// WEYLAND-YUTANI CORP — CLASSIFIED PROTOCOL //

NEMESIS: SANGREVOURS

RED STALKER VARIANT — FIELD OPERATIONS MANUAL
▮ BIOHAZARD LEVEL 5 — REAPER INFECTION ACTIVE ▮
Infection Protocol
☣ When you would receive an infection card
Roll the red die. On a 2–5, you take the infection card as normal.
On any other result, you are spared — discard it and move on.
Noise — Unexplored Room
0 tokens present
Place 1 noise token
1 token present
Place a 2nd noise token
2 tokens present
Skip placing a 3rd. Draw from bag & remove noise.
4th token would spawn
⚠ Specter spawns immediately! Remove all noise.
Noise — Already-Explored Room
Place 1 noise token in every connected corridor except the one you entered through.
Then roll the noise die as normal. The Specter only spawns when 4 shadow tokens accumulate.
// INFECTION THRESHOLD REACHED //
If you ever hold 6 or more infection cards + a Tainted Blood card in your deck — you turn.
Turning Sequence
1
Draw a Red Reaper mission card
This is your secret objective. Keep it hidden from other players. You win if you complete it — even if you die doing so.
2
Movement changes
You must now move through corridors as a move action — exactly like a monster. You no longer move freely.
3
On your next turn
Draw 5 cards as normal. Marine cards and infection cards now do very different things — see the Reaper tab.
Your Turn — Draw 5 Cards
🪖 Marine Cards
  • Shoot from a corridor into a room Use burst die — 1–2: hit. 3: miss. 4: 2 hits but gun jams (add a gear). Gun abilities no longer work.
  • Spend 2 cards to activate a room The Reactor Room cannot be activated.
  • Melee in a room Pull attack card — attack as Blood Specter + 1 extra health damage.
  • Move to a corridor or room No noise tokens are placed when you move.
  • Use basic card abilities Break room, open door, search — gun abilities still don't work.
☣ Infection Cards
  • Once per turn — spend 2 cards to activate an event card Pick any action without a marine symbol. If you choose the alien symbol action, pick only one of the 2 movement options — not both.
  • Melee in a room with marines Attack as Blood Specter + 1 extra health damage.
  • Move to a corridor or room
Marines Attacking You
Headshots deal a serious wound plus 1 additional wound.

If you're in a corridor with other Red Stalkers, they protect you — marines must kill every Red Stalker and remove all Shadow markers before they can target you directly.
The Antidote
The antidote only appears if the Insider story is completed. It is left at the last known location of the Insider.

Once a player picks it up, they have two options:

Option A Use it on a turned teammate — begin the Antidote Sequence.

Option B Inject yourself when you reach 6+ infections + Tainted Blood — begin the Antidote Sequence.
// Antidote Sequence //
01
Remove all infection and Tainted Blood cards from your deck.
02
If you are the Reaper, replace your model on the board with your original character figure.
03
Replace any infection cards currently in your hand with marine cards.
When you turn, draw one mission card — your secret objective. Each mission has two phases. Complete Phase 1 first, then reveal your card to all players, then complete Phase 2 to win.

Select a mission card below. Once drawn, it is locked for the game.
// Mission card drawn — locked for this game //
▶ Phase 1 — Secret Objective (keep hidden)
▶ Phase 2 — Win Condition (reveal to all)
Insider Protocol
Option A — Exploration Deck Method
Remove the Prime Blood exploration deck and shuffle it in with the current expansion's exploration cards. Flip cards until you reveal the Insider symbol in the bottom right corner of a card.
Option B — D20 Roll Method
Each time an exploration card is drawn, roll a D20. On a result of 1–4, the Insider activates instead of the card's normal effect.
// WEYLAND-YUTANI CORP — BUILD BETTER WORLDS — SANGREVOURS FIELD PROTOCOL v1.0 //
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