If you'd like, I can try and scrounge up my notes for one of the "derelict station" sessions I ran. They're smart, fairly strong, can use simple tools, and can squeeze through incredibly tiny spaces. If all you have is a crowbar and a handheld plasma cutter, something like a single semi-uplifted/space-adapted octopus could make for a neat opponent. Action-horror (like Aliens) is pretty easy to achieve. If they're a deep-space salvage team with work suits and crowbars, the monster doesn't need to be nearly as fearsome (or numerous). If you're aiming for survival horror, its a bit harder to do if your crew have combat spacesuits and assault weapons, unless the critters are so numerous or so dangerous that an assault rifle isn't much help. The theme/feel of your adventure is going to shape how you set up the opposition. Then, of course, you've got the monsters, whether they are space zombies, madmen, or other gribbly space critters with gnashy teeth. The structure of your station provides the shape of the dungeon, and various mechanical or environmental threats are your deathtraps (corridors exposed to hard vacuum, loss of artificial gravity, shorts in the high-power electrical us any actual automated defenses). Calling it a dungeon delve in space honestly isn't that far off. I've run several "spaceship survival" adventures in my sci-fi campaign using the Savage Worlds ruleset. Click to expand.I'll have to try and Google up the link, but RPGnet's admin, ShannonA, posted a pretty neat Actual Play summary of the Death Station adventure.
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