaffected by special orders of any kind, and do not 
  prevent a Tyranid ship from firing weapons or launching 
  ordnance during the turn. Crippled ships may not make 
  feeder tendril attacks.
  
  TYRANID SPECIAL RULES
  Expanded Revised - TyRanids
  5
  Massive Claws
  Tyranid vessels are terrifying in combat at close quarters. 
  Not only are they packed full of bioengineered killing 
  machines, often the bioships themselves have specially 
  evolved claws designed to rip through the armor of their 
  targets, or huge crushing mandibles that latch onto their 
  prey and then slowly but inevitably tear the entire ship in 
  half. When a Tyranid ship with massive claws moves into 
  base contact with an enemy ship, roll a D6 per point of 
  the weapon’s strength. Each score of 4+ inflicts one point 
  of damage on the target, ignoring its shields just like hits 
  from ordnance attacks.
  If a ship’s claws score one or fewer hits, the Tyranid ship 
  has failed to grasp its target and will continue moving 
  after resolving the attack (and will act normally for the 
  rest of the turn). Note that a Tyranid ship may only use its 
  claws against one enemy ship per turn, regardless of how 
  many vessels it encounters after the first.
  If multiple claw attacks hit, then the vessel has caught the 
  target in its fearsome grip! The smaller of the two vessels 
  may not move (where Defense > Battleship > Cruiser > 
  Escort), while the larger of the two reduces its speed by 
  half, cannot turn, and will drag the smaller ship along 
  with it, keeping in base contact as it moves. If both ships 
  are the same size, neither may move or turn. At the start 
  of each movement phase it remains grappled, the target 
  ship automatically suffers one point of damage (ignoring 
  its shields), as it is crushed in the claws’ vice-like grip.
  To maintain its hold, a Tyranid ship must attack with its 
  claws again in each of its subsequent movement phases 
  (resolved exactly like the initial claw attack). If its claws 
  fail to inflict two or more hits, the target escapes and both 
  ships return to normal (the Tyranid ship cannot recapture 
  its target until its next turn).
  While grappling, both ships armaments’ function at half 
  strength. However, massive claws do not prevent either 
  ship from conducting boarding actions or teleport hit-
  and run attacks, and are unaffected by special orders of 
  any kind. If a Tyranid ship becomes crippled, its massive 
  claws may no longer attack and it immediately lets go of 
  any enemy ship it is currently holding.
  Pyro-Acidic Batteries
  These Tyranid weapons work by firing compact organic 
  shells containing virulent toxins and extremely corrosive 
  chemical fluids that melt their targets from the inside out. 
  Pyro-acidic batteries follow the normal rules for gunnery 
  weapons. In addition, any ship hit by pyro-acid weapons 
  has a chance that they will continue to be eaten away by 
  the deadly bio-agents. Ships that suffer a critical hit from 
  a pyro-acid battery automatically suffer an additional Fire 
  critical result as well, representing the flood of corrosive 
  chemicals liquefying entire decks. Pyro-acid batteries are 
  affected by special orders and crippling just like ordinary 
  weapon batteries.
  "T
  eeth, claws, tentacles, spines - give me guns, 
  oh Emperor give me guns! I know how to 
  fight an enemy who attacks me with guns!"
  -Captain Endolus,
  at the Battle of Macragge
  ARMING TYRANID SHIPS
  Tyranid ships are much more flexible than the ships of 
  other races, as new designs are constantly being evolved 
  and encountered by the Imperium. To represent this, a 
  Tyranid player can choose certain elements of their ships 
  themselves. Each ship is limited as to how many weapon 
  choices it may have for a given location, but where more 
  than one weapon is permitted you may select multiples of 
  the same weapon system.
  DAMAGE TABLES
  Tyranids are so wholly alien that conventional concepts 
  of damage and critical systems do not apply. Rather than 
  overloading reactors and decompressing compartments, a 
  Tyranid bioship will quite literally bleed into the void just 
  like a man bleeds from an open wound. As such, Tyranids 
  use the critical hit and catastrophic damage tables shown 
  on the next page instead of the normal tables in the main 
  rulebook. As always, if a result is rolled which cannot 
  be applied, apply the next highest critical result instead.
  "B
  attle is grim enough as it is; seeing the blackness illuminated by a million charges, salvos and blasts, never quite sure 
  whether they will strike you or simply streak off into the void beyond. You never really feel like you are aware of it all, 
  like an unseen volley could careen into your hull at any second and send the ship rocking from stern to bow. But the Tyranids, 
  they are something else. To see a soft, probing tongue pressed against the portholes, seeming so harmless, so ineffectual, lulling 
  you into a feeling of safety before beaks, teeth and claws shatter the illusion and your ship's hull alike. Hearing the explosions 
  and commotion as another raft of assault boats slam into you is one thing, but then hearing the assault boats scream and howl 
  as they dismantle your ship from within, feasting on whatever fool defenders they find in their way is something entirely 
  indescribable. I have experienced it once, and I haven't enough limbs spare to survive it a second time."
  
  TYRANID SPECIAL RULES
  Expanded Revised - TyRanids
  6
  TYRANID CRITICAL HITS TABLE
  2D6
  EXTRA 
  DAMAGE
  RESULT
  2
  +0
  Dorsal armament wounded. A large tear in the vessel’s dorsal section prevents its weapons from discharging. The ship may not use its dorsal weapons until the damage 
  has been repaired.
  3
  +0
  Starboard armament wounded. The starboard armament is severely injured by the hit. The ship’s starboard weapons may not be used until the damage has been repaired.
  4
  +0
  Port armament wounded. Heavy damage wounds the port side weaponry. The ship’s port armament may not be used until the damage has been repaired.
  5
  +0
  Prow armament wounded. The bio-ship’s prow is ripped open. Its prow armament may not used until the damage has been repaired.
  6
  +1
  Keel armament wounded. A large tear in the vessel’s keel prevents its weapons from discharging. The ship may not use its keel weapons until the damage has been 
  repaired.
  7
  +0
  Heavy wound! Internal organs are ruptured and massive bleeding weakens the vessel. Roll to repair the heavy wound in the End phase; if the wound is not repaired, it 
  causes 1 point of extra damage and keeps bleeding. (This result functions exactly like a Fire critical hit).
  8
  +1
  Discharge vents wounded. One of the huge biological valves that maneuver the ship through the ether is crippled. The bio-ship reduces its speed by 10cm until the 
  damage has been repaired.
  9
  +0
  Synapse link severed. The nerve bundles which connect the ship to the Hive Mind are badly damaged. The bio-ship cannot use or benefit from synaptic control until the 
  damage has been repaired.
  10
  +0
  Spore cysts ruptured. The breeding pods that sustain the ship’s spore defense screens are completely destroyed. The bio-ship may no longer use its shields. This damage 
  cannot be repaired.
  11
  +D3
  Severe wound. A huge gash is torn in the ship’s hull, vital fluids freezing instantly as they spill into the void.
  12
  +D6
  Massive haemorrhage. The armored hide of the ship suffers immense damage, spraying alien ichor far into the void. Make a bio-plasma attack with Strength 1 against 
  every other ship and ordnance marker within 2D6cm. Like other types of area effects, holofields and similar defenses will have no effect against this attack.
  TYRANID CATASTROPHIC DAMAGE TABLE
  2D6
  RESULT
  2-7
  Drifting carcass. The limp remains of the bio-ship drift through the void, pushed forward by sporadic death spasms. The wreck moves 4D6cm forward in each of its subsequent movement 
  phases. Place a blast marker in contact with the corpse’s base after each move.
  8-9
  Death throes. The ship is wracked by violent muscle contractions, and ichor seeps from dozens of horrendous wounds. The wreck moves 4D6cm forward in each of its subsequent Movement 
  phases. Place a blast marker in contact with the corpse’s base and roll on the Catastrophic Damage table again at the end of the movement phase (replacing this result if a 2-7 is rolled).
  10-11
  Biological eruption. The ship spectacularly explodes, hurling gobbets of viral slime and acid over a wide area. Remove the ship from play, leaving behind a number of blast markers equal to 
  half its starting number of hits. Make a pyro-acid attack against every target within 3D6cm, with a firepower equal to the ship’s starting damage. (Like other area-of-effect attacks, holofields 
  and similar defenses offer no protection).
  12
  Bio-plasma detonation. With a blinding flash the ship’s main arteries explode with bio-plasma engulfing the creature and spraying dangerously in all directions. Remove the ship from 
  play, leaving behind a number of blast markers equal to its starting number of hits. Make a bio-plasma attack against every target within 3D6cm, with a Strength equal to half the exploding 
  vessel’s starting damage. Shields will not protect against the detonation. (Like other area-of-effect attacks, holofields and similar defenses offer no protection).
  
