Well, thanks very much

Some more details: I shall be using a variation of my Alien Invasion rules which handle multi player games very well. These in turn are an outgrowth of my Colonial rules and some of the changes made for my Zulu War combat resolution will be incorporated. A full version will be available in the fullness of time of course.
At the start of the game each player will draw their cunning plan to steal the gold from the heist deck. Each heist plan has three components so the heist deck is actually three decks. You could use a table and roll but having cards means everyone can see what they need to do throughout the game without needing to write anything down.
The components to a plan are:
Stage one, getting into the bank.
Stage two: Getting into the vault.
Stage three: Getting away with the gold.
The random mix and matching of plan elements should throw up some 'interesting' combinations. As an example, here's a possible heist plan: Stage one, gain entry to the bank disguised as local police, this will require uniforms of course so some local police will need to be located and their uniforms taken. Stage two, gain access to the vault with an oxyacetylene cutter, there's bound to be one around town somewhere, maybe the hardware store. Stage three, escape with the gold in a local delivery truck, easy to find but it'll need gas or it will be a sitting duck for the pursuing police out on the desert roads.
Different locations in town will provide elements of the plans, allies, enemies and other surprises.
Since starting forces are small, four troop bases and a leader, and since I like players in a multi player game to be in it until the end troops that are 'killed' in combat end up in the hospital which has enough beds for three lots of patients. Once the fourth arrives the first ones in are ejected onto the streets (returned to play) so if you want your people back in a hurry you need to send some of the opposition to the hospital instead.
Each faction has a special ability as well but more on these later.
So, a game should start with players trying to assemble the needed bits and pieces, progress to a general dust up as players try to hamper their opponents whilst getting ahead themselves and finish with a successful heist by the most skillful and lucky player on the day.
Probably.