I did a
40k based storyline last winter and believe you can easily adapt it to an
RPG. The thickness of the rulebook is deceiving. There's a lot of customization in the game and modifiers for character building and development.
The game is very cinematic, because of one players ability to interrupt the other player's turn. I played a game where my Inquisitor and his Retinue went after what they thought was a Chaos Cultist cell (turned out to be a Genestealer Cult). They closed in and the Main Psycher stepped out and began to do psychic attacks vs one of my figures, slowly crushing him into a green paste (it was an ork). Fortunately, the psycher failed a roll and I was able to interrupt the attack with another figure.
The combat system has a lot to keep track of. I recommend using index cards on the sideboard so the game field doesn't get cluttered. Its worth the effort to learn the game. Its very fun and a few of the side situations were funny. For example theres a "Love in the Air" side mission. In one game, my Sister of Silence fell in love with a giant worm creature on my opponent's team.