  TYRANID SPECIAL RULES
  Expanded Revised - TyRanids
  7
  SCENARIO SPECIAL RULES
  The Tyranids are unlike any other race in the galaxy, and 
  are not driven by greed, vengeance, or madness. Instead, 
  they are propelled forth by the unfathomable will of the 
  Hive Mind, their gestalt consciousness, which compels 
  them to feed and grow to the exclusion of almost all else. 
  As such, the Tyranids are subject the following rules:
  Cruiser Clash
  It is uncommon for the Tyranids to travel with only a 
  few cruisers (and bringing such a force would make for 
  very boring games). As such, they ignore the usual rules 
  and restrictions for fleet composition in a Cruiser Clash 
  (as well as those in the fleet list itself), instead spending 
  up to 750 points on capital ships. No Proteus hive ships 
  or escorts may be taken, and the fleet may have no more 
  than one Charybdis hive ship. Lastly, no upgrades or re-
  rolls may be purchased either.
  Convoy
  Tyranids, being a race of space-borne organisms, have no 
  need for trade or convoys. Indeed, they have little reason  
  to move goods or cargo anywhere except their bellies! As 
  such, Tyranids must always be the attacker in a Convoy 
  scenario.
  Planetary Assault
  This is the classic Tyranid scenario - an attempt to invade 
  and subdue a populated world (although they may also 
  attempt to defend a recently conquered world as well). 
  When playing as the attacker in a Planetary Assault, a 
  Tyranid fleet receives additional Escort drones instead of 
  transports. Furthermore, all hive ships, Emergent drones, 
  and Escort drones count as transports for the purposes of 
  scoring assault points (meaning they will usually score 
  +2 assault points instead of +1). Hive ships and emergent 
  drones that are crippled lose this bonus, however.
  Escalating Engagement
  One of the few effective strategies against the Tyranids 
  relies on exploiting the relatively slow speed of Tyranid 
  vessels to break apart their core formation, then isolating 
  the fragments and destroying them as quickly as possible.  
  This makes them especially vulnerable in the Escalating 
  Engagement scenario.
  To counteract this, the Tyranids generally travel in huge, 
  dense shoals. Tyranids therefore add +1 to the arrival role 
  of their divisions in an Escalating Engagement scenario, 
  representing the close proximity of neighboring forces.
  Exterminatus
  The Tyranids would never waste the valuable resources 
  of a world by destroying it outright! As such, they have 
  no reason to be the attacker in an Exterminatus scenario 
  - they must always be the defender.
  "B
  ut as I looked into its dead black eyes, I saw 
  the terrible sentience it had in place of a soul. 
  Behind that was the steel will of its leader. Further 
  still I could feel its primogenitor coldly assessing me 
  from the void. And looking back from the deepest 
  recesses of the alien's mind I perceived what I can 
  only describe as an immortal hunger. We can slay the 
  Tyranids on our worlds, blast their fleets from the 
  space, grind their armies to torn and ruined fragments. 
  But their hunger? That is beyond our ability to slay."
  -Chief Librarian Varro Tigurius,
  Ultramarines Chapter
  
  TYRANID SPECIAL RULES
  Expanded Revised - TyRanids
  8
  EVOLUTION OF THE HIVE MIND
  TYRANID BIOMORPHS
  As the hive fleet sails relentlessly on through space, it is 
  continually evolving to meet the enemies that it faces. 
  Individual organisms adapt and refine themselves with 
  each new encounter, while the Hive Mind perpetually 
  alters the morphology of the new organisms birthed 
  by the fleet to maximize their potential. This natural 
  adaptation is represented in the Tyranid fleet list in the 
  way that other races have special refits.
  These refits can be incorporated by any capital ships 
  and/or escort squadrons in your fleet, except when 
  specifically noted otherwise (see the fleet lists section for 
  details). Where two costs are shown, the first is the cost 
  for capital ships, and the second is the cost per escort 
  for an escort squadron. If the cost is a percentage, it is 
  calculated against the base cost of the capital ship or 
  escort squadron, rounded up to the nearest 5 points.
  No ship or squadron may have more than one copy of any 
  single biomorph. Furthermore, the number of biomorphs 
  that a ship or squadron may purchase is limited by the 
  size of the ship(s) in question:
  • Hive ships may have up to three biomorphs.
  • Other capital ships may have up to two biomorphs.
  • Escort squadrons may only have one biomorph.
  Campaigns
  These bio-enhancements represent the adaptive qualities 
  of the Tyranid Hive Fleets. As such, the Tyranids cannot 
  have any other type of refits. During a campaign, no 
  capital ship or escort squadron may gain more than one 
  new biomorph before each battle. Moreover, Tyranids 
  cannot gain crew skills of any kind.
  In addition, if a refit would be earned during a campaign, 
  roll 2D6 and apply the bio-enhancement to the left which 
  corresponds with the score rolled, rather than using the 
  regular refit tables. You may also use this method to 
  generate biomorphs during a normal game if desired. Re-
  roll any result that cannot be applied.
  2. Solar Vanes ................................. +10 / 5 points
  Ships with this biomorph have developed bio-engineered 
  wings that spread out from its body to absorb ambient 
  radiated energy from surrounding space. Add +5cm to 
  their speed.
  3. Adrenaline Sacs .......................... +10 / 5 points
  Ships with this biomorph have grown and strengthened 
  the primary propulsion valves and constrictor muscles 
  used to propel themselves through space. Add +2D6cm 
  to their speed when on All Ahead Full special orders.
  4. Psychic Scream ................................ +15 points
  Only hive ships may have this biomorph. The upgraded 
  vessel’s connection to the Hive Mind is so pervasive 
  that an incredible psychic reverberation surrounds the 
  ship, rendering it even more ghastly and fearsome than 
  normal. Every enemy vessel within 30cm suffers a -1Ld 
  penalty. A ship may be affected by up to three psychic 
  screams at one time, for a total of -3Ld.
  5. Advanced Discharge Vents ............. +10 points
  Only capital ships may have this biomorph. The upgraded 
  vessel has increased the number of discharge vents along 
  its length, dramatically improving maneuverability. The 
  ship reduces the distance it needs move before turning 
  by 5cm. 
  6. Extra Spore Cysts............................ +15 points
  Only capital ships (except Proteus hive ships) may have 
  this biomorph. The upgraded ship has adapted to generate 
  more spores with which to defend itself. It adds +1 to its 
  Shields value.
  7. Reinforced Carapace ...................... +20 points
  Only capital ships may have this biomorph. The upgraded 
  ship has grown to an incredible size, and has reinforced 
  its internal endostructures. Its total mass, combined with 
  additional ablative sections of carapace means that it can 
  withstand substantially more punishment than a normal 
  Tyranid vessel of the same class. The ship adds +2 to its 
  starting number of hits.
  8. Mucous Membrane ...............+10% Base Cost
  Ships with this biomorph are covered in a slimy, meters-
  thick coating of mucous, which diffuses the damage and 
  impact of most ordnance attacks. Against such ships, 
  enemy assault boats must subtract 1 from their hit-and-
  run result, while enemy bombers must subtract 1 from the 
  number of attacks they make. Furthermore, all torpedoes 
  count the upgraded ships’ Armor value as being 1 higher 
  than normal (to a maximum of 6+).
  9. Accelerated Healing ........................ +10 points
  Only capital ships may have this biomorph. The upgraded 
  vessel has enhanced its ability to recover from severe 
  wounds. It rolls an additional two dice in the End phase 
  when attempting to repair critical damage.
  10. Drone Link ................................+20 / 5 points
  Ships with this biomorph maintain an unbroken link with 
  the tracking drones in the swarm, allowing them to more 
  effectively respond to enemy threats. Such ships gain an 
  automatic left column-shift for their pyro-acid batteries 
  while they are within 15cm of a Leviathan Prowler or 
  Leviathan Vanguard.
  11. Tenacity ............................... +10% Base Cost
  Ships with this biomorph have evolved the capability to 
  bring their weapons to bear independently of instinctive 
  behaviors that would otherwise interfere. When such 
  ships are on All Ahead Full, Burn Retros, or Come to New 
  Heading special orders, their pyro-acid batteries and bio-
  plasma discharges may fire at full effectiveness.
  12. Auxiliary Spores .......................+10 / 5 points
  Ships with this biomorph have developed extra spore 
  cysts across their surface, making it much harder for 
  enemy ordnance to penetrate their defenses. Such ships 
  add +1 to their Turrets characteristic.
  "Oh, God-Emperor, they're comin' outta the walls! 
  They're comin' outta the Throne-damned walls!"
  
