I've been messing around with a little side project lately, as a WH40K fan i've always been intrigued with the idea of virtual tabletop that is to say bringing that functionality to an online format to be played with other people, while significant progress has been made in this regard with games such as chess, risk and even full-on tabletop experiences such as DnD, there's much to be desired when it comes to wargaming based tabletop, if you're a fan of the grimdark genre you know what i'm talking about: Warhammer, Trench Crusade, Konflict '47 and the likes.
Two of my personal favorites are Combat Patrol and Kill-Team, the former moreso, they offer almost an XCOM like experience on tabletop where limited models go a long way and battles are less attritional and more focused on utilizing assets efficiently, knowing your army's strengths and weakness and positioning for synergies and advantages. I love that layer of tactical depth and taking on the role of a battlefield commander, knowing and utilizing your army accordingly.
This project began with my Combat Patrol Homebrew: The Deets for which can be found below
Combat Patrol Arpat - Data Sheet
BATTLEGROUP ARPAT — COMBAT PATROL DATASHEET
[hr]
DETACHMENT ABILITIES
Iron-Grid: While an Arpat Infantry unit is within 6" of a friendly Arpat Vehicle or 3" of an active Servo-Skull, that unit has the Benefit of Cover and is immune to the [BATTLE-SHOCKED] status.
Strategic Supremacy: Select a Strategic Ploy Core Stratagem. You may target one Arpat unit with this Stratagem for 0CP. This ability can only be used once per unit.
[hr]
ARPAT INFANTRY SQUAD (BATTLELINE) — x2
Composition:
• 1 Sergeant
• 4 Arpat Guardsmen
• 2 Deployable FPV Servo-Skulls
Human Models Stats: M 6" | T 4* | SV 4+ | W 1 | LD 7+ | OC 2
Servo-Skull Stats: M 12" | T 3 | SV 6+ | W 1 | LD 7+ | OC 1
WEAPONS
• Arpat Pattern Plasma (x6): 18" | A2 | BS 4+ | S8 | AP -3 | D2 | STABLE CORE
• Sergeant’s Bolter: 24" | A2 | BS 3+ | S4 | AP 0 | D1
ABILITIES
Ultima Pattern Armor: Human models are Toughness 4 against ranged attacks.
Vindicator Tracers (Sergeant): After the Sergeant shoots, pick one target. This squad gets +1 to Hit and +1 to Wound against that unit for the phase. That unit loses Stealth and Benefit of Cover.
AUFERO PATTERN SERVO-SKULLS
• Deploy Drones: Start of Movement Phase: Deploy 1 Skull within 6". It may immediately make a 12" Normal Move/Advance and may Charge.
• Targeting Augmentation: Enemy within 12" of a Skull → Squad gains LETHAL HITS (1-turn cooldown).
• Kinetic Impact: On Charge, drone is destroyed. Deal D3 Mortal Wounds (Flat 3 vs VEHICLE/MONSTER). Target is -1 to Hit until your next turn.
• Protection: 5+ Invulnerable Save and Stealth.
• Tactical Asset: Max 2 servo-skulls deployed per unit per game.
[hr]
ARPAT COMMAND SQUAD (HQ)
Composition: Lord General + 2 Tempestus Guards
Lord General Stats: M 6" | T 3 | SV 4+ | W 4 | LD 6+ | OC 1
Tempestus Guard Stats: M 6" | T 3 | SV 4+ | W 2 | LD 7+ | OC 1
WEAPONS
• Master-Crafted Chainsword — A6 | WS 2+ | S4 | AP -2 | D2 | SUSTAINED HITS 1
• Arpat Bolt Pistol — 12" | A2 | BS 3+ | S4 | AP -1 | D1 | PISTOL
• Hot-Shot Lasgun — 18" | A2 | BS 3+ | S4 | AP -2 | D1 | ASSAULT
• Melta-Bomb — A1 | WS 3+ | S12 | AP -4 | D6 | ONE SHOT
ABILITIES
Master Duelist: Immune to PRECISION in melee. Unit has FIGHTS FIRST.
Interception Drills: If Stationary, Fire Overwatch for 0CP hitting on 4+.
The Lord General’s Will: Arpat units within 6" ignore all negative modifiers to characteristics and rolls.
