TEXT: BODY COUNT 
  WRITING MARC HUETE •  
  ART LORENZ RUWWE •  
  Rob Boyle • Davidson Cole • Brian Cross • Adam Jury 
   Eclipse Phase is a trademark of Posthuman Studios LLC 
  Body Count is © 2019 Posthuman Studios LLC  
  released under Creative Commons BY-NC-SA 4.0:  
  creativecommons.org/licenses/by-nc-sa/4.0 
  eclipsephase.com
  The characters rescue a triad ally’s cortical stack from a Martian Rangers’ resleeving facility — and things go wrong.
  BACKGROUND
  The PCs are hired to pull a job for a local triad. One of their 
  lookouts, Shuju, was killed by Martian Rangers. With the aid 
  of disguises and a turncoat ranger, the PCs snuck into the 
  ranger’s morph impound facility to retrieve Shuju’s stack. 
  The scene starts as the PCs open the storage unit containing 
  Shuju’s body, triggering an augmented-reality alarm 
  throughout the entire station. The PCs must escape through 
  the lobby and reach their waiting cars with Shuju’s stack.
  THE CHARACTERS
  This scene is designed for the Guanxi team: Amaru, Berk, 
  Elis, and Pivo. They’re disguised as rangers. They carry their 
  regular gear, breathers, and 2 HE grenades for the team:
  High Explosive Grenade: Centered blast (−2 DV/m), DV 4d10 + 10, 
  Knockdown (10 m radius), resisted with energy armor
  THE MORGUE
  The PCs begin in the station’s morgue, 15x20 meters. The 
  walls are lined with cold storage lockers containing deceased 
  biomorphs. Autopsy tables, workstations, and evidence collec-
  tion equipment are spaced around the room. Four forensic 
  technicians work on a handsome sylph with its chest spread 
  open. They are not suspicious until the alarm goes off. If the 
  PCs do not trick or otherwise persuade them, they’ll call for 
  help, flee, or possibly engage the team.
  An armless but living pod morph lies on another table; it is 
  egoless but can be remote controlled without a Hacking Test. It 
  has a DUR of 25 and no arms, but can still walk and perceive. 
  Its mangled cyber arms lie nearby; they 
  cannot be reattached, but func-
  tion as clubs (DV 1d10, reach). 
  Other medical devices 
  around the room may be 
  hacked and remotely oper-
  ated (Firewall 30).
  Popping Shuju’s stack takes a Medicine: Paramedic Test 
  with a timeframe of 4 action turns. Alternatively, his head 
  can be removed in 2 action turns or the stack destroyed by 
  grenade. In 10 action turns, 1d3 rangers will arrive to investi-
  gate the alarm. There are two exits from the room: reinforced 
  doors lead to the hallway and neighboring machine shop.
  HALLWAYS AND ROOMS
  To escape, the PCs must backtrack through 40 meters of 
  hallway and 2 intersections to the lobby. The corridors are 3.5 
  meters wide and 3 meters tall, with carts, service bots, and 
  other obstacles. Aside from the officers investigating the 
  morgue, multiple rangers (and their police baboons) go about 
  their business as usual, though they are more alert to strange 
  faces and suspicious activity due to the alarm.
  Multiple side rooms branch off from the hallway, some of 
  them connected to each other. These include a machine shop 
  (synthmorphs and bots), a body bank (with police morphs), a 
  resleeving center, a holding pen with multiple cells, interview 
  rooms, lockers and showers, a break room, a shooting range, the 
  armory, and multiple offices with workstations. The map shows 
  the location of key rooms: place other rooms to suit your scene!
  THE LOBBY
  The lobby is 15x20 meters, a third of it behind the booking 
  desk (transparent aluminum, AV 10/15, DR 150). The rest is 
  a waiting area and exterior airlock. The PCs will enter behind 
  the desk, where a single ranger is working. There is an assault 
  rifle stored under the counter. One door, locked from the 
  inside, leads to the waiting area. A heavy ordnance ranger and 
  3 standard rangers escort a trio of injured prisoners. There are 
  also 5 civilians waiting impatiently for their turn.