  SHIPS OF THE TYRANIDS
  Expanded Revised - TyRanids
  9
  O
  ver the course of their long lives, Tyranid hive 
  ships gain large amounts of biomass, which they 
  store in their sleek, combat ready form. Unfortunately, 
  once a hive ship reaches its growth limit - usually after 
  consuming the flora & fauna of several planets - their 
  huge size becomes a handicap, making it difficult for 
  such ships to participate in future raids. As a result, most 
  hive ships will enter a ‘breeding’ phase after reaching 
  their maximum size, expending as much biomass as 
  possible birthing new ships - sometimes enough to create 
  an entirely new splinter fleet - until the hive ship has 
  reduced its considerable bulk. 
  The Proteus class hive ship represents this unique stage 
  in a Tyranid vessel’s evolution. Despite its slow, ungainly 
  movements, its enormous mass means it is quite literally 
  armed to the teeth, displaying a wide and varied array of 
  deadly Tyranid bio-weapons capable of holding off small 
  fleets of enemies foolish enough to get close. 
  Proteus hive ships are seldom seen attacking a world, 
  however they are frequently encountered around infested 
  worlds, draining the planets’ atmospheres and oceans. 
  Since the entire mass of a biosphere is substantial, some  
  Proteus hive ships can grow to the size of large moons, 
  but this is relatively rare, as it leaves them relatively 
  vulnerable.
  PROTEUS CLASS HIVE SHIP ................................................600 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/20
  15cm
  45°
  5
  5+
  6
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Feeder Tendrils
  Base Contact
  3
  -
  Dorsal Pyro-Acid Battery
  45cm
  12
  Left / Front / Right
  Keel Pyro-Acid Battery
  45cm
  12
  Left / Front / Right
  Dorsal Bio-Plasma Discharge
  30cm
  3
  Left / Front / Right
  Keel Bio-Plasma Discharge
  30cm
  3
  Left / Front / Right
  Port Launch Glands
  Antibodies: 15cm
  6 Squadrons
  -
  Starboard Launch Glands
  6 Squadrons
  -
  Prow Excretion Ducts
  Hull-Borers: 20cm
  10
  Front
  Synapse Creature: A Proteus class hive ship is a massive organism capable of instructing tens of thousands of 
  Tyranids at once. It has a leadership value of 10 and a synapse range of 60cm.
  Special Rules: Proteus hive ships are extremely ponderous; they cannot use Come to New Heading special orders 
  and only add +2D6cm to their speed (rather than +4D6cm) when on All Ahead Full special orders. A Proteus 
  hive ship’s launch glands (both port and starboard together) may be equipped with phage mines for +60 points.
  "A 
  fatal error, 'twas, listening to that damned 
  old fool. We were carrying virus bombs 
  for the planet below, but Hergol told us since we 
  were in a jam, we might launch a few at the things 
  in space, only it didn't do a thing to 'em. Well, so 
  we thought until the damned things rammed us a 
  week later and got hold of the ship. They spat this 
  acid, this burning spittle everywhere, and within 
  and hour, those that didn't die from the burns were 
  sick as hell with the same virus we'd hurled at the 
  beast to begin with"
  
  SHIPS OF THE TYRANIDS
  Expanded Revised - TyRanids
  10
  T
  yranid hive ships are the monstrous, void swimming 
  leviathans found at the very heart of a Tyranid fleet. 
  Tremendous physical variety has been observed in these 
  behemoths, although thick, stone-like armor plates 
  and dense clusters of weapon growths are common 
  features. Despite their seemingly impossible size, hive 
  ships are living creatures incorporating millions of bio-
  engineered organisms. Each is a self-sufficient biological 
  factory capable of creating an endless tide of ravenous 
  Tyranid horrors, as well as replicating genomes and 
  splicing together new and terrifying creatures perfectly 
  adapted for each world it encounters. Tens of thousands 
  of Tyranid warriors are carried aboard hive ships, the 
  cocooned officers of nightmare hordes yet to be born.
  The Charybdis class represents the most common of such 
  behemoths, before they grow into the truly gargantuan 
  Proteus phase of their development. Although not quite 
  as physically tough as the warships fabricated by other 
  races, the Charybdis hive ships more than make up for it 
  in sheer versatility and deadly weapons.
  CHARYBDIS CLASS HIVE SHIP ............................................165 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/10
  15cm
  45°
  3
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Feeder Tendrils
  Base Contact
  2
  -
  Additional Weapon(s)*
  *
  *
  *
  Synapse Creature: A Charybdis class hive ship is standard Tyranid command-ship 
  equivalent. It has a leadership value of 8 and a synapse range of 45cm.
  Special Rules: Charybdis hive ships are ponderous; they cannot use Come to New 
  Heading special orders.
  *Weapon Biomorphs: A Charybdis class hive ship must be configured as follows, at 
  the time you prepare your fleet list. The cost of each biomorph is added to the cost of 
  the hive ship, just like any other refit. It must choose one prow and one keel weapon, 
  and may have up to three choices from the port and starboard weapon options. 
  Remember that you may select the same choice more than once. Where the vessel 
  has multiple copies of the same weapon in the same location, combine the weapons’ 
  firepower or strength together and treat it as a single weapon system.
  Prow Weapons (Choose one)
  • Pyro-acid Battery (Range 45cm, Firepower 8, Front) ............................ +25 points
  • Excretion Ducts (Hullborers: 20cm, Strength 8, Front) .......................... +25 points
  • Bio-plasma Discharge (Range 30cm, Strength 4, Left/Front/Right) ....... +20 points
  • Massive Claws (Base Contact, Strength 3) ............................................. +15 points
  Keel Weapons (Choose one)
  • Pyro-acid Battery (Range 45cm, Firepower 8, Front) .............................+25 points
  • Bio-plasma Discharge (Range 30cm, Strength 4, Left/Front/Right) ........+20 points
  • Launch Glands (Antibodies: 15cm, 2 Squadrons) ....................................+20 points
  Port / Starboard Weapons (Up to three selections)
  • Launch Glands .........................................................................................+20 points
  Port (Antibodies: 15cm, 1 Squadron)
  Starboard (Antibodies: 15cm, 1 Squadron)
  • Pyro-acid Batteries ...................................................................................+15 points
  Port (Range 45cm, Firepower 2, Front)
  Starboard (Range 45cm, Firepower 2, Front)
  • Bio-plasma Discharges ............................................................................+15 points
  Port (Range 30cm, Strength 1, Left)
  Starboard (Range 30cm, Strength 1, Right)
  Phage Mines: A Charybdis’ launch glands may be armed with phage mines for +5 
  points per point of their strength. For example, a hive ship with keel launch glands 
  and two sets of port/starboard launch glands would pay +30 points for phage mines.
  
