The Heresy of Chaos

By Waaaghpower, in Dark Heresy Gamemasters

So, this is a sand-box/railroad mix mission I have been working on. I just have a couple of questions: A, what level should this be played at B. Does any of this go against canon/seem ridiculous and C. How much experience and/or thrones should be given for doing what? Anyways, here it is:

The Heresy of Chaos
Recently, a mining and refining ship orbiting a star in sector 12-17-57 sent a request for help. Crew members have been disappearing, and strange disturbances have been going on around the ship. They are a top priority mission, and you have been dispatched to figure out what has been going on.
The ship mines admantium from the adamantine star in the sector. This star is an anomaly, composed entirely of liquid and solid admantium. If it could be cooled then mined, it would be worth trillions and trillions of thrones. The mining ship is an experimental, (and expensive,) ship with powerful heat shields that allowed it to approach the star. They are sending a probe into the star to test the core. (The probe requires a massive amount of power, because it is a laser shield coating over a special allow drill, with sensors inside.) In addition, they are managing to mine a small portion of the admantium for testing.
If a scientist is asked, or a tech-priest uses a computer and passes by 2 points, here is additional information: There is a theory about the core of the star, which is the main reason the probe exists. If it is a gaseous center, then it could be vacuumed out. Not only would that give them tons of admantium, but if the core was large enough then the star would collapse as well, lowering the temperature to a manageable degree, meaning that conventional, (See: cheaper,) mining technology would be usable.
If the commander is questioned, he will mention the self-destruct item. It is essentially a nuke, meant as a last resort. It is not technically wired into the ship, but a separate device of immense explosive power. It works by creating a super-dense point that sucks everything towards itself and creates a miniaturized black hole.
The ship has five main floors: The drill room, the lodging and recreation area, the operation area, the ship hangar, and the refining platform.
The Drill Room: Contains access to the drill. Inside there is a drill elevator, as well as a rack of heat suits and the drill computer. (To go down the elevator, you must be wearing a heat suit.)
The Lodging and Recreation Area: In this area, there are 20 main lodging rooms, each containing four beds, the captain’s quarters, and the quarters for the marines. In the room for the marines, there is little of importance, but it has the taint of chaos inside. In the captains quarters, there is a box containing a little money, (120,) a desk, and another box containing the captains log. (Records the mysterious disappearances, the space marines disappearing, and that the drill will get to its destination 1 week after the inquisitorial staff arrives.) In the recreation room, there is a constantly dwindling amount of staff, who can be talked too. (Or killed, if you want to stop them from being possessed…)
The Operations Area: This is mostly a computer room, in a maze-like pattern. Any access using computers, (as well as some pretty bitchin’ fight scenes,) will happen in here.
The Ship Hangar: This is where you arrive, and where all the ships are, including yours.
The Refining Platform: In here, there are large containers filled with solid and/or liquid admantium, and refining equipment.
Every day, more crew members become possessed. (D5-2 on the first day, then add one for every consecutive day.) They have the same stats as citizens, and have improvised weapons, plus heat suits for armor. (Av 2, full-body, immune to fire, energy and fire-based weapons do half damage.) They also get D5 minor mutations and D5-2 major mutations. They cannot be killed, (See rules for un-killable below.)
NOTE: Duplicate results are allowed for mutations for the following characters. If it gives a bonus or penalty to stats of any kind, apply them both. Any Talents or Skills, as well as Clawed/fanged can only be gained once, re-rolls are discarded. In the case of tough hide, multiple results would make the natural armor greater. (3 rolls of tough hide give natural armor of 3.) In the case of Wyrdling and Hellspawn, it gains a greater psy rating than one. (So 2 rolls of wyrdling and a roll of Hellspawn give a psy rating of 4. Any psy ratings above 6 are discarded.):
Main enemies: 3 Chaos Space Marines
Commander
Ws 53 Bs 48 S 43 T 46 Ag 46 In 48 Per 43 Wil 46 Fel 41
24 wounds
D10 Minor mutations
D5 Major mutations
Un-natural toughness x2
Un-natural strength x2
Pact of Knowledge
Gear: Power Sword, Boltgun, Bolt Pistol, 100 Bolter rounds, Power Armor,
Marine A
WS 60 BS 43 S 37 T 41 Ag 41 In 43 Per 37 Wil 41 Fel 36
22 wounds
D10-2 Minor mutations (minimum of 1)
D5-1 Major mutations (minimum of 1)
Un-natural strength x2
Pact of Desire (Mastery over WS)
Gear: Power Sword, Boltgun, Bolt Pistol, 100 Bolter rounds, Power Armor,
Marine B
WS 48 BS 60 S 37 T 41 Ag 41 In 43 Per 37 Wil 41 Fel 36
22 wounds
D10-2 Minor mutations (minimum of 1)
D5-1 Major mutations (minimum of 1)
Un-natural toughness x2
Pact of Desire (Mastery over BS)
Gear: Power Sword, Boltgun, Bolt Pistol, 100 Bolter rounds, Power Armor,

