Theft (Plot)

A Theft is one of the possible plots in a game of Covert Action. It is the most common of all plots in the game. A Theft a slightly more complex version of the Simple Theft plot, featuring a longer scenario with a couple of extra Participants. This plot should still be simple enough to thwart even for novice players, although catching all of the Participants - and particularly the Mastermind - is significantly trickier.
==General Plot Overview==
In a Theft scenario, 6 participants attempt to steal an important and/or valuable item to assist them in future plots. This is performed loosely in four general steps:
The plot begins with several participants planning the operation and getting in touch with some of the other participants.
In the next step, several Minor Agents acquire items by performing Minor Crimes. The Researcher acquires a set of Blueprints of the location where the target item is kept, and an Alarm Specialist acquires a specialized Alarm Bypass. Both items are delivered directly to the Thief.
In the third step, the Thief commits the Primary Crime by breaking into the target location and acquiring the stolen goods.
In the final step, stolen item is delivered to the Mastermind by a Courier.
==Mission Sets==
The Theft plot appears in no fewer than 8 different Mission Sets, making it the single most common plot in the game.
* Bioweapon Crisis
* Broken Arrow
* Financial Strike
* Nuclear Crisis
* Satellite Control
* Stealth Fighter Heist
* Super Cannon
* Super Drug
A Theft will be one of the setup missions in the Bioweapon Crisis, Financial Strike, Nuclear Crisis and Super Drug sets. It may occur as either the first or second mission in any of these sets, but never third.
In the Broken Arrow, Satellite Control and Stealth Fighter Heist sets, the Theft plot will always occur last, making it the second the most common Ultimate missions (after the Ultimate Plot).
In the Super Cannon mission set, the first two missions will both feature a Theft plot. This is the only case in which the same plot appears twice in any set.
==Participants==
Role 	Role Arch. 	Actions
Organizer 	Organizer 	Begins the plot by contacting the Researcher and Inside Contact to explain their tasks.
Inside Contact 	Inside Contact	Contacts the Alarm Specialist to let him know what kind of alarm is protecting the target.
Alarm Specialist	Minor Agent 	Purchases parts and constructs an suited to the exact kind of alarm protecting the target item.
Researcher 	Minor Agent 	Steals of the building where the target item is kept.
Thief 	Major Agent 	Silently breaks into the target location and steals the .
Courier 	Courier 	Delivers the stolen item from the Thief to the Mastermind.
Mastermind 	Mastermind 	Waits to receive the stolen item at the end of the plot.
==Items==
During a Theft plot, three items are created and will move between participants as the plot dictates:
Icon	Item Name 	Sequence of Events
 	Blueprints 	Acquired by the Researcher in a Minor Crime during the second part of the plot.Delivered to the Thief's sometimes afterwards.The Thief "loses" this Item during the Primary Crime.
| 	Alarm Bypass	Acquired by the Alarm Specialist in a Minor Crime during the second part of the plot.Delivered to the Thief sometime afterwards.The Thief "loses" this Item during the Primary Crime.
 	Stolen Goods	Acquired by the Thief during the Primary Crime.Delivered by Courier to the Mastermind, who will take this item with him into hiding.
==Plot Outline==
The following actions are performed by the participants in the plot. The order in which these actions will occur is not strict, and may change slightly depending on random factors, as well as in reaction to Max Remington's actions.
===Please Note!===
This plot is remarkably similar to the Simple Theft plot that only appears in the Local Disturbance difficulty. Many of the Participants function in exactly the same way in both plots. However, there are several key differences that will definitely impact your approach to thwarting this plan and arresting the relevant people.
* The Mastermind does not act at the beginning of the plot. He will simply wait until the end to receive the item. This is his only action during this plot, making his capture very difficult.
* An Inside Contact serves as an additional link in the chain between the Organizer and the Alarm Specialist. His only function is to provide information, which means that he can only be captured early on before disappearing.
* Acquisition of the is an actual Minor Crime, complete with a CIA Bulletin. There is no glitch during the Meeting between the Researcher and the Thief. This makes it slightly easier to Confiscate this item and to Arrest or Turn the Researcher.
* A Courier serves as an additional link in the chain between the Thief and the Mastermind. His only function is to move the between these people, and only after the Primary Crime has already been committed. This makes his arrest very difficult without allowing the Primary Crime to take place.
All of this means that it is significantly more difficult to arrest all of the participants of this plot, compared to the Simple Theft plot.
===Activation===
During this stage, the various Organizers activate one another as well as both of the Minor Agents.
By this point, both the Organizer and the Inside Contact have completed their mission. They will go into hiding if not arrested or turned.
===Acquisitions===
During this stage, the Minor Agents perform Minor Crimes to acquire the necessary items for this plot. Both items are delivered to the Major Agent.
By this point, both of the above participants (Researcher and Alarm Specialist) have fulfilled their mission and will go into hiding if not arrested or turned.
===Execution===
No participants complete their missions at this stage.
===Resolution===
In this stage, the Stolen Goods are delivered to the Mastermind. This is the first time the Courier is contacted.
At this point all participants have completed their missions, and will go into hiding if not arrested or turned.
==Scoring==
This is a list of the points you will be rewarded for performing various actions during the course of the mission.
Action 	Target 	Points																																																																																																	
Arrests 	Organizer 	35 																																																																																																	
Arrests 	Inside Contact 	40 																																																																																																	
Arrests 	Alarm Specialist	25 																																																																																																	
Arrests 	Researcher 	30 																																																																																																	
Arrests 	Thief 	40 																																																																																																	
Arrests 	Courier 	30 																																																																																																	
Arrests 	Mastermind 	200 																																																																																																	
 	 	 																																																																																																	
Confiscations	 	50 																																																																																																	
Confiscations	 	50 																																																																																																	
Confiscations	 	50 																																																																																																	
In addition, the following failure will increase the Maximum Score by the listed amount of points:
Action 	Max. Score Increase
Fail to prevent the Primary Crime 	120
Fail to prevent the from reaching the Mastermind	280
The highest final score possible for this mission is 1333, before applying Difficulty multipliers.
Category:Plots