  SHIPS OF THE TYRANIDS
  Expanded Revised - TyRanids
  11
  I
  mmature hive ships like the Scylla class are a common sight in small splinter groups of the main Tyranid Hive 
  Fleets. Whenever a Tyranid battle group is weakened beyond its ability to attack and conquer an inhabited world, the 
  Hive Mind will divert it to raid minor planets and moons for biomass. After each attack, the fleet withdraws, fleeing 
  before enemy reinforcements can counter the threat. This process is repeated until the fleet has rebuilt its forces, at 
  which point it will return to more conventional Tyranid assault tactics. In addition to this unique role as a secondary 
  command vessel, they are also used as close-support destroyers in regular fleets where they operate solely on instinct.
  Naturally, cruiser-sized vessels are more appropriate for a small raiding group, making Scylla class hive ships the 
  ideal command vessels for such operations. The Scylla sacrifices the bioweapons used in extended engagements for 
  those with more immediate and efficient effects, although it still suffers from the slow speed and poor maneuverability 
  typical of most hive ships. Nevertheless, it is a versatile platform which requires a relatively small amount of biomass 
  to maintain, making it exceptionally dangerous to allow even one Scylla to escape a fleet engagement - in  a matter of 
  weeks, it could easily return with a massive horde of new Tyranid vessels in tow. As such, these vessels are primary 
  targets for most anti-Tyranid task forces and patrol groups.
  SCYLLA CLASS HIVE SHIP ......................................................65 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  15cm
  45°
  2
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Feeder Tendrils
  Base Contact
  1
  -
  Additional Weapon(s)*
  *
  *
  *
  Minor Synapse Creature: A Scylla class hive ship is an immature form of command 
  ship which has not fully developed its synaptic links; it will normally follow instinctive 
  behavior unless upgraded with a minor synapse node (see the Tyranid fleet lists).
  Special Rules: Although relatively small, Scylla class hive ships are ponderous; they 
  cannot use Come to New Heading special orders.
  *Weapon Biomorphs: A Scylla class hive ship must be configured as follows, at the 
  time you prepare your fleet list. The cost of each biomorph is added to the cost of the 
  hive ship, just like any other refit. It must choose one prow and one keel weapon, and 
  may have up to two choices from the port and starboard weapon options. Remember 
  that you may select the same choice more than once. Where the vessel has multiple 
  copies of the same weapon in the same location, combine the weapons’ firepower or 
  strength together and treat it as a single weapon system.
  Prow Weapons (Choose one)
  • Pyro-acid Battery (Range 45cm, Firepower 5, Front) ............................ +15 points
  • Excretion Ducts (Hull-borers: 20cm, Strength 4, Front) ........................ +15 points
  • Massive Claws (Base Contact, Strength 2) ............................................. +10 points
  Keel Weapons (Choose one)
  • Pyro-acid Battery (Range 45cm, Firepower 5, Front) .............................+15 points
  • Bio-plasma Discharge (Range 30cm, Strength 2, Left/Front/Right) ........+15 points
  • Excretion Ducts (Hull-borers: 20cm, Strength 4, Front) .........................+15 points
  Port / Starboard Weapons (Up to two selections)
  • Launch Glands .........................................................................................+20 points
  Port (Antibodies: 15cm, 1 Squadron)
  Starboard (Antibodies: 15cm, 1 Squadron)
  • Pyro-acid Batteries ...................................................................................+15 points
  Port (Range 45cm, Firepower 2, Front)
  Starboard (Range 45cm, Firepower 2, Front)
  • Bio-plasma Discharges ............................................................................+15 points
  Port (Range 30cm, Strength 1, Left/Front)
  Starboard (Range 30cm, Strength 1, Right/Front)
  Phage Mines: A Charybdis’ launch glands may be armed with phage mines for +5 
  points per point of their strength. For example, a hive ship with two sets of port and 
  starboard launch glands would pay +20 points for phage mines.
  
  SHIPS OF THE TYRANIDS
  Expanded Revised - TyRanids
  12
  K
  raken are widely feared; they are vicious creatures equipped 
  with weapons far more powerful than their size would 
  suggest. The Kraken are unlike other Tyranid ships which are 
  quick to run when outnumbered, or are so slow and ponderous 
  that a clever Rogue Trader can easily escape. They are bred for 
  one purpose: to kill. Much like the warrior strain of Terran ants, 
  these creatures are the fighting caste of Tyranid fleets.
  Although theories range about why the number of Kraken vary 
  widely between the Hive Fleets, perhaps the truth is simpler 
  than expected. Different fleet strains seem to prefer Kraken, but 
  as they are less useful in long-term harvests of biomass, Hive 
  Fleets which face less hostility are accompanied by far fewer 
  of the creatures.
  KRAKEN CARNIVORE .................................................................125 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  20cm
  45°
  -
  6+
  -
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Excretion Ducts
  Hull-borers: 20cm
  4
  Front
  Prow Bio-plasma Discharge
  30cm
  3
  Front
  Dorsal Massive Claws
  Base Contact
  2
  -
  Keel Massive Claws
  Base Contact
  2
  -
  KRAKEN PREDATOR ..................................................................... 30 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/2
  25cm
  90°
  -
  6+
  -
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapon System*
  *
  *
  *
  G
  igantic organisms perfectly adapted to become predators of 
  the void, Kraken represent a serious threat to shipping as 
  they range around far from the hive fleet seeking prey. Kraken 
  manifest all manner of bizarre and deadly bio-weaponry. 
  Although they represent no direct threat to planets, being 
  entirely space borne, the Kraken have been known to render 
  entire systems indefensible due to their voracious appetite for 
  transports, space stations, and other outposts.
  Special Rules: Kraken are amazingly durable and capable of 
  sustaining unthinkable amounts of damage. They always count 
  as being on Brace for Impact special orders for the purposes of 
  damage and other attacks. This does not impair their combat 
  effectiveness and does not cancel or prevent the use of other 
  special orders (except further instances of Brace for Impact).
  *Weapon Biomorphs: A Kraken predator must be configured 
  as follows, at the time you prepare your fleet list. The cost of 
  each biomorph is added to the cost of the vessel, just like any 
  other refit. It must choose a single weapon system.
  Weapons (Choose one)
  • Pyro-acid Battery ................................................+15 points
  (Range 30cm, Firepower 6, Front)
  • Bio-plasma Discharge .........................................+10 points
  (Range 15cm, Strength 2, Front)
  • Excretion Ducts ...................................................+10 points
  (Hull-borers: 20cm, Strength 2, Front)
  • Massive Claws ....................................................+10 points
  (Base Contact, Strength 2)
  • Feeder Tendrils .....................................................+5 points
  (Base Contact, Strength 1)
  Special Rules: Kraken are amazingly durable and capable 
  of sustaining unthinkable amounts of damage. They always 
  count as being on Brace for Impact special orders for the 
  purposes of damage and other attacks. This does not impair 
  their combat effectiveness and does not cancel or prevent 
  the use of other special orders (except further instances of 
  Brace for Impact).
  
