Their is one big flaw regarding BlackCrusade. Just this one, otherwise I like it most from the 40K-FFG games I was wittness to:
You will have a hard time "embedding" the PC into the world & the system for wealth/aquisition is very very lofty.
Matter of fact, the system assumes that mainly the PC get stuff for being "so infamous". Which makes sense if one considers that each and everyone of them has a small domain or cult or sponsors that grant them stuff. Unfortunately, all you have in this regard are mere hints. While the RT game works on the same assumption, this is more easy to stomach since RT establishes the player group as the RogueTrader and his crew, with their own spaceship and outlined dynasty back in the Imperium.
In regard to those living in the Vortex, you better prepare to fudge the ownership/liegeship of some faceless villages or similiar small communites who provide "the wealth" that is part of the infamy. Otherwise, the system is fine and perhaps this problem will be adressed in the future. At least, better then this half-hearted atttempt that was provided in the GM Kit (which I do NOT supposed to buy unless one is after the screen and the adventure. The meager rest can be ignored).
I think the problem is that when you actually run the game you realise that it needs a context that really isn't provided. It is assumed that as heretics you've sort of escaped the Imperium and are thus privvy to a level of experience, at least, that has given you the ability to survive. That is what is essentially tapped for the Infamy rules.
Infamy is a great idea, but it does need fleshing out. Anything can be acquired, on a successful roll, through infamy at almost any time. There is next to no advice as to how this works. So things like building an empire, safehouses, storage of resources and even access to such is very glossed over. It's conceivable that, with a good enough roll, the players can find Terminator armour on the small moon they've arrived at.
So how the game seems to want to be played is that the pc's are like characters in a sandbox: they are meant to be proactive and the GM needs then to have a setup that he can tap into to provide those resources. There is no mention of how players set up cults or support structures and even the infamy table has a nunch of stuff missing.
Profit Factor is much more fleshed out and has been across some of the RT supplements. THis is what needs to happen with Infamy. For instance, in Into The Storm there is discussion of the effects of splashing out on your Profit Factor; rules for seeing if the pcs draw unwanted attention onto themselves. More than just 'i want a titan, roll the dice'.
Really FFG need to get out a Screaming Vortex gazetteer out post haste. This is the one book that's essential for the kind of game this is. Unlike the rest of the games the players are masters of their own destiny so they need to know where they can go and what they can do. It's not like Dark Heresy where the INquisition tells them where to go. Even Rogue Trader is more fleshed out in this regard and, because Profif Factor, is the direct goal it's easier to work with because the GM can dangle that under the pc's noses as a hook. Plus the Expanse is meant to be unknown to the pc's as they are exploring it.
That's not quite the same with BC. The pc's are not seeking Infamy in quite the same way; they are seeking power and glory and infamy is some measure thereof. Also the Vortex is largely established and, somewhat, more explored. It's not an unknown in the same way that the Expanse is. It's simply a realm of chaos. So the pc's will need to know where the Dark Forges are, if they want to build a titan or get some new armaments or cybernetics (not quite sure how infamy relates to cybernetics, whether one can simply roll Infamy and have a whole bunch of cool new augmetics, that doesn't seem right to me). They'll need to know where the best warriors are bred, etc, then they can strike out at imperial targets beyond.