There are three main relationships ships can be in with each other:
1) Disengaged
2) Engaged
3) Sighted
Sighted is a one-way relationship, while the former two are both two-way.

Every ship starts with a card that prevents the first engagement they make or is made against them (in that order - if both ships have one, the aggressor drops their card), to indicate distance.

While engaged, the ships have positions relative to each other (three distance values, attempting to move closer than "near" results in a ram, these are exponential, ie. 1-10km, 10-100km and 100-1000km - this probably won't be distinguished to that level though) (eight awesome angle values, based on two axes in every combination). Movement cards can adjust your position in relation to other ships (and theirs in yours). They can also be used to disengage.
There is also cloaking, which disengages from everyone, though any attacks currently approaching you still hit.

There are different kinds of sights, effectively one per weapon (though some weapons don't need sights, ie. the super-fast tracking ones - maybe that means lasers)
Gaining sights is generally a scanner action, escaping sights is generally a controller action.

At the start of the phase, commanders return all timers to the centre and take one speed token for each.

Perishable cards: Some actions expire if not used. At the end of tactics phase, current perishable deck is returned to your ship's bridge (and discarded), and any perishable cards in your hand form the new perishable deck.