  Standard procedures prohibit anyone from leaving the 
  station after the evidence-tamper alarm has tripped, until 
  everyone can be verified in the system and the cause of the 
  alarm is identified. When the PCs enter the booking area, 
  the ranger on duty will stop them and attempt to keep them 
  inside. If combat has broken out, the ranger will be prepared 
  to use force and the exterior lobby airlock will be sealed.
  The transported prisoners will use any opportunity to 
  break free, killing rangers if possible. The civilians, realizing 
  they are trapped, panic and seek cover. They won’t immedi-
  ately recognize which group of armed thugs their taxes pay 
  for, but if someone is clearly a criminal, some civilians may 
  attack with personal weapons. The rangers in the waiting area 
  will be primarily concerned with restraining their prisoners, 
  but will respond to obvious threats from the PCs.
  The lobby’s exterior is floor-to-ceiling aerogel windows 
  (AV 7/5, WT 10, DR 50 per pane) showing the parking lot 
  (including the teams’ two flying cars) and the dark gray of 
  a Martian dust storm approaching. The PCs will most likely 
  have to break through this window to escape.
  THE MESH
  The station’s interior is insulated; no mesh signals can pass 
  in or out. The morgue’s security cameras have already been 
  disabled, but cameras throughout the rest of the facility can 
  be accessed by any rangers or anyone hacking the station. The 
  station’s Firewall is 70. There is a security ALI on duty with 
  Infosec 60 and Perceive 30.
  Once the PCs reach the door to the lobby, they can estab-
  lish wireless connections to their cars outside. This gives them 
  a camera view of the lobby through the full-length windows. 
  The cars can also be remotely operated. 
  BODY COUNT
  A CRIMINAL NANO OP 
  Square 
  = 10M
  lobby
  machine
  shop
  morgue
  booking desk
  waiting area
  airlock
  ADJUSTING THE DIFFICULTY
  Use the hallways to adjust the length of the scene or wear down the 
  characters. Tailor the difficulty by adjusting the number and armament of 
  the rangers, incorporating mesh techniques to identify or attack the PCs, or 
  using interior doors to delay characters (or their foes). If the characters are 
  struggling, a turncoat ranger (secretly in the pocket of the triads) makes 
  a surprise appearance with her seeker rifle to attack the rangers from the 
  rear and clear the way — or provides a convincing cover story if the team is 
  struggling to schmooze their way out. 
  Remind players of the tools at their disposal and reward them for 
  creativity. Their goal is not to kill the rangers; it is to reach the exit or to 
  destroy their own stacks to avoid capture. If they escape, police may pursue 
  in a flying car chase through New Shanghai!
  
  TACTICS & COMPLICATIONS
  Possible tactics to navigate the situation:
  ALTERNATE ROUTES
  The hallway is the most direct path out, but also the most 
  perilous. The PCs can weave in and out of side rooms, relying 
  on their disguises or using Infiltrate to bypass alert rangers or 
  baboons (opposed with their Perceive). Pivo can make use of 
  ventilation ducts to move between rooms.
  DISGUISE AND DECEPTION
  The tamper alarms will alert every ranger in the station that 
  someone tried to handle evidence without following proper 
  procedures. People may assume this is a not-uncommon 
  system error, but will follow protocol: check the IDs of 
  everyone involved and conduct a root-cause analysis. The PCs 
  have ranger disguises, but ID checks will automatically fail.
  The PCs can attempt to trick or talk their way out. Deceive 
  is opposed by SAV Check and Persuade by WIL Check. As the 
  PCs are in sensitive parts of the building and look unfamiliar, 
  they suffer −20 on social tests to fit in. A good cover story or 
  use of proper lingo eliminates this penalty.
  COMBAT
  At first, rangers will only have their duty sidearms and will 
  seek to block/delay the PCs by taking defensive positions and 
  barricading passages. In 2d6 action turns, more rangers will 
  arrive armed with assault rifles and seeker weapons. They will 
  deploy indirect fire, using their tacnets and the station mesh, 
  to corner and blind the PCs, then attack using deadly force. 
