A Chaos Campaign Guide to Tracks

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

Acquire
Armored Fury
Assassinate
Assault
Assault the Fortress
BeachHead
Break Through
BridgeHead
Convoy
Counter Attack
Defence
Demolition
Destroy
Drop Zone
Escort
Fighting Withdrawal
Frontline
Inferno
Iwo Jima
Kubayashi Maru
Liberation
Meeting Engagement
Minecraft
Rapid Strike
Recon
Rescue
Probe
Pursuit
Secure the City
Skirmish
SpacePort Assault
SpacePort Hot LZ
SpacePort Safe LZ
Total War
Turning out the Lights

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
2-6Light Rain
8-9Light Rain and Light Gale
10Light Fog OR Light Snowfall
11Light Hail
12Roll again on Major Weather

Major

Roll (2d6)Weather Type
2-6Heavy Rain
8-9Heavy Rain and Moderate Gale
10Heavy Fog OR Moderate Snowfall
11Heavy Hail OR Sleet
12Roll again on Severe Weather

Severe

Roll (2d6)Weather Type
2-6Gusting Rain
8-9Gusting Rain + Strong Gale
10Torrential Downpour OR Heavy Snowfall
11Torrential Downpour, Strong Gale and Lightning Storm
12Roll again on Extreme Weather

Extreme

Roll (2d6)Weather Type
2-6Torrential Downpour and Strong Gale
8-9Torrential Downpour, Strong Gale and Lightning Storm
10Torrential Downpour, Storm and Lightning Storm OR Storm plus Ice Storm
11Tornado F1-F3
12Tornado 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 PointsOptions
100None
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
RollOption PointsReinforcements
1-3+100+25% BV in Vehicle/Infantry
4-5+200+50% BV in Vehicle/Infantry
6+300+100% BV in Vehicle/Infantry
RollOption PointsArtillery Support
1-3+100Opposing player deploys two off table Thumper Artillery pieces (1 Map sheet away from the opponents deployment edge)
4-5+200Opposing player deploys two off table Sniper Artillery pieces (1 Map sheet away from the opponents deployment edge)
6+300Opposing player deploys two off table Long Tom Artillery OR Arrow IV pieces (1 Map sheet away from the opponents deployment edge)
RollOption PointsAeroSpace Fighter Support (Strike/Strafe)
1-2+100Opposing player deploys two Light AeroSpace Fighters
3-4+200Opposing player deploys two Medium AeroSpace Fighters
5+300Opposing player deploys two Heavy AeroSpace Fighters
6+400Opposing player deploys two Assault AeroSpace Fighters
RollOption PointsAeroSpace Support (Bomber)
1-2+100Opposing player deploys one Light AeroSpace Fighter loaded with HE bombs (up to maximum Capacity)
3-4+200Opposing player deploys one Medium AeroSpace Fighter loaded with HE bombs (up to maximum Capacity)
5+300Opposing player deploys one Heavy AeroSpace Fighter loaded with HE bombs (up to maximum Capacity)
6+400Opposing 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