Sure. I had a full 5 players. Only 1 player had played DH before, and 2 others were familiar with WH40k. The last 2 had no clue about either, but were interested.
I'll make a synopsis failrly brief.
** SPOILER ALERT - DO NOT READ IF YOU EXPECT TO PLAY THIS ADVENTURE **
They took a little bit of coaxing to get into the groove of the game. They arrived in the Maw, a bit perplexed on what to do from there. With some subtle suggestions they thought to use their sensors to pinpoint a more likely location. Once they found the debris field, they expected a trap and were on edge when deciding how to get to the Bounty. In fact, they even doubted that the leaking drive craft was the Bounty and thought it was a decoy. Some further sensor scans (and a bit of reassurance from the GM) and they decided it wasn't a trap (entirely, anyway) and that the powered ship was indeed the Bounty. They took a single red-shirt with them and headed over to the Bounty on a guncutter (having discarded the idea to take the Venture into the debris field). Despite the power and lights on the bridge, they decided to dock mid-ship (still paranoid it's a trap!). Appropriately, the Captain player rememebered to be the first one to set foot upon the Bounty, and claimed it in his own name (causing many giggles). They cautiously made there way towards the bridge. On the way, they discovered some dead crew members. Successful Medicae tests revealed they were asphyxiated. They also noticed and noted the numerous Toxic warnings on various bulkheads and doorlocks as the passed them. Without incident, they reached the bridge.
I drew out an extremely large room, replete with numerous consoles and chairs. I then proceded to lay out about 2 dozen skeleton and zombie miniatures, lying them down and telling the players that they are 'corpses of dead crewmembers, in varying states of decomposition'. Central to the room was the throne-like captain's chair with the Navigator and the corpse of the captain at his feet. I also put 3 floor-vent grates at various places around the room. I had the players move/position their miniatures inside the bridge, and only once they approached the captain's chair (and thus, everyone was positioned well into the room) did I read the passage and have the Navigator awaken. I gave them a moment to respond, stressing quickly. Some tried to talk with the Navigator, while the engineer headed to an engineering console to try to open the doors.
A few corpses rose to their feet, and I stood up a few of the skeleton miniatures. The players said "Aha! Of course, that's why he put those minis on the map". Then they looked worried, as they realized just how many minis were on the map. The engineer failed his roll to open the doors by a large amount. Trask, standing in front of the navigator, fires a shot at the navigator, revealing the protective field. The pilot dodges some zombies and tries a shot from the back of the navigator, to no avail. The others take some shots at zombies, and either miss or knock them down. I tip over the model. They think its dead. The missionary squeals in glee and flames with impunity.
Next round more zombies rise up, and the first zombies get into melee. I roll well (this would be a trend most of the day), hitting several of the PCs with their warp-enhanced metal shards, and doing some significant damage. The PCs don't seem too worried yet. They shoot or melee a few more, again knocking the miniatures down. Only once the bodyguard attacked with her bolter, causing a fury and doing over 20 damage, did I remove a model. It was then the zombie's turn and more stood up, including some that had been knocked down previously. Only then did they realize ... 'Oh crap, he's standing them back up again! Wait ... didn't he remove a model when Lorayne hit him? Yep, sure enough there it is. Oh god, this is gonna suck ...' They looked on with dismay as the hordes grew and grew. A few more rounds go by. Half the PCs were below half wounds by this time, and Trask (who had gotten himself somewhat surrounded) actually reached 0 wounds, and had to spend a Fate point for some fast healing. They still didn't talk about retreating, so I gave them a nudge. "They just seem to keep coming and coming, you don't know how much longer you can hold out if you remain here ... " It was then that they realized the ventilation grates. I decided to be nice, and not worry about having any fans chopping up the PCs. They managed to time things in intiative order that the engineer (who was last in order) managed to open a grate and hold it open for everyone else to dive down into the vents, before he jumped in as the zombies closed.
Time was running low, so I mentioned some zombie pursuit, but did not run any combat rounds. They eventually lost the pursuit and began to head to their guncutter. On the way they ran into Erart. Despite being suspiscious of him, then agreed to let him lead them to the other survivors. (funny note here, the missionary and captain nearly executed Erart for heresy. A slip of the tongue on my part, where he claimed they were doomed and not even the Emporer could save them. I managed to have Erart talk them out of it, but they still thought he might be corrupted by Chaos/the Warp).
Once among the survivors, the Trask made an excellent Charm roll and won their trust. They fully divulged the details of the late captain's plan for the Gellar field. The PCs quickly clung to this plan and headed for the Core (without Erart, however). Once there, an excellent Tech Use roll got the Core Cogitator online easily. There was some confusion at first, when they tried to talk to the Cogitator and kept being told access was denied. Without prompting, however, one of the PCs thought to say the Bounty's captain's name, which granted them access. This was immediately followed by "The ship has been infested by a Warp entity. We need to raise the Geller field to remove the warp entity fromt he ship." This, of course, is exactly what needed to be said to get the Geller field raised. I would have suspected someone had cheated and read the adventure ahead of time (because it was so right on), but I knew that none of them had acquired the booklet yet. Kudos for them. They then had the presence of mind to think of getting ship schematics from the Cogitator, then use ventilation shafts that are in the ceiling of the bridge to effect a surprise attack on the Navigator. Their plan was to drop into the room in front of the Navigator and unload everything into him at once. At this point, we were running a bit late, and the plan sounded so excellent, that I assumed their combined firepower (plus surprise round) would have taken him out within the first round or two, despite his number of wounds (heck, a 1d10+7 Bolter with Tearing alone could possibly do it in 2 rounds by itself).
At this point we ere wrapping up, so I asked what they wanted to salvage from the Bounty. They decided to drive the Bounty out of the debris field, using the guncutter (and assistance from the Venture) to navigate and shoot a pathway out. With some good Tech-use (sensors) and piloting rolls they made it out with minimal damage to the Bounty.
Some excellent ideas from the group, and everyone had a blast during the combat slugging it out with the puppets. Win for Trask and the Venture!