I hope I'll be forgiven for raising a month-old topic but I came looking for just this sort of thing; new gangs was a subject that came up while trying to re-enthuse a few former players. I say 'new' because while the Terror in the Hive list was available a long while back, no one in our campaign wanted to face purestrain genestealers outside of a one-off scenario. Daemons in Chaos Cults were a similar case.
So below is my pretty simplistic idea for a 'Stealer Cult gang, nothing exotic but inspired by the following quote from the Genestealer entry of the bestiary in Outlanders :
"Genestealer cults have been uncovered and mercilessly crushed several times on Necromunda by Imperial Inquisitors, but the Underhive remains an area which is impossible to cleanse thoroughly."
This list is meant to represent the few survivors of a crushed cult, fled downhive to lick their wounds and rebuild their strength. Everyone is at least 3rd generation but throwbacks are possible. Purestrain genestealers are left as an Arbitrator device, perhaps available to the 'Stealer Cult to balance points for special scenarios such as when defending in Storming the Barricades.
Rules-wise, it's a cut-and-shunt job of stuff extant in the ORB with a couple of tweaks.
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'Stealer Cult
Special Rules:
Outlanders - as per usual.
Starting Territory - 'Stealers start with one piece of territory generated on the Outlaw Territory Table. This is the cult's nest, where their few purestrain Genestealers stay hidden, surrounded by devoted brood brothers and monstrous hybrid children. Moving so many bodies unnoticed is not done easily and so the 'Stealers may not abandon this territory voluntarily, though should they lose the nest then they will generate another as normal for Outlaws.
Nest - A 'Stealer nest is a more cohesive and populous community than one would expect to find in the badzones. As a result, whenever a hybrid works the cult's territory roll a D6 in addition to any rolls for income. On a roll of 6, the cult may add a new hybrid to the gang for free but must pay the costs for any mutations and equipment as per their normal recruitment rules.
Income - as normal for outlaws.
Trading - use the Outlaw Trading Table
Hired Guns - 'Stealers don't hire muscle in for fear of exposure.
Predation - as Cannibalism for Scavvies but only applies to captives. And it's not cannibalism when they're different species.
Bounty - standard bounty for mutant hybrids (see below) and the Magus, being a witch. Other hybrids aren't twisted enough to be worth a bounty.
Capture - Gangs capturing 'Stealers have the usual options to ransom, sell to slavers etc. Redemptionists cannot convert 'Stealers and will kill them.
When 'Stealers capture a foe, they have two choices; eat (see Predation) or Implant. The gang whose fighter was captured can make one rescue attempt as normal.
Implant - Captive enemy fighters can be taken back to the nest to be implanted by the purestrains the cult keeps hidden there. This works just like the Redemptionists' Redeem rule but if the 'Stealers leader wins then the captive is kept at the nest as a loyal brood brother and a hybrid is released to join the gang. This hybrid joins for free but may be given mutations (see Hybrid entry) which must be paid for as normal. If the captive resists the implantation then they are torn apart and devoured by the purestrains; the gang gains no sustenance and must feed themselves as normal. If the 'Stealer Cult is not led by a Magus, their Leader suffers a -1 penalty to the opposed roll as their mind is not as loud within the brood intelligence.
Recruitment:
Magus - one and one only.
Cost to recruit: 150 credits.
M..WS..BS..S...T....W...I...A...Ld
.4....3....3...3....3....1...5...1....8
Leader; Wyrd (one Telepath major power and one minor power)
Starting XP 60+d6
Skill lists: All except Combat and Techno. A Magus may exchange a roll on a skill list for a roll on the Wyrd Minor Powers Table instead.
Hybrids - any number.
Cost to recruit: 30 credits
M..WS..BS..S...T....W...I...A...Ld
.4....2....2...3....3....1...4...1....6
Mutant. Any number of Hybrids may have the mutations Claw (5 creds) or Extra Arm (10 creds) when recruited. Unlike with Scavvies, the cost does not increase for each additional mutant Hybrid. Hybrids may have each of the above mutations twice, however the cost for each further mutation is double that of the base. For example, a Hybrid with four arms would cost 30+10+20= 60 credits to recruit.
Starting XP 0
Skill lists: Agility, Ferocity, Stealth
0-2
Heavies
Cost to recruit: 65 credits
M..WS..BS..S...T....W...I...A...Ld
.4....3....3...3....3....1...4...1....7
These cultists are veterans of the failed uprising, trained in combat and weapons of war. As effective infiltrators, they may not be given mutations.
Starting XP 60+d6
Skill lists: Ferocity, Muscle, Stealth, Techno
'Stealer Cults use the standard weapons list in the ORB when recruiting, thanks to a cache of equipment brought downhive with them.
'Stealer max characteristics.
M
..WS
..BS
..S
...T
....W
...I
...A
...Ld
.4
....6
....6
...5
....4
....3
...7
...3
....9
The higher Strength and Initiative values are intended to represent the inhuman potential of 'Stealer hybrids.
Should the 'Stealer Cult get to the point of retiring successfully (whether by having a Gang Rating of 4000+ or something fitting story-wise), the cult extends it's reach into Hive City and continues to grow.
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This list has not been playtested and is entirely my own fault.
That said, I've taken inspiration from Michael Turvey's Terror in the Hive article and Ben Neeson's Genestealer Cult list. The Brood attachments that Ineptmule added earlier won't download for me for some reason, else I'd likely be crediting them here too. I've no idea if Michael is among the yaktribe but thanks, Ben - I'm hoping to use your Cult list as soon as I can find an opponent willing to face four purestrain genestealers or run a gang that starts with only four models.
Any critique and/or suggestions are welcome. I could particularly do with ideas on how to represent growing influence as the gang develops. I wondered about letting 'Stealers keep and work captured territories beyond the one that outlaws get, but the extra cash-flow becomes unbalanced very quickly.