Every time one of them dies, they are reborn in 1D10 rounds with full health, though any lost limbs or critical damage they took, (non-fatal,) stays. If their arms are cut off, then they will be summoned back and fused back on, with no penalty. If the arms are somehow destroyed, a chaotic cursed arm will re-grow instead. That arm takes a -10 penalty to anything tests involving it. If it gets destroyed again, however, it will not take an additional penalty. If their head or body was destroyed, replace it with a mutated head and give them –D10 to all stats. (This only happens once, if it is destroyed again they re-grow it, but do not take the penalty.) In addition, their weapons are totally corrupted with chaos, and thus no inquisition member would ever think of looting them. If anyone tries to take away their weapons, that person always takes 1D10 damage, is knocked back 3D10 meters, and is stunned for 1D10 rounds. If the bodies are blown up, then the pieces will for back into a mutated monstrosity. All stats have a -10 penalty, their guns are now un-reliable, and the armor is poor quality, and they take D10 more minor mutations and D5 major mutations. If their bodies are totally incinerated or destroyed, they are fully restored in perfect health, with no mutations, and all penalties are annulled.
If two or more of any characters, space-marine or otherwise are all blown up at once, in the same spot, then it will mutate even more into a huge monstrosity. Each of their stats (Base stats, before mutations or injuries,) take a 3D10 penalty, and they all lose D5 wounds, then their stats are combined. Add 2D10 major mutations. All talents and skills remain, but gear is lost. It also had D10 natural armor on all points, regeneration, and demon claws, (2d10 damage, tearing, unwieldy, ap4.) This creature regenerates like the normal marines, and if it blown up with a third marine (assuming that the third marine was not in the initial explosion of course,) that marine is combined with the same penalty, but the monstrosity takes no penalty to its stats. Here is an example:
The commander and Marine A are blown up by timed explosives. All the stats on the commander take a -18 penalty, and he loses 3 wounds. Then, a 6 is rolled for armor. All the stats on the Marine take a -16 penalty, and he loses 5 wounds. This leaves the monster with the following stats:
Ws 79 Bs 57 S 46 T 53 Ag 53 In 57 Per 46 Wil 53 Fel 43
Un-natural Strength x3
Un-natural Toughness x2
Demon Claws
6 Natural armor

Killing the Chaos: The chaos are technically un-killable. However, you ARE on a mining and refining ship. A ship that mines and refines admantium. If you were to trap them in a melting pot, then pour liquid admantium on them, it would solidify, creating an un-breakable shell. Also, keep in mind that while they are reviving, they have no control over where you move their bodies. Also, bonus points if you then launch this brick of admantium into the center of a nice big star.

