The Camp Table Skirmish Rules provide character design and combat mechanics. Instead of fighting head to head conventional skirmish battles, as a roleplaying game, one player will take on the role of gamemaster and other players will each have a player character or small band of characters. Decide on how many points each player gets to spend initially, and each builds a hero or a hero and some followers out of his points. About 10 points strikes me as similar in power to a traditional first level character.
As an RPG, the gamemaster will set up a map or maps to explore, and provide the challenges and opponents to overcome. As a miniatures campaign, veterans of previous games will get upgraded, and new reinforcements will need to be added as necessary from game to game. I may hack out another page on miniatures campaign scenario generation, but if you are thinking of playing this, you probably know the drill.
These character progression rules could be used for either RPG play or miniatures campaign play. Track who killed what value of enemies. Split enemy values as appropriate when its a team effort, either each foe against all that hit it or the whole total value shared among the survivors.
After a battle your character gets experience build points that can be used for buying upgrades or banked for later upgrades.
You get a survival reward and a kills reward.
Survive a battle against a force of at least 80% the value of your own. 1 point if it was a serious engagement.
Survive a battle against a force > 150% of your own. 2 points.
Kill at least your own value in enemies in the battle. 1 point.
Kill double your own value 2 points.
The GM can grant additional points as seems fit. Treasures, mission, story, and roleplaying success are all likely reasons to add a build point or two in the course of a session.
Non combat challenges
Resolving challenges outside the scope of the combat rules: Wing it. Seriously. At this level of resolution, if randomness of success seems appropriate to you as a GM, pick a target number that makes sense and who rolls the die. Standardize or elaborate anything you like. Borrow as appropriate from anything at the lower end of the detail spectrum. It would be kind of silly to connect this game up to anything with very much detail to it.