Here's my blueprint for the mission, so far. Feel free to add/modify/comment, but Zed wanted a plan together by tomorrow - so I hope this will give him something to go on.
So, step one will be rescuing the Carters.
* Scorch will go VR and watch from the security node.
* DR should probably do an astral scan of the area ahead of time (look out for spirits, wards, magicians, etc)
* He will set the door locks to pop at the same time the next routine log in should occur.
* He will wait for the user to access the node, and blackhammer them.

* DR will move in astrally, ready to handle any spirits that may be there
* At the same time, Yargo and Dakka'Dakka move in, and take care of the 4-5 remaining gangers
* Scorch will provide overwatch, and can even create some sort of tac-soft to give a few bonuses.
* Yargo and Dakka'Dakka grab the wife and kid, and get out.
* We need a safe place we can stash them
Vamp, as he can't be seen at the Carter extraction, so he will be spending that time:
* Using some gang knowledge skills or using some info Yargo or someone else can pass along to pick a likely gang
* * Going with the roses, by default, sounds fine to me - will tip off the roses that we're onto their deception though
* Get us some clothes to go match that look
* Maybe research some things we could say, or some symbols we could leave on the scene
Either before or after the extraction (doesn't matter to me which, maybe both, if we have time) we need to recon the most likely point for our strike (the bridge?)
* We should get some maps made of the area (drones?), and Vamp should park the van close by
* DR should get familiar with the astral landscape
* Scorch will do the same with the matrix
* Yargo and Dakka'Dakka should get the boat nearby, and get a feel for the waterways, as a swift exit is going to be critical
* If at all possible, someone with demolitions should plant some explosives on the bridge
* * Security will be a problem (someone will see us) unless Scorch or someone with some EW can find and hack the cameras nearby
Then we wait. We don't know when they'll be coming by, and with drones, we might be able to spot them farther up the road and get some warning
* When we see them, we shoot our big stuff at the bridge and the patrol vehicles.
* It doesn't matter as much how hard we hit the bikes and patrol car - but we can probably KO the cops on the bikes, so that's a good idea
* We need to blow a big enough hole in the bridge to stop the van
* * If possible, we want to put the hole so the van will drop through, or put holes on either side to collapse the thing
* * THe bridge is probably REALLY structurally sound, though - so unless we can plant the explosives, I wouldn't expect us to be able to do more than stop the thing there
* If we can sink the van, we move the boat in to rescue Duke or his body
* * Otherwise, we need to move in to physically blow/hack the doors, and probably deal with the two cops riding in the transport vehicle
Once we have Duke or Duke's body
* We all get to the boat, or go back to our bodies
* Meet up at whatever safehouse we stashed the family at
* Wait a day or so to be contacted by the Roses or the Johnson
* * We tell them we have Duke, and will hand him over when we get our final payment, and that we want the Johnson handed over to us (the jig will be up by now)
* * * We specifically neglect to mention that Duke is dead, if that is the case.

We can still "hand him over"
* Then we set the location for the final meet ourselves (assuming we have our leverage), to avoid any kind of double-cross