The drill will turn off on day 2. This is off-schedule, and will cause a disturbance. If you deal with the Chaos Marines and/or crew in the drill and computer room, (crew in the drill room, marines in the computer room,) and/or chase them off, the drill will be started again, with a lock so that it cannot be stopped till it reaches the core of the star. In order deal with them, they have to be launched into deep space, buried in admantium, or otherwise trapped/killed forever. If they are temporarily dealt with somehow, or killed and then left alone, they will come back. If they are chased off, (by causing high damage around them, and making them scared/nervous,) they will also return.
Other incidents will occur, and on day 7, the drill will hit the core. At this point, all of the crew is automatically possessed. You can make it to your ship, but it will be trapped in orbit of the star, and can’t get away. If you go down the elevator, it will take an hour to get down, and you will reach the center of the star. Inside, there is a vortex, with a massive daemon (as well as many, relatively smaller creatures coming out,) creature trying to get out. If you try and kill it, it has the following stats:
Ws 79 Bs 57 S 92 T 84 Ag 36 In 77 Per 46 Wil 88 Fel 21
Un-natural toughness x4
Un-natural strength x4
100 wounds
As well as 20-skae thing equivalents, and 100 other random daemons. Fighting, in essence, is futile. However, the core of the star is huge. You have about 5 minutes before they get to you. There are three options here:
Get back in the elevator, destroy the probe, and leave. This will trap the daemons, but leave the portal open for future damage if somebody tries to mine the planet again.
Get back in the elevator and flee, then send the nuclear equivalent down the elevator. If you do this, the star will be destroyed, and the vortex will be closed. You will also have enough time to escape on your ship.
If, however you activate the admantium vacuum, then the core of the star will start to be sucked in. There are several escape options, detailed below. This will collapse the star, but leave it available for mining, and is the best choice. (Though there could be penalties depending on how you escape.)
Escape options:
a. You can jump into the admantium vacuum. If so, take 3 toughness tests for a gaseous poison. For every test that you pass, nothing happens. For every test that fails, you permanently lose 1 wound but gain +10 when taking a toughness test against all toxic atmospheres. (If a fate point is spent, you can choose to automatically pass or fail.) (You are breathing in the toxic fumes from the vacuum, but the admantium dust lacing your lungs does give you a benefit against poison.)
b. You can get into the elevator. However, it is partially damaged, and a tech-priest has to fix it for it to work. If it is fixed, you get back to your ship, and nothing happens.
c. You can be pulled into the void. If you do this, everyone has to take a willpower test. If anyone fails, that person gains D5 insanity points, as well as D5 intelligence points. Then, everyone takes an intelligence test, and someone passes, you appear on your ship. If you fail, then the process repeats. (A fate point can be spent to automatically pass the fellowship test, but not the intelligence test.) (The fellowship test represents the urge to open their eyes and see the vastness of the void. If you look, you get the gift and curse of seeing the vastness of space. Your wisdom grows, as does your insanity. The intelligence test represents using their mental capacity to shape the void and direct them towards their ship.)

It looks like you've put a lot of thought into this. Overall it sounds fun, but a couple things for fluff reasons:

1: The ship would have to be either AdMech or Hereteks, becuase only the Adeptus Mechanicus can experiment with new technologies. The easiest way to explain this is to simply say it is an old Archatype plan for a mining vessel, and this is the first one built. Make the Captain an AdMech Explorator and most of the crew tech priests or tech adepts without implants yet. Then of course you can have the Maries for "guards" and plenty of fleshy humans for grunt work.

2: The Bomb... most likely it would not be a Zero Point Singularity Device (black hole bomb) as you described, there is no bases for that in the fluff that I can think of, but more likely to be a Void Bomb, which is a bomb that rips a hole into the warp, sucks everything in and hopefully closes again. Now, if you throw Void Bomb into a warp rift two things could happen, 1: nothing, the immaterium is not a place of normal physics or 2: seals the rift.