  There will be confusion as all sides are dressed as rangers, but 
  responding officers will defend rangers they recognize against 
  ones they don’t. Once the PCs are mesh-marked as enemies, 
  confusion will be minimized. A hacker may be able to feed 
  false info to the ranger tacnet to increase confusion.
  VEHICLES AND ESCAPE
  The PCs have two air cars. Once in the lobby, they may 
  remotely operated for actions such as ramming into the lobby, 
  creating a distraction, etc.
  DEATH
  The PCs’ primary goal is to keep Shuju’s cortical stack—and 
  their own—out of the rangers’ hands. If the PCs make it to 
  their cars, they escape. If they are trapped or anyone dies, 
  those stacks must also be retrieved or destroyed. If the rangers 
  collect anyone’s stack, the mission fails.
  Technician
  Morph: Basic Pod
  Initiative: 6 • Fray: 30 • AV: 1/3
  WT: 6 • DUR: 30 • DR: 45
  Threat Pool: 0
  Laser Scalpel 55, DV 1d6, Armor-Piercing, Concealable
  Perceive: 60
  Move: Walker (Medium 4/20)
  COG: 20 60 • INT: 10 30 • REF: 20 60 • SAV: 10 30 • SOM: 10 30 • WIL: 20 60
  Skills: Melee 45 (Blades 55)
  Ranger Baboon
  Initiative: 6 • Fray: 40 • AV: 2/3
  WT: 6 • DUR: 30 • DR: 45
  Threat Pool: 2
  Bite 50, DV 1d6 + 2
  Club 50, DV 1d10, Reach
  Unarmed 50, DV 1d6 
  Perceive: 40
  Move: Walker (Medium 4/20)
  COG: 5 15 • INT: 15 45 • REF: 15 45 • SAV: 5 15 • SOM: 15 45 • WIL: 5 15
  Skills: Athletics 50, Melee 50, Provoke 40 (Intimidate 50)
  Traits: Enhanced Behavior (Obedient, Level 2)
  Martian Ranger
  Morph: Ruster
  Initiative: 6 • Fray: 50 • AV: 8/14
  WT: 7 • DUR: 35 • DR: 53
  Threat Pool: 2
  Medium Pistol 55, DV 2d10, SA/BF/FA, Ammo 15 + 1, Range 30
  Assault Rifle 55, DV 4d10 +2, SA/BF/FA, Ammo 45 + 1, Range 100, 
  Two-Handed [armory] 
  Seeker Rifle 55, SA, Ammo 12, Range 75, No Close, Two-Handed,  
  Seeker Options: Dazzler (Blinding), Smoke, Stun (DV 1d6 + 2, Blinding, 
  Knockdown, Shock) [armory] 
  Perceive: 60
  Move: Walker (Medium 4/20)
  COG: 10 30 • INT: 15 45 • REF: 15 45 • SAV: 20 60 • SOM: 20 60 • WIL: 10 30
  Skills: Guns 55, Melee 50, Persuade 50, Provoke 40
  Equipment: Cuffband, Fiber Eye, Prisoner Mask, Tacnet
  Heavy Ordinance Officer
  Morph: Reaper
  Initiative: 6 • Fray: 60 • AV: 12/10
  WT: 12 • DUR: 60 • DR: 120
  Threat Pool: 6
  Med Machine Gun 60, DV 2d10 + 6, BF/FA, Ammo 50 +1, Range 400, Fixed
  Claws 40, DV 2d6
  Perceive: 25
  Move: Hover (Fast 8/32) • Ionic (Very Fast 8/40) • Thrust Vector • 
  Walker (Medium 4/20)
  COG: 15 45 • INT: 10 30 • REF: 20 60 • SAV: 10 30 • SOM: 30 90 • WIL: 10 30
  Skills: Guns 60, Melee 40, Provoke 30
  Equipment: Cuffband, Fiber Eye, Prisoner Mask
  Ware: 360-Degree Vision, Anti-Glare, Magnetic System, Radar, T-Ray Emitter
  Criminal
  Morph: Fury
  Initiative: 8 • Fray: 50 • AV: 10/9
  WT: 10 • DUR: 50 (30) • DR: 75 (45)
  Threat Pool: 2
  Cyberclaws 60, DV 2d6
  Perceive: 40
  Move: Walker (Medium 4/20)
  COG: 10 30 • INT: 20 60 • REF: 20 60 • SAV: 15 45 • SOM: 20 60 • WIL: 10 30
  Skills: Deceive 40, Guns 60, Infiltrate 40, Melee 60
  Ware: Enhanced Vision
  Notes: They are injured (reflected in DUR & DR), bound with cuffbands.
