This is a small issue that came up during a session I ran. The players themselves didn't have too big an issue with it, but I was secretly wondering if it really should have been such a huge problem as it seemed.
The set up:
My players are doing a one-off extraction with a bunch of custom built characters. Part of the mission is that the place is expecting an extraction attempt, but this is still the time when the target is most vulnerable. As they're talking strategy, I explain to them that simply trying to silently dispatch the guards won't automatically work. I remark that, just like the players, the guards have biomonitors and so attacking them would alert others because of it. The decker and I talk about how he could use Edit to make them give "false positives", but only on one or two at a time due to the fact that Edit has to be done every combat turn continuously. Bricking them wouldn't work either, because any guard with their salt (especially ones who are expecting runners) interprets "sudden disappearance" as a reason to be on alert.
I'm wondering, is there really no way for the runners to get around this? They eventually ditched stealth in favor of a well-timed and organized blitz (which I was all for encouraging, I like to see that kind of planning and teamwork) to get in and out before the (extra strength) Ares HTR team got there. But it seems lame for something as simple as a biomonitor to so easily hamper a stealthier approach.
So my question is, what would the players have to do to eliminate the issue with the biomonitors, thus allowing them to do the more stealthy "knock out/kill guards, in and out before someone contacts the authorities" approach?