Strategic Reclamation: Command Phase: Redeploy one destroyed Servo-Skull within 3" of a friendly Arpat unit within 6" of the Lord General. Twice per game.
[hr]
ARPAT HEAVY WEAPONS SQUAD (FIRE SUPPORT) — x2
Stats: M 4" | T 4 | SV 4+ | W 2 | LD 7+ | OC 2
WEAPONS
• Combi-Heavy Bolter — 36" | A2 | BS 4+ | S5 | AP -1 | D2 | SUSTAINED HITS 1
• Frag Launcher — 24" | A D6 | BS 4+ | S4 | AP 0 | D1 | BLAST, INDIRECT
ABILITIES
Flush and Shoot: Units hit by Frag Launcher lose Benefit of Cover.
Suppressive Fire: Units hit by Heavy Bolter are -2" Move, Advance, and Charge.
ARPAT TAUROX (TRANSPORT)
Stats: M 12" | T 8 | SV 4+ | W 10 | LD 7+ | OC 2
WEAPONS
• Calator Autocannon — 48" | A1 | BS 4+ | S10 | AP -2 | D3
• Judgement Missiles — 48" | A2 | BS 3+ | S12 | AP -3 | D4 | LIMITED 2
• Wheels — Melee | A3 | WS 4+ | S6 | AP 0 | D1
ABILITIES
Assault Deployment: Disembarking units may Charge after a Normal Move.
Target Designation Relay: If Stationary after deployment, Infantry within 6" increase weapon range to 24" for one phase.
Ablative Bullet Sponge: If Stationary, one Infantry unit within 6" may reallocate S6 or lower attacks to Taurox. 1-turn cooldown.
Counter-Measures Suite: 5+ Feel No Pain vs S10+ attacks. Once per battle.
[hr]
COLOR PROFILE
• Khaki uniforms, blue helmets and vests
• Lord General in grey greatcoat
• Taurox in blue/khaki camo with side missiles



BATTLEGROUP ARPAT — COMBAT PATROL DATASHEET
[hr]
DETACHMENT ABILITIES
Iron-Grid: While an Arpat Infantry unit is within 6" of a friendly Arpat Vehicle or 3" of an active Servo-Skull, that unit has the Benefit of Cover and is immune to the [BATTLE-SHOCKED] status.
Strategic Supremacy: Select a Strategic Ploy Core Stratagem. You may target one Arpat unit with this Stratagem for 0CP. This ability can only be used once per unit.
[hr]
ARPAT INFANTRY SQUAD (BATTLELINE) — x2
Composition:
• 1 Sergeant
• 4 Arpat Guardsmen
• 2 Deployable FPV Servo-Skulls
Human Models Stats: M 6" | T 4* | SV 4+ | W 1 | LD 7+ | OC 2
Servo-Skull Stats: M 12" | T 3 | SV 6+ | W 1 | LD 7+ | OC 1
WEAPONS
• Arpat Pattern Plasma (x6): 18" | A2 | BS 4+ | S8 | AP -3 | D2 | STABLE CORE
• Sergeant’s Bolter: 24" | A2 | BS 3+ | S4 | AP 0 | D1
ABILITIES
Ultima Pattern Armor: Human models are Toughness 4 against ranged attacks.
Vindicator Tracers (Sergeant): After the Sergeant shoots, pick one target. This squad gets +1 to Hit and +1 to Wound against that unit for the phase. That unit loses Stealth and Benefit of Cover.
AUFERO PATTERN SERVO-SKULLS
• Deploy Drones: Start of Movement Phase: Deploy 1 Skull within 6". It may immediately make a 12" Normal Move/Advance and may Charge.
• Targeting Augmentation: Enemy within 12" of a Skull → Squad gains LETHAL HITS (1-turn cooldown).
• Kinetic Impact: On Charge, drone is destroyed. Deal D3 Mortal Wounds (Flat 3 vs VEHICLE/MONSTER). Target is -1 to Hit until your next turn.
• Protection: 5+ Invulnerable Save and Stealth.
• Tactical Asset: Max 2 servo-skulls deployed per unit per game.