  SHIPS OF THE TYRANIDS
  Expanded Revised - TyRanids
  13
  T
  he Leviathan Prowler is a rarely seen variation of the typical Tyranid tracking drone known as the Vanguard. A 
  Prowler is nearly identical to a Vanguard in most respects, fulfilling a similar support role by identifying threats to 
  the Hive Mind and relaying this information to all other creatures in the fleet.
  It is widely believed by the Magos Biologis that the Leviathan Prowler is simply an ‘adult’ form of the more common 
  Vanguard craft seen during the initial Tyranid incursions into our galaxy. Many fear that a larger form of this creature 
  exists that has yet to be discovered, but speculation on this point is divided. Others believe that the nearly sentient 
  threat assessment abilities of these tracking drones are an indicator that they are, in fact, the larval form of the more 
  well-known Tyranid hive ships.
  LEVIATHAN PROWLER .............................................................. 95 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/4
  25cm
  90°
  1
  5+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Pyro-acid Battery
  30cm
  6
  Front
  Prow Feeder Tendrils
  Base Contact
  2
  -
  LEVIATHAN VANGUARD ......................................................... 30 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  25cm
  90°
  1
  5+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapon System*
  *
  *
  *
  L
  eviathan Vanguards are specialized Tyranid vessels that range far ahead of the main fleets, seeking suitable 
  worlds for the hive ships to feast upon. They carry specifically adapted Tyranid infiltration organisms, such as 
  Genestealers, Lictors, and Deathleapers which they seed onto targeted worlds by deploying their spores from low 
  orbit. Vanguards in close proximity to the Hive Fleets are those which have either recently returned with such scouting 
  information, or are about to depart with their cargo of woe and terror. The threat posed by these organisms to countless 
  planets is such that they are often priority targets in raids against the Hive Fleets.
  Special Rules: Enemy vessels and ordnance within 
  15cm of a Leviathan prowler may be targeted freely 
  by other Tyranid vessels in the fleet, regardless of 
  any usual restrictions and without requiring a target 
  priority test.
  "H
  ow ironic it is that as fast as we spread 
  progress and home throughout the galaxy, 
  the Tyranids spread death and despair. Only united 
  can we hope to stand against them."
  -Aun'shi, Ethereal of the Tau Empire
  Special Rules: Enemy vessels and ordnance within 15cm of a Leviathan vanguard 
  may be targeted freely by other Tyranid vessels in the fleet, regardless of any usual 
  restrictions and without requiring a target priority test.
  *Weapon Biomorphs: A Leviathan vanguard must be configured as follows, at the 
  time you prepare your fleet list. The cost of each biomorph is added to the cost of the 
  vessel, just like any other refit. It must choose a single weapon system.
  Weapons (Choose one)
  • Pyro-acid Battery (Range 30cm, Firepower 4, Front) .......................................Free
  • Feeder Tendrils (Base Contact, Strength 1) .......................................................Free
  
  SHIPS OF THE TYRANIDS
  Expanded Revised - TyRanids
  14
  O
  ccasionally a Hive Fleet will have larger drone vessels, to 
  shift the management of their escort-sized drones away 
  from overburdened hive ships. Like smaller drones, these vessels 
  are tasked with escorting the hive ships and the maintenance of 
  biomass resources. Although the so-called ‘Emergent’ drones 
  are particularly small for cruisers, they are formidable defenders.
  Some Imperial geneticists speculate that hive ships begin as 
  Emergent drones, then grow in size until they reach adulthood. 
  Unfortunately, research into the growth and development of 
  Tyranid bioships is lacking, since observing a Hive Fleet for 
  extended periods is incredibly dangerous. Furthermore, the 
  ever-shifting genetic makeup of the Tyranids makes any attempt 
  at such research all the more difficult.
  EMERGENT DRONE........................................................................ 45 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/4
  15cm
  45°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Feeder Tendrils
  Base Contact
  1
  -
  Additional Weapon(s)*
  *
  *
  *
  ESCORT DRONE ................................................................................20 Points 
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  15cm
  45°
  1
  5+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapon System*
  *
  *
  *
  S
  low and heavy in comparison to the other Tyranid 
  escort class vessels, escort drones are heavily armed 
  for their size and usually deploy in huge swarms. They 
  are often a hive ship’s last line of defense and cluster 
  in dense shoals about the behemoth’s flanks, where they 
  interfere with enemy targeting systems and weapons fire.
  Special Rules: When an enemy attempts a target priority test, it must do so at -1Ld for each intended target behind intervening 
  Emergent or Escort drones (a target is ‘behind’ drones if the enemy’s line of fire passes over at least one drone’s base).
  *Weapon Biomorphs: An Emergent drone must be configured as follows, at the time you prepare your fleet list. The cost of 
  each biomorph is added to the cost of the vessel, just like any other refit. It must choose one prow weapon and one keel weapon.
  Prow Weapons (Choose one)
  • Pyro-acid Battery (Range 30cm, Firepower 6, Front) .................................................................................................+15 points
  • Bio-plasma Discharge (Range 15cm, Strength 2, Left/Front/Right) ............................................................................+15 points
  • Excretion Ducts (Hull-borers: 20cm, Strength 4, Front) .............................................................................................+15 points
  Keel Weapons (Choose one)
  • Launch Glands (Antibodies: 15cm, 2 Squadrons) .......................................................................................................+20 points
  • Pyro-acid Battery (Range: 30cm, Firepower 6, Front) ...............................................................................................+15 points
  • Bio-plasma Discharge (Range 15cm, Strength 2, Left/Front/Right) ............................................................................+15 points
  Phage Mines: An Emergent drone’s launch glands may be armed with phage mines for +10 points.
  Special Rules: When an enemy attempts a target priority test, it must do so at -1Ld for each 
  intended target behind intervening Emergent or Escort drones (a target is ‘behind’ drones if the 
  enemy’s line of fire passes over at least one drone’s base).
  *Weapon Biomorphs: An Escort drone must be configured as follows, at the time you prepare 
  your fleet list. The cost of each biomorph is added to the cost of the vessel, just like any other 
  refit. It must choose a single weapon system.
  Weapons (Choose one)
  • Pyro-acid Battery (Range 30cm, Firepower 4, Front) ........................................................Free
  • Bio-plasma Discharge (Range 15cm, Strength 2, Front) ....................................................Free
  • Excretion Ducts (Hull-borers: 20cm, Strength 2, Front) ....................................................Free
  • Feeder Tendrils (Base Contact, Strength 1) ........................................................................Free
  