Otherwise, that sounds like a lot of fun and non stop fighting. As far as levels go, at least rank 4, (assuming 4 or 5 players) probably rank 5 or 6. They will need the extra wounds to survive, and the extra talents / skills to handle all of the Chaos that is around.

Ohh and the plot sounds like its a mix of Event Horizen, Ghosts of Mars and DeadSpace... I like it :-D

I actually based most of the plot after an episode, (well, 2-part episode,) of Doctor Who... The Impossible Planet/The Satan Pit if my memory serves.

I made the changes you suggested, except since it would be a highly dangerous mission, I replaced tech-adepts with Tech Slaves, who are cheap servants of the tech-peoples. That way I can justify so many of them being so easily corrupted.

The Elevator to go from the ship to the probe should be replaced with a targeted Transportator beaming unit. Stars are huuuuuUUUUuuuUUUUuuuUUUUUuuuuuge, un-grokk-able, a normal mind cant fathom the vastness of how big stars are. A mere elevator would have to travel at a noticeable fraction of light speed to get to the core area in one hour.

If the "travel" time instead would be from the save powering up, where you a have to stay in your transporter platform, and then being beamed down to a reciever platform at the probe, this would fit and have the same in-game effect.

There are Imperial Space marines defending the ship? Perhaps consider replacing them with Skittari, these are the Adeptus Mechanicus' troops, not nearly as scary as Space Marines but not to be underestimated. They'd usually be equiped with carapace armour and hellguns. By having Imperial Space Marines walking around it might make the player characters feel overshadowed, of course maybe you're going for the extra scary factor of even marines dissappearing.

As for the ship destroying itself the ships plasma or warp drive could be rigged to overload already. If a plasma drive goes up it is a fireball of death that would leave charred cinders. A warp drive overloading would have an impact similar to the vortex weapon however without actually having to use such a valuable device...

Gaius said:

There are Imperial Space marines defending the ship? Perhaps consider replacing them with Skittari, these are the Adeptus Mechanicus' troops, not nearly as scary as Space Marines but not to be underestimated. They'd usually be equiped with carapace armour and hellguns.

Individual groups of Skitarii vary immensely in potency, given that they're the augmented warriors of the Adeptus Mechanicus - the precise details of Skitarii employed by different Forge Worlds and even by different Magi (imagine each Magos as a feudal lord of a particular domain, commanding a host of warriors, subordinate Tech-Priests, savants, servitors and menials, and focussed towards a particular field of study) are frequently very different, with some employing troopers not dissimilar to surgically-altered Imperial Guardsmen, while others are served by legions of powerfully-built creatures fitted with vicious implant weapons and augmented to be savage and brutal in combat while the analytical part of their brains coordinates with their allies wirelessly and considers strategy and tactics. The latter can potentially be a devastating as Space Marines, though they seldom possess the initiative and ingenuity that the greatest of Space Marines possess.

Reread the top guys, one, the bomb is needed for plot reasons, and it makes sense that with an archeotech (or prototype) ship you want a separate device that the Captain controls that can destroy the ship completely. And two, kinda need marines for the story, since they become chaos marines and it lends to a better air of horror and fear to the situation. That and most people dont know much about the Skitarii, and honestly I don't think they give the same kind of fear that, "three space marines are charging toward you with bolters firing" does.

Okay, I made the changes you suggested, as well as pumping up the marines and altering a couple of side-rules a little bit. Here is the new version:

The Heresy of Chaos
NOTES: For the sake of this mission, if multiple grenades are used all at once, their power is combined.
Recently, a mining and refining ship orbiting a star in sector 12-17-57 sent a request for help. Crew members have been disappearing, and strange disturbances have been going on around the ship. They are a top priority mission, and you have been dispatched to figure out what has been going on.
The ship mines admantium from the adamantine star in the sector. This star is an anomaly, composed entirely of liquid and solid admantium. If it could be cooled then mined, it would be worth trillions and trillions of thrones. The mining ship is an experimental, (and expensive,) ship with powerful heat shields that allowed it to approach the star. It is a prototype built a long time ago, but never put into mass production. They are sending a probe into the star to test the core. (The probe requires a massive amount of power, because it is a laser shield coating over a special allow drill, with sensors inside.) In addition, they are managing to mine a small portion of the admantium for testing.
If a scientist is asked, or a tech-priest uses a computer and passes by 2 points, here is additional information: There is a theory about the core of the star, which is the main reason the probe exists. If it is a gaseous center, then it could be vacuumed out. Not only would that give them tons of admantium, but if the core was large enough then the star would collapse as well, lowering the temperature to a manageable degree, meaning that conventional, (See: cheaper,) mining technology would be usable.
If the commander is questioned, he will mention the self-destruct item. (Zero-point singularity device, or ZPSD.) It is essentially a black hole bomb, as experimental as the ship, meant as a last resort. It is not technically wired into the ship, but a separate device of immense explosive power. It works by creating a super-dense point that sucks everything towards itself and creates a miniaturized black hole.
The ship has five main floors: The drill room, the lodging and recreation area, the operation area, the ship hangar, and the refining platform.
The Drill Room: Contains access to the drill. Inside there is a Targeted Transporter Beaming Unit, (Drill elevator,) as well as a rack of heat suits and the drill computer. (To go down the elevator, you must be wearing a heat suit.)
The Lodging and Recreation Area: In this area, there are 20 main lodging rooms, each containing four beds, the captain’s quarters, and the quarters for the marines. In the room for the marines, there is little of importance, but it has the taint of chaos inside. In the captains quarters, there is a box containing a little money, (120,) a desk, and another box containing the captains log. (Records the mysterious disappearances, the space marines disappearing, and that the drill will get to its destination 1 week after the inquisitorial staff arrives.) In the recreation room, there is a constantly dwindling amount of staff, who can be talked too. (Or killed, if you want to stop them from being possessed…)
The Operations Area: This is mostly a computer room, in a maze-like pattern. Any access using computers, (as well as some pretty bitchin’ fight scenes,) will happen in here.
The Ship Hangar: This is where you arrive, and where all the ships are, including yours.
The Refining Platform: In here, there are large containers filled with solid and/or liquid admantium, and refining equipment.
Every day, more crew members become possessed. (D5-2 on the first day, then add one for every consecutive day.) They have the same stats as citizens, and have improvised weapons, plus heat suits for armor. (Av 2, full-body, immune to fire, energy and fire-based weapons do half damage.) They also get D5 minor mutations and D5-2 major mutations. They cannot be killed, (See rules for un-killable below.)
NOTE: Duplicate results are allowed for mutations for the following characters. If it gives a bonus or penalty to stats of any kind, apply them both. Any Talents or Skills, as well as Clawed/fanged can only be gained once, re-rolls are discarded. In the case of tough hide, multiple results would make the natural armor greater. (3 rolls of tough hide give natural armor of 3.) In the case of Wyrdling and Hellspawn, it gains a greater psy rating than one. (So 2 rolls of wyrdling and a roll of Hellspawn give a psy rating of 4. Any psy ratings above 6 are discarded.):
Main enemies: 3 Chaos Space Marines
Commander
Ws 63 Bs 58 S 53 T 56 Ag 56 In 70 Per 53 Wil 56 Fel 51
34 wounds
Tox Blood
Grotesquex2
Misshapen
Big Eyes
Tough Hidex2
Wyrdling
Feel No Pain
Degenerate Mind (Fearless) (-3 intelligence)
Un-natural toughness x2
Un-natural strength x2
Pact of Knowledge
Gear: Chain Fist, Boltgun, Bolt Pistol, 100 Bolter rounds, Power Armor,
Marine A
WS 60 BS 43 S 37 T 41 Ag 41 In 43 Per 37 Wil 41 Fel 36
30 wounds
Misshapenx2
Nightssider
Feel No Pain
Tough Hide
Tox Blood (-3 to int. and fel.)
Grotesque
Nightmarish
Un-natural strength x2
Pact of Desire (Mastery over WS)
Gear: Power Fist, Boltgun, Bolt Pistol, 100 Bolter rounds, Power Armor,
Marine B
WS 48 BS 60 S 37 T 41 Ag 41 In 43 Per 37 Wil 41 Fel 36
30 wounds
Grotesquex2
Wyrdling
Tough Hidex3
Misshapen
Hellspawn
Un-natural toughness x2
Pact of Desire (Mastery over BS)
Gear: Power Sword, Boltgun, Bolt Pistol, 100 Bolter rounds, Power Armor,

