If you run science-fiction games (indeed any game that has technology more advanced that most of the characters can understand in more than the most basic 'user' terms... e.g. when you press 'save' do you have any idea of what's happening on your hard drive?) or even play a techie character in one, this is both good fun to read and possibly of considerable use. Wherever technology is used, it will be abused and even if it is cosseted and well looked afer, it goes wrong... generally at the most inopportune moment.
Using the 12 tables herein, spanners can be thrown into works in a plausible-sounding manner. Some of the problems and their descriptions even make sense but they all sound realistic. Each table (for a different kind of malfunction) has ten options - you can roll dice for either or both table and problem, or just pick one that sounds good to you... and bad for the characters!
There's a wonderful range of problems for systems from weapons to power sources and life support... and of course IT. I'm sure I've heard some of those in real life!
Decidely fun set of glitches to inflict on your players (a GLITCH being a 'good little idea to confuse Houston' according to early astronauts), so get ready for Situation Normal, All Fouled Up. (That was what 'F' stands for, wasn't it?)