1e is generally inferior. However, with some house ruling, streamlining and a lot of love you can make it work. My gang and I have been running 1e since the day it hit the shelves, and we still love it.
Here are some suggested house rules and general tips for starting with rank 1 acolytes:>Be generous with modifiers. Remember that +0 is a Challenging test! Most of the time you'll be rolling at at least +10 >Remember that a lot of gear grants modifiers too. >Remember elite advances, and be generous with them too. >Consider making starting background packages for cheap that will give your characters the basic skills they need. >Most people do not wear armor, or only wear very light armor. A soldier in standard Imperial Guard Flak is a serious threat to beginning acolytes. >Think Call of Cthulhu with D&D style leveling: monsters are usually something you run away from/try to out think at the start, but by the time you reach rank 6 or so you'll be hardened badasses. >Things that show up in hordes in the table top (Blood Letters, Genestealers, etc.) are TERRIFYING alone against regular characters. In general, ignore the tabletop in terms of commonality of threats/gear. A powersword is a late game item. >Remember the Dwarf Fortress definition of "fun"!
Also, if you can get your hands on 'em, literally every sourcebook for Dark Heresy is great. Inquisitor's Handbook is a must, Radical's Handbook is spectacular too, and all the others are great for flavoring your campaign in different ways. >>49475287
Better understanding of their abilities.
Wealth, fame, influence.
To perform a glorious deed, and get a cushy job back on Scintilla, maybe head your own stationary choir and not have to do any of this dangerous "exploring" shit anymore.
Redemption of their tainted mutant flesh.