This is an incredibly dense 2 pages of hacker, network, account priviledges, and hacking / network / hardware inventory list. The concepts introduced here are very versatile, clever, and based on real world network concepts. It can easily be plugged into any game that uses a skill check for hacking and to give non-hacker characters a way into a system through user accounts. Smart and useful details! The example of a pair of networks on a ship are also really handy for any GM that wants to build this sort of hard sci-fi into their game.
There are two parts that give me pause (and loses a star).
*equipment list. Some of it is clear, like +1 on system security reactions with a tougher console for 1.5k credits. Other parts have no explanation of what they do mechanically. What are the software slots used? Maybe it's there so that the system can have ice or a firewall added on but really I have no idea.
*The network security reaction for failures are incredibly harsh if the hacking is supposed to take place several times (e.g. once per level of a ship where employees have different network access based on what levels they work in). The PCs would be screwed even earlier than in a standard Mothership game. Instead of 1d10 where 7 results are probably the beginning of game over AND where consoles can add to this roll to make a result like an alarm going off impossible, I'd consider rolling 2d10 -1 where the first 8 or so are not so harsh. The module even includes examples of other optional hacking failure results for inspiration as well.
I love all the official Mothership releases so far but these issues make it my first 4 star rating. Still, for 2 pages, there's a lot to like.