[hr]
ARPAT COMMAND SQUAD (HQ)
Composition: Lord General + 2 Tempestus Guards
Lord General Stats: M 6" | T 3 | SV 4+ | W 4 | LD 6+ | OC 1
Tempestus Guard Stats: M 6" | T 3 | SV 4+ | W 2 | LD 7+ | OC 1
WEAPONS
• Master-Crafted Chainsword — A6 | WS 2+ | S4 | AP -2 | D2 | SUSTAINED HITS 1
• Arpat Bolt Pistol — 12" | A2 | BS 3+ | S4 | AP -1 | D1 | PISTOL
• Hot-Shot Lasgun — 18" | A2 | BS 3+ | S4 | AP -2 | D1 | ASSAULT
• Melta-Bomb — A1 | WS 3+ | S12 | AP -4 | D6 | ONE SHOT
ABILITIES
Master Duelist: Immune to PRECISION in melee. Unit has FIGHTS FIRST.
Interception Drills: If Stationary, Fire Overwatch for 0CP hitting on 4+.
The Lord General’s Will: Arpat units within 6" ignore all negative modifiers to characteristics and rolls.
Strategic Reclamation: Command Phase: Redeploy one destroyed Servo-Skull within 3" of a friendly Arpat unit within 6" of the Lord General. Twice per game.
[hr]
ARPAT HEAVY WEAPONS SQUAD (FIRE SUPPORT) — x2
Stats: M 4" | T 4 | SV 4+ | W 2 | LD 7+ | OC 2
WEAPONS
• Combi-Heavy Bolter — 36" | A2 | BS 4+ | S5 | AP -1 | D2 | SUSTAINED HITS 1
• Frag Launcher — 24" | A D6 | BS 4+ | S4 | AP 0 | D1 | BLAST, INDIRECT
ABILITIES
Flush and Shoot: Units hit by Frag Launcher lose Benefit of Cover.
Suppressive Fire: Units hit by Heavy Bolter are -2" Move, Advance, and Charge.
ARPAT TAUROX (TRANSPORT)
Stats: M 12" | T 8 | SV 4+ | W 10 | LD 7+ | OC 2
WEAPONS
• Calator Autocannon — 48" | A1 | BS 4+ | S10 | AP -2 | D3
• Judgement Missiles — 48" | A2 | BS 3+ | S12 | AP -3 | D4 | LIMITED 2
• Wheels — Melee | A3 | WS 4+ | S6 | AP 0 | D1
ABILITIES
Assault Deployment: Disembarking units may Charge after a Normal Move.
Target Designation Relay: If Stationary after deployment, Infantry within 6" increase weapon range to 24" for one phase.
Ablative Bullet Sponge: If Stationary, one Infantry unit within 6" may reallocate S6 or lower attacks to Taurox. 1-turn cooldown.
Counter-Measures Suite: 5+ Feel No Pain vs S10+ attacks. Once per battle.
[hr]
COLOR PROFILE
• Khaki uniforms, blue helmets and vests
• Lord General in grey greatcoat
• Taurox in blue/khaki camo with side missiles




My key idea borrows a lot from combat patrol but here's a very basic rundown -
It is based on a 44x30 grid, I decided to do away with the finicky measurement system and go for whole numbers concerning ranges, movement etc. wherein 1 inch = 1 tile. Coordinates are binumeric e.g. (My character moves from 1,10 to 1,14)
Tile represent terrain features with visual distinctions and specialized rules e.g. characters may have to roll a check if they are crossing a minefield or might get a bonus from being adjacent or behind cover.
Cover mechanics are also represented by tiles in three categories - LOS blocking tiles and Non-Obscuring Cover (Adjacent to wall, behind sandbags)
Movement points are spent for repositioning and positioning can offer buffs and debuffs - e.g. units will take enhanced damage if attacked from flank or rear, depending on unit size a certain amount of movement points will need to be spent to turn the unit.
These are some of the things i've planned in infancy otherwise, the rule-set is essentially the same as Combat Patrol - which brings a familiar system into play.
TL;DR = I'm trying to bring Combat Patrol to RPR forums, your thoughts and feedback are needed !
You are on: Forums » RP Discussion » Forum-Based Table Top?: A Proof of Concept