  SHIPS OF THE TYRANIDS
  Expanded Revised - TyRanids
  15
  INFESTED SPACE STATION ...................................................150 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Defense/10
  -
  -
  2
  6+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  60cm
  12
  All Round
  Lance Battery
  30cm
  3
  All Round
  W
  hen the Tyranids locate a suitable world for invasion, the Hive Mind will often dispatch broods of genestealers 
  and other infiltration organisms to infest the targeted planet and weaken its defenses before the arrival of the 
  Tyranid swarm. This infiltration may take months or even years - sometimes decades, if a world is well-defended - but 
  the results are almost universally effective. In most cases, defenders preparing for the Tyranid onslaught will suddenly 
  find themselves under fire from stations and vessels crewed by vicious genestealer hybrids. Usually, the Tyranids 
  will simply re-absorb these infiltrators when the planet is conquered, but in some cases they will leave infested space 
  stations operational to help protect their hive ships while they feed on the surface.
  Special Rules: An infested space station is a planetary defense choice for any Tyranid fleet, and will follow the rules for orbital stations as described in the BFG:XR Fleet 
  Support list. Due to the presence of genestealers and genestealer hybrids, an infested space station doubles its boarding value during a boarding action, and rolls 2D6 and 
  picks the highest score for its boarding action result. Furthermore, it adds +1 to the result of its hit-and-run attacks, and enemy hit-and-run attacks against it must subtract 
  1 from their score. However, since it is not actually a Tyranid station, it will not follow any other Tyranid special rules regarding boarding, hit-and-runs attacks, instinctive 
  behavior, shields, shooting, and so forth. Finally, it may not be given any biomorphs or other refits.
  "A
  cross the heavens the flotilla of bio-ships stretched out, impelled by instinct to hibernate again until new prey was found, new resources could be plundered. In their 
  wake was left a bare rock orbiting a star, scoured of every organic particle, stripped of all but the most basic elements. Nothing was left of the farming world of Langosta 
  III, there were no testaments to the humans who had once lived there. Now all that was left was an airless asteroid, the unmarked death place of three million people."
  
  SHIPS OF THE TYRANIDS
  Expanded Revised - TyRanids
  16
  W
  hile the Tyranids do not conquer worlds for the sake of territory - and thus have no need for anything like the 
  great space-fortresses of other races - they are certainly not defenseless. Indeed, the hive ships are at their most 
  vulnerable whilst feeding upon the surface of a planet, and so it is only natural that the Tyranids would have evolved 
  many defensive systems to prevent their enemies from interrupting this vital process.
  Once a targeted world has been overrun by a Hive Fleet’s forces and the consumption of the planet has started, some 
  of the remaining drone ships will be re-absorbed and re-constituted into huge clouds of spores and other small Tyranid 
  creatures. As these organisms gather around the planet, they form a thick screen of chattering claws and oozing bio-
  weapons capable of stopping all but the most stalwart attackers from reaching orbit. It is not uncommon for Imperial 
  Exterminatus operations to lose dozens of vessels simply breaking through the Tyranids’ defensive perimeter, long 
  before any actual Tyranid vessels have even joined the battle.
  ORBITAL DEFENSE SPORES .......................................................5 Points
  Special Rules: Orbital defense spores are ordnance 
  markers which follow the rules for phage mines in 
  all respects, in addition to being planetary defenses. 
  They are deployed just like orbital mines (found in the 
  BFG:XR Fleet Support list) at the start of the game.
  Antibodies: Any orbital defense spores  in your fleet 
  may be upgraded to function as Tyranid Antibodies 
  (instead of phage mines) for +5 points each. They are 
  still deployed like regular orbital mines, however.
  SPORE FIELD........................................................................................50 Points
  O
  ne of the most dangerous aspects of the Tyranid Hive 
  Fleets is their uncanny ability to rapidly rebuild their 
  forces from only a handful of disparate remnants. Just a 
  single overlooked drone ship can quickly multiply into an 
  entire horde of space-borne monsters if allowed to escape 
  into the void.
  Nowhere is this threat more obvious than in the shadow 
  of the vast clouds of spores which follow the Tyranids’ 
  advance. Little more than floating birthing pods and sacs 
  of pyro-acidic fluids, these spores are already incredibly 
  lethal to any enemy ships attempting to navigate Tyranid-
  held space. But far more alarming is the spores’ ability 
  to harvest biomass from nearby asteroids, consuming 
  small microbes and stray organic matter which they use 
  to sustain themselves and multiply. This provides the 
  Tyranid Hive Fleets with a natural, self-sufficient defense 
  perimeter against any ships attempting to interfere with a 
  planetary invasion.
  Yet these seemingly serene creatures have an even more 
  terrifying function. When a Hive Fleet is defeated, it will 
  send a psychic signal to thousands of spores waiting in 
  deep space, triggering latent growth cells designed to 
  transform a cloud of spores into an entirely new fleet of 
  Tyranid space vessels.
  Special Rules: A spore field follows all the normal rules for minefields as described in the BFG:XR Fleet Support 
  list, except that in all cases it will generate phage mines rather than normal mines, including when it attacks a 
  detected ship inside the field.
  
