The more i think about it... the more I want to link the one-off with the main campaign, but it's got to be slight, so it's still a surprise when the campaign is announced.
so lets look at plan B again.
Background according to the DEA:
A drug-dealer (Sterling) is noted with an unusual MO. He arrives in town, discovers the identity/location of the local hard-drug dealers in 1-2 days (which is an impressively short time) then meets up with an unidentified group of soldier-types. Sterling, his gang/bodyguards and this other group then raids the local drug-dealers and takes their drugs. The soldier-types leave after the raid and Sterling hides for a day or two and then sells of the drugs at a cut-rate price and leaves town.
Sterling has been positively identified doing this twice, and there are at least three other cases that could be related.
The DEA setup a task force and tracked Sterling's movements, when he went into business again the DEA waited for Sterling to attack the local dealers (for tactical reasons and because it's in the DEA's interest) then raided Sterling's hideout to arrest him. Sterling's men set fire to the building to destroy evidence and Sterling himself was surrounded by armed DEA agents. Sterling drew his pistol and attacked despite the totally overwhelming odds and was quickly put down.
The fire did destroy a lot of evidence, but there was enough to satisfy investigators. Sterling's body was recovered and positively identified via DNA/fingerprints.
.
.
.
Then, two months later, someone matching Sterling's exact description starts acting with the same MO.
The DEA put together another taskforce, this time with involvement from other agencies. The operation goal is to capture Sterling-2 via a combination of stealth, infiltration and non-lethal weaponry, prior to the traditional kick-in-the-door-style raid.
team-DEA:
the PCs are either DEA agents or agents from other agencies/local police.
Control for this OP is a DEA coordinator who wants 'results', doesn't like the tactics planned, but accepts that they are necessary.
DEA agents will raid the building at the end of the OP. Can be ordered around by the PCs. Available as gear picks for distractions etc.
team-Sterling:
Sterling-2 is a charismatic criminal operating on orders from an outside source. I'm unsure if i should make him just-this-guy or have a long and chequered background (as originally planned). Either way, he is armed with a silver-plated colt 1911, loaded with silver bullets (count as hollow-points)...because he is insane.
The bodyguards are also low-sanity criminals, hopped up on drugs a lot of the time (possibly on PCP/combat drugs if they get prep time during the raid). Have armor and interesting weapons, some will try to melee.
There are also some thugs in the building, poor combatants but still combatants.
The shadowy figure isn't actually mentioned the briefing, but the PCs will have the chance to notice him while going over footage of Sterling. He's a man in trench-coat and hat, carrying a briefcase. He's seen near Sterling a number of times, but never actually with him. At the raid, he will be present, but will try to escape ASAP (chase scene). There is a very interesting item in the briefcase which will be taken off the PCs in an instant.
XP rewards: (TBC)
A1) 25xp kill Sterling-2 and escape with his body
A2) 100xp take Sterling-2 into custody and escape
B1) 50xp prevent the destruction of most of the evidence
B2) 50xp prevent the destruction of all the evidence
C1) 50xp obtain the shadowy figure's briefcase
D1) 50xp take the shadowy figure into custody
I plan on making a greater number of pre-gens than players, so players can pick-and-choose based on the plan they choose. What level should i make the agents? what requirements should i follow (I have a difficulty imagining an official agent with less that 12 in INT/WIS)
I have written up some XCOM/spycraft notes, which i shall share with the forum when they are complete. Aliens/roles are comparatively simple (thank you for the crafty NPC system!) but gear is an issue. In the game, laser rifles, heavy plasmas and powered/flying armor just eclipse everything else in power and usefulness. I'll want to limit that in RPG format.
(random: while typing this, I mis-spelled 'spycraft' as 'psycraft' which neatly answers my question on what to call my rules for XCOM-style psychic combat

)
<sigh> I'm going to have to play the game again, for research reasons of course.