Every time one of them dies, they are reborn in 1D10 rounds with full health, though any lost limbs or critical damage they took, (non-fatal,) stays. If their arm/arms are cut off, then it/they will be summoned back and fused back on, with no penalty. If the arms are somehow destroyed, a chaotic cursed arm will re-grow instead. That arm takes a -10 penalty to anything tests involving it. If it gets destroyed again, however, it will not take an additional penalty. If their head or body was destroyed, replace it with a mutated head and give them –D10 to all stats. (This only happens once, if it is destroyed again they re-grow it, but do not take the penalty.) In addition, their weapons are totally corrupted with chaos, and thus no inquisition member would ever think of looting them. If anyone tries to take away their weapons, that person always takes 1D10 damage, is knocked back 3D10 meters, and is stunned for 1D10 rounds. If the bodies are blown up, then the pieces will for back into a mutated monstrosity. All stats have a -10 penalty, their guns are now un-reliable, and the armor is poor quality, and they take D10 more minor mutations and D5 major mutations. If their bodies are totally incinerated or destroyed, they are fully restored in perfect health, with none of the old mutations, and all penalties are annulled. However, they get new 12 minor mutations and 7 major mutations. In addition, all their weapons would be destroyed too, so they are now un-armed. However, they are spawned with a corrupted blade, (2D10 damage, primitive, un-wieldy, if you take any damage from it, you must take a willpower test or suffer D5 corruption points.)
If two or more of any characters, space-marine or otherwise are all blown up at once, in the same spot, then it will mutate even more into a huge monstrosity. Each of their stats (Base stats, before mutations or injuries,) take a 3D10 penalty, and they all lose D5 wounds, then their stats are combined. All mutations are kept and combined. Add 2D10 major mutations. All talents, skills, and mutations remain, but gear is lost. It also had D10 natural armor on all points, (replaced by, not added to, effects such as thick skin,) regeneration, and demon claws, (2d10 damage, tearing, unwieldy, ap4.) This creature regenerates like the normal marines, and if it blown up with a third marine (assuming that the third marine was not in the initial explosion of course,) that marine is combined with the same penalty, but the monstrosity takes no penalty to its stats. Here is an example:
The commander and Marine A are blown up by timed explosives. All the stats on the commander take a -18 penalty, and he loses 3 wounds. Then, a 6 is rolled for armor. All the stats on the Marine take a -16 penalty, and he loses 5 wounds. This leaves the monster with the following stats:
Ws 79 Bs 57 S 46 T 53 Ag 53 In 57 Per 46 Wil 53 Fel 43
Un-natural Strength x3
Un-natural Toughness x2
Demon Claws
6 Natural armor.

Killing the Chaos: The chaos are technically un-killable. However, you ARE on a mining and refining ship. A ship that mines and refines admantium. If you were to trap them in a melting pot, then pour liquid admantium on them, it would solidify, creating an un-breakable shell. Also, keep in mind that while they are reviving, they have no control over where you move their bodies. Also, bonus points if you then launch this brick of admantium into the center of a nice big star.