  TYRANID FLEET LISTS
  Expanded Revised - TyRanids
  17
  PRIMARY HIVE SHIPS
  1+ Primary Hive Ship
  Tyranids do not have fleet commanders in the traditional 
  sense, instead relying on instinct or the commands of the 
  Hive Mind, transmitted through one of several hive ships 
  which lead a Tyranid armada. You must include at least 
  one primary hive ship in your fleet.
  Proteus Hive Ship (Ld10, 60cm Synapse) ...... 600 points
  Charybdis Hive Ship (Ld8, 45cm Synapse) .... 165 points
  Any primary hive ship in the fleet may purchase a Hive 
  Mind re-roll for +25 points, which functions exactly like 
  a normal fleet commander re-roll in all respects.
  In addition, a Charybdis hive ship may purchase an alpha 
  synapse node for +40 points, increasing its Ld to 9.
  SECONDARY HIVE SHIPS
  Each Scylla class hive ship included in your fleet counts 
  against the total number of allowed attack cruisers given 
  by your primary hive ships.
  Scylla Hive Ship ............................................... 65 points
  Any Scylla class hive ship in the fleet may purchase a 
  minor synapse node for +30 points, making it a synapse 
  creature with Ld7 and 30cm synapse range.
  A Scylla class hive ship with a minor synapse node may 
  purchase up to two Hive Mind re-rolls as follows, usable 
  only for allies within synapse range (including the hive 
  ship itself):
  One re-roll ......................................................... 15 points
  Two re-rolls ....................................................... 30 points
  TYRANID HIVE FLEET LIST
  ATTACK DRONES
  The total number of attack drones allowed in a Tyranid 
  fleet is determined by the number of primary hive ships 
  you include, with larger hive ships providing for a greater 
  number of vessels. Note that attack and defense drones of 
  the same type may be squadroned together. 
  Attack Cruisers
  You may include up to 4 attack cruisers for each Proteus 
  class hive ship in the fleet, and up to 2 attack cruisers for 
  each Charybdis class hive ship in the fleet.
  Kraken Carnivore ............................................ 125 points
  Leviathan Prowler ............................................. 95 points
  Attack Escorts
  You may include up to 24 attack escorts for each Proteus 
  hive ship in the fleet, and up to 12 attack escorts for each 
  Charybdis hive ship in the fleet.
  Kraken Predator ................................................ 30 points
  Leviathan Vanguard .......................................... 30 points
  DEFENSE DRONES
  The total number of defense drones allowed in a Tyranid 
  fleet is determined by the number of primary hive ships 
  you include, with larger hive ships providing for a greater 
  number of vessels. Note that attack and defense drones of 
  the same type may be squadroned together. 
  Defense Cruisers
  You may include up to 6 Emergent drones for each 
  Proteus hive ship in the fleet, and up to 3 Emergent 
  drones for each Charybdis hive ship in the fleet.
  Emergent Drone ................................................ 45 points
  Defense Escorts
  You must include 12 Escort drones for each Proteus hive 
  ship in the fleet, and 6 Escort drones for each Charybdis 
  hive ship in the fleet. You may include additional escort 
  drones beyond this number, counting against the allowed 
  number of attack escorts in the fleet.
  Escort Drone ..................................................... 20 points
  USING A HIVE FLEET
  A Hive Fleet is a living organism, with a ravenous and 
  insatiable hunger. It burns its way across entire sectors, 
  spreading and dividing as it grows. In many respects, a 
  Hive Fleet is similar to a disease; an epidemic against 
  which the galaxy is desperately searching for a cure. The 
  Hive Fleet represents the Tyranid swarm at its apex, when 
  the collective might of the Hive Mind is focused into a 
  single, primal goal: to consume and grow without end.
  Upgrades
  Ships in the fleet may purchase biomorph upgrades as 
  described on page 8. Remember to add the cost of any 
  upgrades to your fleet roster.
  Scenarios
  Due to the unique disposition of the Tyranid fleets, they 
  are subject to some modifications of the usual rules for 
  scenarios, as described on page 7.
  Attack Rating
  The Tyranids, despite their ferocity, are far from reckless 
  aggressors. As such, a Tyranid Hive Fleet has an attack 
  rating of 2. However, they will often strike viciously and 
  without warning, if compelled to do so by the hive mind. 
  A Tyranid fleet may purchase the following upgrade:
  Pheremone Rage (Attack Rating 3) .................. 10 points
  Squadrons
  Tyranid escorts must be purchased in squadrons of 1 to 
  12 vessels, in any mix desired. Kraken Predators count 
  as two escorts for the purposes of this restriction. In all 
  other respects, a Tyranid Hive Fleet uses the normal rules 
  for assembling squadrons.
  Reserves and Allies
  A Tyranid Hive Fleet will never provide ships to or take 
  ships from any other fleet list as reserves or allies.
  "T
  hey have only one purpose and there is nothing they 
  will not do to accomplish this, no matter how vile or 
  loathsome it might be. These abominations mean to destroy 
  everything proud and noble, everything we hold dear and have 
  fought so long to achieve."
  -Inquisitor Agmar
  "W
  e must scour them from the stars before they do the 
  same to us."
  -Chaplain Ortan Cassius, Ultramarines Chapter
  
  TYRANID FLEET LISTS
  Expanded Revised - TyRanids
  18
  TYRANID VANGUARD FLEET LIST
  ATTACK DRONES
  A Tyranid Vanguard Fleet is made up of the fastest breeds 
  available to the Hive Mind, for speed is key to the success 
  of their mission. You may include any number of ships up 
  to the agreed points limit. 
  Attack Cruisers
  Leviathan Prowler (Ld7) ................................... 95 points
  Attack Escorts
  Any attack escorts you include must be formed into 
  squadrons of 6 to 12 vessels. Kraken predators count as 
  two ships for the purposes of squadron limits.
  Kraken Predator ................................................ 30 points
  Leviathan Vanguard .......................................... 30 points
  USING A VANGUARD FLEET
  Tyranid Vanguard fleets represent elements of the hive 
  fleet snaking out ahead of the main swarm, scouting for 
  worlds ripe for consumption. As a result, vanguard fleets 
  are much more limited in their choice of ships, but may 
  operate more independently than a typical Tyranid fleet.
  Leadership & Instinctive Behavior
  The vessels in a vanguard fleet must function on their 
  own for extended periods. As such, they are subject to the 
  following special rules:
  • Leviathan prowlers have Ld7 and add +1Ld for each 
  other prowler currently in their squadron (max Ld10).
  • Escort squadrons have a leadership value equal to the 
  number of surviving ships in the squadron (min Ld6, 
  max Ld10). Kraken predators count as two ships for 
  this purpose.
  • Each ship or squadron in the fleet may take a leadership 
  test at the start of each turn. If the test is passed, the 
  ship or squadron ignores Instinctive Behavior, exactly 
  as if a hive ship used its synaptic control.
  • All ships and squadrons use their own leadership when 
  attempting Brace for Impact orders, counting as Ld7 if 
  their normal leadership value is lower.
  Upgrades
  Ships in the fleet may purchase biomorph upgrades as 
  described on page 8. Remember to add the cost of any 
  upgrades to your fleet roster.
  Scenarios
  Due to the unique disposition of the Tyranid fleets, they 
  are subject to some modifications of the usual rules for 
  scenarios, as described on page 7.
  Attack Rating
  Tyranid Vanguard Fleets are relatively weak attackers, as 
  they are adapted for scouting and deploying infiltrators. 
  As such, they have an attack rating of 2. They may still 
  be motivated to strike against an enemy if the Hive Mind 
  compels them to do so, however. A vanguard fleet may 
  purchase the following upgrade:
  Pheremone Rage (Attack Rating 3) .................. 10 points
  Reserves and Allies
  A Tyranid Vanguard Fleet will never provide ships to or 
  take ships from any other fleet list as reserves or allies.
  "The blasphemy of the Tyranids is such that only 
  one solution is acceptable. Extermination."
  -Chaplain Ortan Cassius, Ultramarines Chapter
  
