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The problem with this is that the Deathwatch RPG rules are annoyingly complex. Take, for example, the combat system: The core of it is that you roll against your Ballistic Skill to hit (which is very, very simple) but then the rulebook goes "Here's a million floating modifiers that you have to remember for this combat alone." Now, all of these floating modifiers and all that make perfect sense from their conceptual basis, but practically speaking it makes the system awful. So in this regard, I feel the Deathwatch RPG rules are bad to be using.
That being said, it'd be difficult to translate another system (like D&D 5E) to accommodate for the 40K system, so it's really a case of you're between a rock and a hard place as far as rules go haha
As for actually having the basic set of rules for RPG'ing on tabletop, this feature is sort-of inherent in the way that many people play an RPG like Deathwatch or D&D because many people play with maps that they draw and little figurines that represent their characters and enemies (The show "Critical Role" on Geek & Sundry is a prime example).
As for distance traveled, weapons distance, etc etc etc, most RPG game systems will tell you something like 'You character can move X ft per turn + a bonus because f your Agility' or 'Your weapon has a range of 30 feet' or something like that. The only thing you need to do is come up with an arbitrary conversion such as saying "1 Inch on the tabletop represents 5 feet".
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