The drill will turn off on day 2. This is off-schedule, and will cause a disturbance. If you deal with the Chaos Marines and/or crew in the drill and computer room, (crew in the drill room, marines in the computer room,) and/or chase them off, the drill will be started again, with a lock so that it cannot be stopped till it reaches the core of the star. In order deal with them, they have to be launched into deep space, buried in admantium, or otherwise trapped/killed forever. If they are temporarily dealt with somehow, or killed and then left alone, they will come back. If they are chased off, (by causing high damage around them, and making them scared/nervous,) they will also return.
Other incidents will occur, and on day 7, the drill will hit the core. At this point, all of the crew is automatically possessed. You can make it to your ship, but it will be trapped in orbit of the star, and can’t get away. If you go down the elevator, it will take an hour to get down, and you will reach the center of the star. Inside, there is a vortex, with a massive daemon (as well as many, relatively smaller creatures coming out,) creature trying to get out. If you try and kill it, it has the following stats:
Ws 79 Bs 57 S 92 T 84 Ag 6 In 77 Per 46 Wil 88 Fel 21
Un-natural toughness x4
Un-natural strength x6
100 wounds
Causes fear (-30)
Warp Vortex: The beast has a great swirling of power around it, dragging its enemies towards it. Every round, you must take an easy, (+20?) Agility test or get sucked in. It takes D5 rounds to reach it, during which you can shoot, but all tests are taken at -20, and aiming, bracing, etc. is not allowed. Once you are in, you are essentially dead unless you do something utterly awesome AND spend a fate point. (Like, say, pulling the pin on your grenade belt?)
As well as 15 Charnel Daemons, and 50 Astral Specters. Fighting, in essence, is futile. However, the core of the star is huge. You have about 5 minutes before they get to you. There are three options here:
Get back in the elevator, destroy the probe, and leave. This will trap the daemons, but leave the portal open for future damage if somebody tries to mine the star again.
Get back in the elevator and flee, then send the nuclear equivalent down the elevator. If you do this, the star will be destroyed, and the vortex will be closed. You will also have enough time to escape on your ship.
If, however you activate the admantium vacuum, then the core of the star will start to be sucked in. There are several escape options, detailed below. This will collapse the star, but leave it available for mining, and is the best choice. (Though there could be penalties depending on how you escape.)
Escape options:
a. You can jump into the admantium vacuum. If so, take 3 toughness tests for a gaseous poison. For every test that you pass, nothing happens. For every test that fails, you permanently lose 1 wound but gain +10 when taking a toughness test against all toxic atmospheres. These effects are ignored if a Bionic Respirator is in place, and if the player every gets a Bionic Respirator, then he gets the wounds back, but loses the benefit against toxic atmospheres. (If a fate point is spent, you can choose to automatically pass or fail.) (You are breathing in the toxic fumes from the vacuum, but the admantium dust lacing your lungs does give you a benefit against poison.)
b. You can get into the elevator. However, it is partially damaged, and a tech-priest has to fix it for it to work. If it is fixed, you get back to your ship, and nothing happens.
c. You can be pulled into the void. If you do this, everyone has to take a willpower test. If anyone fails, that person gains D5 insanity points, as well as D5 intelligence points. Then, everyone takes an intelligence test, and someone passes, you appear on your ship. If you fail, then the process repeats. (A fate point can be spent to automatically pass the fellowship test, but not the intelligence test.) (The fellowship test represents the urge to open their eyes and see the vastness of the void. If you look, you get the gift and curse of seeing the vastness of space. Your wisdom grows, as does your insanity. The intelligence test represents using their mental capacity to shape the void and direct them towards their ship.)
Also, if the players somehow manage to kill all the monsters, and then leave, they are totally awesome. If this happens, everyone gets 1 fate point and 2500 Exp, as well as 4000 Thrones, for pure baddassery. Seriously. They deserve it.