This book by Steve Jackson Games has been out of print for some time now, and has been reprinted with added material. More information on the book and how to order it on-line here.

Along with the reprint of the book, SJ Games asked me that the numerous excerpts on this page be removed. The ones that remain are reproduced here by permission, as a taste of the book ;-)
Sinus Trouble
In FGU's adventure The King over the Water, a character must make a Sense Acuity roll to detect a pile of sixteen dead rats.

It takes concentration
In Guadalcanal Campaign (Strategic Simulations), an airplane looking for submarines will ignore enemy carrier fleets it may encounter.

Butterfingers!
In Hero Games' Champions, the probability of an average person being able to grab something off the table (such as a soft-drink bottle) is 25 per cent.

First you take off the lens cap
Tri-Tac's FTL: 2448 reveals that a ship's sensors have a 1 per cent of failing to detect a giant gas planet 300 feet away. The chance rises to 11 per cent if you don't know what you are looking for.

Manual insertion
In TSR's Vampyre, one of the weapons provided to fight off Dracula's legions is a silver bullet, used for killing werewolves. But on the page 16 of the rule book, it is stated that 'a gun is not needed to use this item.'

Stopwatch battles
Each turn in Star Fleet Battles works out to one-thirtieth of a second. During this time, a ship can maneuver, fire all weapons, and send out a boarding party.

Sizzling simulations
NATO includes the following: 'To simulate the use of strategic nuclear weapons simply soak the map with lighter fluid and apply a flame.'