All you need are some ship counters/markers, missile counters/markers, and a sheet of lined paper.
Each ship starts with a velocity - which is the number of lines/range bands it will move up or down the paper if it doesn't use agility to maneuver.
Ships will either remain at the same distance, move closer, or move apart.
Agility can be spent to alter velocity or for evasion, e.g. a ship with agility 4 could opt for changing its velocity by 2 and have a defensive DM of +2. A ship's agility for maneuver purposes can not exceed its maneuver drive rating (successful skill rolls - discussed above - can grant bonuses to total agility)
Missiles have an agility of 6 for three turns, and a target size DM of -4, just in case you want to try shooting them down while in flight.
Short range is within 5 range bands, long is 6 to 25, very long is 26+, extreme is 50+
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">range weapon effects
short missiles -1DM to hit
long lasers -1DM to hit, energy weapons not allowed
v.long all weapons -2DM to hit, lasers -3DM total
extreme all weapons -5DM to hit, lasers -6DM total</pre>[/QUOTE]