When deployed as Sneaky Infiltrators, the Gutter Runners are not set up at the beginning of the game or as Scouts. Instead, starting from Turn 2, at the beginning of every friendly turn roll a dice: on a 4+ the Gutter Runners arrive. For every successive turn after the second, add a further +1 to the roll, so they arrive on a 3+ in Turn 3, and so on (an unmodified roll of 1 is always a failure). If the Gutter Runners fail to turn up during the course of the game, treat them as casualties for any victory conditions.
In the Movement phase in which they arrive, the Gutter Runners can enter the battlefield from any table edge and are treated exactly as a unit that is returning after pursuing an enemy off the table.