  TACTICS & COMPLICATIONS
  Possible tactics to navigate the situation:
  ALTERNATE ROUTES
  The hallway is the most direct path out, but also the most 
  perilous. The PCs can weave in and out of side rooms, relying 
  on their disguises or using Infiltrate to bypass alert rangers 
  or baboons (opposed with their Perceive). Pivo can make use 
  of ventilation ducts to move between rooms.
  DISGUISE AND DECEPTION
  The tamper alarms will alert every ranger in the station that 
  someone tried to handle evidence without following proper 
  procedures. People may assume this is a not-uncommon 
  system error, but will follow protocol: check the IDs of 
  everyone involved and conduct a root-cause analysis. The PCs 
  have ranger disguises, but ID checks will automatically fail.
  The PCs can attempt to trick or talk their way out. Deceive 
  is opposed by SAV Check and Persuade by WIL Check. As 
  the PCs are in sensitive parts of the building and look unfa-
  miliar, they suffer −20 on social tests to fit in. A good cover 
  story or use of proper lingo eliminates this penalty.
  COMBAT
  At first, rangers will only have their duty sidearms and will 
  seek to block/delay the PCs by taking defensive positions and 
  barricading passages. In 2d6 action turns, more rangers will 
  arrive armed with assault rifles and seeker weapons. They will 
  deploy indirect fire, using their tacnets and the station mesh, 
  to corner and blind the PCs, then attack using deadly force. 
  There will be confusion as all sides are dressed as rangers, but 
  responding officers will defend rangers they recognize against 
  ones they don’t. Once the PCs are mesh-marked as enemies, 
  confusion will be minimized. A hacker may be able to feed 
  false info to the ranger tacnet to increase confusion.
  VEHICLES AND ESCAPE
  The PCs have two air cars. Once in the lobby, they may 
  remotely operated for actions such as ramming into the 
  lobby, creating a distraction, etc.
  DEATH
  The PCs’ primary goal is to keep Shuju’s cortical stack—and 
  their own—out of the rangers’ hands. If the PCs make it to 
  their cars, they escape. If they are trapped or anyone dies, 
  those stacks must also be retrieved or destroyed. If the 
  rangers collect anyone’s stack, the mission fails.
  BLASTING OUT
  PCs may attempt to create their own exits by attacking walls. Skip the attack 
  roll for speed of play. Non area-affect ranged attacks inflict half damage (after 
  armor) to walls and structures. Each wound inflicts a roughly half-meter 
  radius hole (just big enough to crawl through).
  Interior polymer walls and doors: AV 4/8 • WT 12 • DR 60
  Exterior concrete walls and roof: AV 6/10 • WT 40 • DR 200
  If shooting through objects, the attacker suffers cover penalties. The target 
  gets the object’s Armor Value as an armor bonus. The object is also damaged. 
  Some interior walls such as holding cells have much higher ratings. 
  Characters who try to create an alternate route through interior walls may 
  find themselves in a worse location, such as an the officers’ break room, the 
  shooting range, or just further from the lobby. If they breach an exterior wall, 
  they will be exposed to the full Martian environment.
  
SOURCE: textdata/thevault/Eclipse Phase/2nd edition/Eclipse Phase 2e - Body Count - Criminal Nano Op.pdf