  TYRANID FLEET LISTS
  Expanded Revised - TyRanids
  19
  PRIMARY HIVE SHIPS
  1+ Scylla Hive Ship w/ Synapse Node
  A Gestating Fleet is relatively young, and will only have 
  immature hive ships. You must include at least one Scylla 
  hive ship in your fleet. In a Gestating Fleet, Scylla hive 
  ships automatically benefit from a synapse node (with 
  the additional +30 points included in their cost below), 
  making them synapse creatures with Ld8.
  Scylla Hive Ship w/ Synapse Node
  (Ld8, 30cm Synapse) ........................................ 95 points
  Any Scylla class hive ship in the fleet may purchase up to 
  two Hive Mind re-rolls as follows, usable only for allies 
  within synapse range (including the hive ship itself):
  One re-roll ......................................................... 15 points
  Two re-rolls ....................................................... 30 points
  ATTACK DRONES
  The total number of attack drones allowed in a Tyranid 
  fleet is determined by the number of Scylla hive ships you 
  include. Note that attack and defense drones of the same 
  type may be squadroned together. 
  Attack Cruisers
  You may include one attack cruiser for each Scylla class 
  hive ship in the fleet.
  Kraken Carnivore ............................................ 125 points
  Leviathan Prowler ............................................. 95 points
  Attack Escorts
  You may include up to 8 attack escorts for each Scylla 
  class hive ship in the fleet.
  Kraken Predator ................................................ 30 points
  Leviathan Vanguard .......................................... 30 points
  TYRANID GESTATING FLEET LIST
  DEFENSE DRONES
  The total number of defense drones allowed in a Tyranid 
  fleet is determined by the number of Scylla hive ships you 
  include. Note that attack and defense drones of the same 
  type may be squadroned together. 
  Defense Cruisers
  You may include up to 2 Emergent drones for each Scylla 
  hive ship in the fleet.
  Emergent Drone ................................................ 45 points
  Defense Escorts
  You must include 4 Escort drones for each Scylla hive 
  ship in the fleet. You may include additional escort 
  drones beyond this number, counting against the allowed 
  number of attack escorts in the fleet.
  Escort Drone ..................................................... 20 points
  USING A GESTATING FLEET
  Gestating Fleets represent newly formed hive fleets that 
  spend countless years developing and evolving, usually 
  just outside the atmosphere of a doomed, helpless planet.  
  At this stage, all biomass the fleet collects is used to 
  grow the swarm. Thus, although such fleets lack the brute 
  strength of the larger hive ships, they make up for this 
  deficiency by fielding much larger swarms of vessels. 
  Upgrades
  Ships in the fleet may purchase biomorph upgrades as 
  described on page 8. Remember to add the cost of any 
  upgrades to your fleet roster.
  Scenarios
  Due to the unique disposition of the Tyranid fleets, they 
  are subject to some modifications of the usual rules for 
  scenarios, as described on page 7.
  Attack Rating
  A Tyranid Gestating Fleet is still in the earliest stages of 
  development, and as such it much less likely to launch an 
  attack, lest it attract too much unwanted attention. It has 
  an attack rating of 2.
  Squadrons
  Tyranid escorts must be purchased in squadrons of 1 to 
  12 vessels, in any mix desired. Kraken Predators count 
  as two escorts for the purposes of this restriction. In all 
  other respects, a Tyranid Gestating Fleet uses the normal 
  rules for assembling squadrons.
  Reserves and Allies
  A Tyranid Gestating Fleet will never provide ships to or 
  take ships from any other fleet list as reserves or allies.
  "They are coming! I feel them scratching inside my mind, scratching, screaming, running, so many - 
  so, so many voices. They are coming for us - flesh, body and soul!"
  "W
  e cannot live through this. Mankind cannot live through this. In 
  a single day they have covered the surface of this planet with a 
  flood of living blades and needle-fanged mouths. Kill one and ten take its 
  place. If they are truly without number then our race is doomed to a violent 
  death before every shred of our civilization is scoured away by a force more 
  voracious than the fires of hell themselves! Death! By the Machine God, 
  Death is here!"
  -Final words of Magos Varnak
  
  TYRANID CHANGE LOG
  Expanded Revised - TyRanids
  20
  BFG:R to BFG:XR - CHANGE LOG
  [Addition][Change] Clarified that a bio-ship which suffers a 
  Synapse Severed result on the Critical Hits table may not use or 
  benefit from synaptic control. Previously it was unclear if this 
  would apply to a synapse creature.
  [Change] Clarified that Fire criticals from Phage mines do not 
  ignore shields, just like other mines (in other words, only hits 
  that get through a target’s shields will cause a Fire critical).
  [Addition] Clarified that Phage mines must deploy from a 
  ship’s launch bays (reducing the amount of attack craft the ship 
  may launch in the same turn), but otherwise follow the rules 
  for mines (meaning they do not have launch limits, cannot join 
  waves, etc).
  [Change] Ships which purchase phage mines now do so for the 
  entire ship, rather than on a weapon-by-weapon basis. Although 
  this reduces granularity of options, it’s easier for list construction 
  and reduces the chance of “forgetting” which bays are upgraded 
  and which are not.
  [Addition] [Change] Ships that purchase multiple copies of 
  the same weapon in the same location (i.e. prow, keel, port, and 
  starboard – NOT just fire arc) combine those weapons into a 
  single weapon system. Also clarified that ship configurations 
  must be chosen when assembling the fleet.
  [Change] Clarified that holofields and other defenses do 
  function against bio-plasma – just not basic shields.
  [Addition] [Change] Reworked the Massive Claws, clarifying 
  that smaller ships are dragged along with the larger one, and 
  restructuring the way damage is dealt. Victims may now escape 
  if the Tyranid ship fails to maintain its hold on each of its turns.
  [Addition] Clarified that the Kraken special rules do not cancel 
  other special orders, but do prevent them from attempting 
  further Brace for Impact orders.
  [Change] Adjusted the functionality of Emergent and Escort 
  drones. It is now clear that their identical special rules do not 
  stack. However, the effect now stacks for each target behind 
  drones, when a ship takes its target priority test. 
  This was mostly to clear up potential confusion with how this 
  rule worked. Based on the wording, it seems clear that the 
  rules do not stack within a class (i.e. several Escort drones), 
  Some elements of BFG:R and the original BFG rules have been altered as part of the transcription process for the BFG:XR Project. For the most part, these changes are 
  simply adjustments to grammar and language, in order to improve clarity or fix (a few) typos. Other changes include a few minor expansions to the existing material or 
  re-integrations of older rules that were either dropped or not included when the BFG:R documents were produced. These changes are meant only to add flavor or clarity to 
  the existing rules, and not an attempt to dramatically alter the function or power of any one faction’s fleets. This document generally only lists those changes which constitute 
  an actual addition or alteration of the rules, not adjustments to language or readability.
  so it didn’t seem logical for the identical rules to stack between 
  the two classes (i.e. a ship behind both an Emergent and Escort 
  drone). However, it also did not make sense for this rule not to 
  stack if a ship was trying to fire past drones protecting several 
  different targets – so now you get -1Ld per target behind drones 
  when you take the test.
  [Addition] Tyranids may take Spore Fields – a minefield 
  equivalent which produces phage mines.
  [Addition] Tyranids may take an Infested Space Station – an 
  orbital station equivalent which is operated by genestealers and 
  benefits from the Tyranids’ boarding/H&R rules.
  [Change] Reorganized how the ships are presented in the 
  book, simply for the sake of style. Now, Kraken, Leviathans, 
  and Drones are grouped together in the profiles section, and are 
  broken into two categories (Attack Drones and Defense Drones) 
  in the fleet list. 
  Functionally speaking, the rules and restrictions for fleet 
  building are identical, but should read a little smoother now.
  [Change] Increased the amount of points Tyranids get in 
  a Cruiser Clash scenario from 740 points to 750 points. This 
  was solely to “round-out” the number, as it is much easier to 
  remember that way.
  [Addition] [Change] In a Planetary Assault, Tyranid fleets 
  receive additional Escort drones instead of transports. Also 
  clarified that hive ships and Emergent drones which become 
  crippled lose their ability to score bonus assault points.
  [Addition] [Change] The Tyranid Vanguard and Gestating 
  fleets are now separate, fully independent fleet list pages (rather 
  than just modifications to the core list).
  [Change] In Vanguard Fleets, any ship or squadron may test 
  to ignore Instinctive Behavior, not just escort squadrons. This 
  seemed like an oversight in BFG:R, but I could be wrong.
  [Change] Gestating fleets may not purchase pheromone rage, as 
  they are too vulnerable to initiate many attacks.
  [Change] Bioplasma arcs on Charybdis and Scylla hive ships has 
  been adjusted. Port and Starboard options on the Charybdis are 
  now Left / Right only, respectively. Port and Starboard options 
  on the Scylla are Left/Front and Right/Front respectively. This 
  reduces the overlap of these weapons on the larger hive ships. 
  The Charybdis now maxes out at 11 Left, 11 Right, and 8 Front. 
  The Scylla now maxes out at 4 Left, 4 Right, and 6 Front.
  Last Updated: March 2, 2017 10:50 AM
  
SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/BFG-XR/BFGXR - Tyranids.pdf