Use the Chase rules from the basic rules, modified by the rules in the SF Kit. Use Handling option.
nOTES....
A quick list from memory, and some extra ones I thought of, up to you if you want to limit how many guns a ship can fire (fire arcs), but it helps to level out big ships vs small ships a bit if the big ships cant fire everything (ala opening chase in Star Wars). As we are only working in 2d with the chase rules you really only need forward and rear, although I suppose you could get creative with the chase templates and include left and right.
Normal maneuver roll at start of round allows + or - one area, with a raise they get 2 areas.
Movement controller is Shaken (Pilot): drop back 2 areas.
Stunt: var
Push (She canna take the strain!): -2 to roll, gain 1 area extra
Extra Push: -4 to roll gain 2 extra areas.
All Guns to Bear (can fire all non-spinal weapons)
Spinal Tacking (can fire spinal gun)
Evasion (-2/-4 to be hit)
Ramming Speed (contested roll at -2) must make it to the same area.
Avoidance (avoids Spinal gun, can become a contested roll).
Run Silent: opposing ship must make Detection rolls contested vs the Engineers skill roll, to find you each round, each time they fail to do so you drift one area away from them. Once detected however the jig is up, and your shields are down. Can only be done at greater than 5 areas.
Boarding Action: success improves the chances (+2) of a boarding party making it across.) Only in same area. Boarding Party must then make their rolls to penetrate the enemy ship...
Seek cover: on a success you can draw a card from the deck (on a raise 2 cards and pick one) and consult the cover table, the number of the card is the distance to the cover, the suit is the type of cover (see cover table below). Cover will be a two edged sword, but in true cinematic style, it should be an advantage to the person who finds it, so they get +1/+2 to all rolls to reach it, and the same for all defensive rolls within the cover. Also can apply ship size mods as a bonus here (small is good).
Mods:
Faster than opponent: +1
2x as Fast: +2
per Base range increment less: -1
Handling mod: var
Damage: var
Surprise: +2
Got The Drop: +4
Size of ships: var
Creative use of the chase template: the basic chase template is line of areas 11 long (because once you get to 10 areas seperation the fight is over). In a combat that is one vs many it is an advantage of the many that they can split up, to replicate this with the current chase rules you leave the single ship side at the origin square (it never moves, during its turn you adjust it moves by moving the other ships relative to it). When a breakaway occurs a new chase track is added based around the single ship (see attched doco for visualization). In this way you can have left and right sided weapons system, but I would suggest that a lot of them be front+left or front+right. Bringin the spinal gun the bear would result in the chase tables being pivoted around the single ship so that its target becomes the base template that the others reference off. When you have many to many encounters it probably isnt practical... but maybe not impossible.
Obstacles: although space is empty, it would also be boring. When a vehicle is dealt a Club for init the driver must make a roll to avoid an obstacle:
Value of Card Mod
2-6 0
7-10 -1
J-Q -2
K -4
A -6
See page 118 of rules.
Cover Table: (needs to be expanded with effect rules... leave that for John, bear in mind it is meant to be of use to the person fleeing, not something that destroys them... good place for using bennies tho).
Spades 2-10 - Gravity anomaly
Spades J-K - Gravity warps
Spades A - Displacement wave (like the big one that Kirk dissapears into)
Clubs 2-10 - meteor storm
Clubs J-K - asteroid field
Clubs A - Spaceship Graveyard
Diamonds 2-10 - Planetary body (moon)
Diamonds J-K - Planetary body (gas giant)
Diamonds A - Planetary body (world)
Hearts 2-10 - Plasma field small
Hearts J-K - Plasma field large
Hearts - A Solar Flare
Joker Red - Worm Hole
Joker Black - Black Hole