Okay, I'll give it a try. If someone wanted to run a Xenomorph gang – presumably within a specific campaign - here’s a starting point (all other rules stand):
A Xenomorph gang starts with a single individual.
They do not collect credits from turf, but - for each turf possessed – may generate one new gang member regardless of whether any were lost in the previous battle. Even if the original member dies, a replacement will be created in time for the next challenge. This means that other gangs will want to eliminate them as quickly as possible.
The only way to destroy a Xenomorph gang is to destroy / remove all their turf. This can be done using the following Challenges: Turf Grab, Demolition!
A Xenomorph gang may only issue the following Challenges: Turf War, Turf Grab, The Hit, Tunnel Fight, Unstable Ground. They may never call in the judges.
STATS
Spd 8" Ag 3+ Res 7 (9) CC 5D Hits 3 WtF 3+ Rep 10
Traits: Resist Arrest, Nerves of Steel, Hit & Run, Stealthy.
Plus the following abilities from mutations in Undercity Gangs in DOTS: Acid Blood, Spider Climb, Keen Senses.
Plus a leaping ability equal to Great Ape (also in DOTS).
Equipment: May not be assigned equipment, but have the following natural built-in equivalents. Claws / Jaws / Tail – equivalent to a Cleaver. Carapace – armour which adds 2 resilience without any loss of speed.
Alien Mind: A Xenomorph can never willingly fail a WtF roll and may never recruit specialists.
Parasitic: Any host(age) taken by a xenomorph gang after a battle may be kept indefinitely to hatch another Xenomorph prior to battle – this xenomorph may retain one trait or ability from the host (This will make Top Dogs and Lieutenant particularly attractive to them). A Hostage Rescue challenge will allow a rival gang to prevent this by killing the hostage themselves. Hostages may be used for no other purpose.
Incidentally, the were called ‘Incubi’ in Dredd vs Aliens.