Skirmish Wargame Rules for Cairn
Sometimes I feel the warband mechanics for Cairn, Into the Odd, and similar games leave something to be desired. So I whipped up these skirmish wargame rules designed for a certain range of 28mm-tall grimdark gothic future miniatures.
Starting Stats: 4 HP, 10 STR, 10 DEX, 10 WIL, 6” MV
Saves: Roll d20 under a stat to save.
- STR for dying, poisons, resisting movement
- DEX for terrain and initiative (activate models from highest DEX to lowest)
- WIL for morale and psychic
Actions: take 2 in a turn
- Move up to your MV stat
- Attack with your weapon
- Interact with something
Attacks: Roll your weapon’s damage die, and subtract any Armor that your target possesses. You deal that much damage to your target’s HP.
Damage that reduces a target’s HP below zero decreases a target’s STR by the amount remaining. They must then make a STR save to avoid death.
Weapon | Damage | Range | Special |
---|---|---|---|
Unarmed | d6 | melee | |
Sidearm | d8 | melee | |
Polearm | d10 | melee | bulky |
Pistol | d6 | 6” | |
Carbine | d6 | 12” | bulky |
Energy | d6 | 6” | bulky, ignore Armor |
Shotgun | d8 | 6” | bulky |
Heavy Gun | d8 | 12” | bulky, can’t move and shoot |
Type | Armor |
---|---|
Unarmored | 0 |
Light Armor | 1 |
Heavy Armor | 2 |