Tracks are the generic missions that players undertake in a Chaos Campaign. They can either be used as the main events in a generic campaign or just used as a filler between important TouchPoints which move a narrative campaign forward.
Tracks can be chosen by mutual consent between players, can be rolled randomly or can be chosen by the player with Campaign Momentum.
This article includes a list of generic Tracks and some guidelines on using them as well as extra rules on Weather and Conditions to make battles more… interesting!
Check out these scenario maps at Strategos Maps:
https://1drv.ms/u/s!Asv8Dn0xvFQPirgs3HHrexJ0qj2MKg?e=f8kKve

Weather and Conditions
Some Tracks include optional weather bonuses. For each weather category roll on the appropriate table. All Weather Conditions can be found in Tactical Operations: Advanced Rules.
Minor
Roll (2d6) | Weather Type |
2-6 | Light Rain |
8-9 | Light Rain and Light Gale |
10 | Light Fog OR Light Snowfall |
11 | Light Hail |
12 | Roll again on Major Weather |
Major
Roll (2d6) | Weather Type |
2-6 | Heavy Rain |
8-9 | Heavy Rain and Moderate Gale |
10 | Heavy Fog OR Moderate Snowfall |
11 | Heavy Hail OR Sleet |
12 | Roll again on Severe Weather |
Severe
Roll (2d6) | Weather Type |
2-6 | Gusting Rain |
8-9 | Gusting Rain + Strong Gale |
10 | Torrential Downpour OR Heavy Snowfall |
11 | Torrential Downpour, Strong Gale and Lightning Storm |
12 | Roll again on Extreme Weather |
Extreme
Roll (2d6) | Weather Type |
2-6 | Torrential Downpour and Strong Gale |
8-9 | Torrential Downpour, Strong Gale and Lightning Storm |
10 | Torrential Downpour, Storm and Lightning Storm OR Storm plus Ice Storm |
11 | Tornado F1-F3 |
12 | Tornado F4 |
DEVELOPERS NOTES ON Track DESIGN
I thought I’d take a bit of time to discuss my though processes behind Track design. This might help you understand the logic behind Track design and help you design your own scenarios.
The basic template for the way all scenarios are designed is the WarChest template found in most books that use the Chaos Campaign System.
Tracks can either be:
Synchronous – Both players have the same objectives. The maps and targets are roughly the same on each side. This is the easiest type of mission to write as it is inherently balanced. The disadvantage is the limited story telling possibilities e.g. some of these missions don’t always much sense in the ‘fluff’.
Asynchronous – There is an Attacker and a Defender. The Attacker and Defender have different objectives. This type of scenario is inherently more difficult to balance. The Defender is often protecting a objective (either static or moving).
Objectives – Objective points can base on:
Destroying/Crippling enemy units (e.g. 50 OP per unit)
Destroying a target e.g. building, NPC unit
Capturing an asset or object (e.g. search and rescue, prison break, often this needs to be role played in MegaMek)
Securing an area (Holding certain hexes or zones)
Performing special actions (Scanning Area in TRACK Scouting Ahead, designating artillery spots)
Options – These are a bit of fun and/or a way of introducing more challenge or extra rules e.g. Artillery, Weather, Atmospheric conditions etc. They should be limited to +100WP. Remember Player A gets +100 WP for selecting a bonus which benefits player B. Some bonuses are environmental and need to be chosen by both players.
Victory Conditions. This Section defines when a mission ends. All scenarios can be ended if the player “Surrenders the Field”, which helps preserve combat effectiveness with minimum losses. Scenarios may also end when key objectives have been met.
Scenarios follow the following format:
Track Title
Situation
Fluff to describe the background to the contract
Game Setup
This section should detail
- The number and type of maps to use
- Special map features and buildings
- Terrain and weather conditions
- Additional units
Deployment – Attacker/Defender
- Where do forces deploy? e.g. Northern deployment zone, Center deployment zone, within 6 hexes of a key structure
- When do the deploy? (Deployment, Start of turn 1, Start of turn 2)
- Which map edge is the home edge which the players forces may retreat from.
WarChest
TRack Cost
Tracks may have different costs. The greater the Track Cost to enter the more options it should have.
WarChest Points | Options |
100 | None |
200 | +100 |
300 | +200 |
400 | +300 |
500 | +400 |
Options
Which options may the attacker and defender take to increase the difficultly of the mission (and receive a +100 WP bonus).
Example/Random Options
Roll | Option Points | Reinforcements |
1-3 | +100 | +25% BV in Vehicle/Infantry |
4-5 | +200 | +50% BV in Vehicle/Infantry |
6 | +300 | +100% BV in Vehicle/Infantry |
Roll | Option Points | Artillery Support |
1-3 | +100 | Opposing player deploys two off table Thumper Artillery pieces (1 Map sheet away from the opponents deployment edge) |
4-5 | +200 | Opposing player deploys two off table Sniper Artillery pieces (1 Map sheet away from the opponents deployment edge) |
6 | +300 | Opposing player deploys two off table Long Tom Artillery OR Arrow IV pieces (1 Map sheet away from the opponents deployment edge) |
Roll | Option Points | AeroSpace Fighter Support (Strike/Strafe) |
1-2 | +100 | Opposing player deploys two Light AeroSpace Fighters |
3-4 | +200 | Opposing player deploys two Medium AeroSpace Fighters |
5 | +300 | Opposing player deploys two Heavy AeroSpace Fighters |
6 | +400 | Opposing player deploys two Assault AeroSpace Fighters |
Roll | Option Points | AeroSpace Support (Bomber) |
1-2 | +100 | Opposing player deploys one Light AeroSpace Fighter loaded with HE bombs (up to maximum Capacity) |
3-4 | +200 | Opposing player deploys one Medium AeroSpace Fighter loaded with HE bombs (up to maximum Capacity) |
5 | +300 | Opposing player deploys one Heavy AeroSpace Fighter loaded with HE bombs (up to maximum Capacity) |
6 | +400 | Opposing player deploys one Assault AeroSpace Fighter loaded with HE bombs (up to maximum Capacity) |
Special Rules
Which special rules are in effect. Some examples are given below:
- Forced Withdrawal – Combat units must eject/abandon their vehicles upon receiving crippling damage.
- Hope we can salvage that – The victor may salvage energy units
Objectives
The key objectives for the mission. Sometimes these are the same for the attacked and defender (synchronous), sometimes they are different (asynchronous). They should always add up to 400 OP.
Victory Conditions
Conditions for mission ending such as:
- Key objective completed or failed
- Specific % of OPFOR destroyed (or crippled)
- Key assets destroyed