This is a quick and ugly depiction of the rules. Useful criticism regarding rules, gameplay, or things I ought to add or should change is requested. This is a complete and playable game at this point--if a rough one.
Judging the success of your rules may require one additional piece of information.
What fictional space combat are you most closely trying to approximate? From the nomenclature and general descriptions I would guess Mass Effect, Babylon 5, or Battlestar Galactica (in that order)
If you're not really trying to evoke an existing feel, then could you describe in maybe a paragraph or two what you'd like battles to feel like under this system?
For instance, I might suggest adding some kind of heat build-up mechanic; one of the uniquely scary things about fighting in space (if it could happen at all) is that you stand easily as good a chance of cooking yourself alive as you do of putting holes in your enemy. If you're not interested in that kind of brutal realism, though, that's obviously going to be inappropriate.
As to tone, it's meant to be a generic system to represent any kind of soft SF that makes some cursory effort to do damage control on the abuses of physics, so yeah, Mass Effect, Babylon 5 and BSG are all candidates (incidentally in that order), as are generic settings similar to them. Heat is something I'd like to add in theory, but in practice keeping track of the heat of 4-12 units in addition to their horizontal and vertical speeds and (possibly) available reaction masses is likely to be a nightmare. I'd assume that most people wouldn't be burning stupidly large amounts of fuel or overworking their radiators or heat sinks in a battle: the common sense of your imaginary officers is the justification for glossing over some of that.
This system is designed to portray the kind of densely packed space warfare commonly seen in gothic style science fiction series, such as Warhammer 40,000. Capital ships are enormous vessels that bristle with point defense batteries and gigantic weapon systems. Escort squadrons are comprised of dozens of smaller but less deadly vessels, which are frequently little more than a weapon system mounted to an oversized engine block.
Escort squadrons:
Fighter squadrons gain no damage bonus against escort squadrons or capital ships.
Interceptors gain a damage bonus against escort squadrons.
Bombers gain a damage bonus against capital ships.
Capital ships:
Frigates gain a damage bonus against escort squadrons.
Cruisers gain a damage bonus against capital ships.
Warships gain a significant damage bonus against capital ships.
Movement:
Escort squadrons are assumed to have a limited amount of fuel, but are capable of prodigious changes in velocity. At the start of the movement phase, each player notes down their vector orders for each escort squadron independently. Each escort squadron is limited to a cumulative vector equal to or less than their vector characteristic. Once both players have noted their orders, these are revealed and the next phase is resolved simultaneously!
Capital ships are assumed to have an unlimited amount of fuel, but are limited in their ability to accelerate and decelerate. At the start of the movement phase each escort squadron and capital ship is moved according to their current vector, which is simply a culmination of vectors in the X and Y axis. The Z axis is ignored the purposes of clarity.
At the end of the movement phase, each player notes down their acceleration or deceleration orders for each capital ship independently. Each capital ship is limited to a cumulative vector change equal to or less than their acceleration characteristic.
Combat:
At the start of the combat phase each player notes down their combat orders, revealing and resolving them simultaneously. Escort squadrons and capital ships operate differently in combat and thus have different sets of orders for players to choose from.
Escort squadron may choose to either engage in or disengage from an existing dogfight, attempt to screen a friendly capital ship or to attempt an attack run on an enemy capital ship.
Capital ships usually have more than one weapon system and may choose to engage any targets that are both within range and the facing of their weapon systems. Capital ships are limited to engaging one target per weapon system. Weapon systems that can operate in point defense mode only do so if they are not used to actively engage a target.
Dogfights:
At the start of the dogfight phase, first resolve any attempts to engage enemy escort squadrons. Engaging in a dogfight occurs automatically if both escort squadrons are under orders to engage in a dogfight with one another, or if an escort squadron is under orders to engage an enemy escort squadron that was already in a dogfight. If the target escort squadron was not under orders to engage in a dogfight, or were under orders to engage a different escort squadron, both players must roll 1d10 and add their escort squadrons vector and magnitude scores. The player with the larger total, or the aggressor in the event of a tie, may choose whether or not they wish to engage in a dogfight or not.
Next, both players roll 1d10 and add the combined vector and magnitude characteristics of each of their escort squadrons currently engaged in the dogfight. Calculate the difference between the rolls and subtract the full difference from the magnitude of the escort squadrons of the player who rolled the lowest and half of the difference from those of the player who rolled the highest, rounding up. If either player has multiple escort squadrons engaged in the dogfight, they may choose which squadrons to remove any points of magnitude.
At the end of the dogfight phase, resolve any attempts to disengage from enemy squadrons. Engaging from a dogfight occurs automatically if all of the escort squadrons involved are under orders to disengage. If not, both players must roll 1d10 and add their escort squadrons vector and magnitude scores. Add the scores of all escort squadrons involved, even the other squadrons controlled by the player whose escort squadron is attempting to disengage as these squadrons attempt to shield their allies. If the player attempting to disengage rolls equal to or greater than his opponent, he successfully disengages. He must move the disengaging escort squadron one square in any direction away from the dogfight. If both players have chosen to disengage, move all escort squadrons one square in opposite directions, with the player whose escort squadrons have the highest vector characteristics moving first.
Attack runs:
At the start of the attack run phase move any escort squadrons under orders to attempt an attack run into the square of their intended target capital ship. If the square contains any enemy escort squadrons under orders to screen the target capitals ship, both players must immediately resolve a dogfight as per the second paragraph of the dogfight rules, with the following exception; the attacking escort squadron may choose to break off their attack run and instead concentrate on the dogfight. If they choose not to do so their opponent may roll twice and pick the highest dice.
Once any screening dogfights have been completed, attack runs are resolved. Any point defense systems that have not been designated to attack particular targets swing into action, tracking the ships and any projectiles launched by the attacking escort squadron. The player controlling the capital ship rolls 1d10 and adds the magnitude of any point defense systems that have not been designated to attack a particular target. The player controlling the attacking escort squadrons must reduce the magnitude of his escort squadrons by this amount, though he may choose to split the damage between multiple squadrons.
If any escort squadrons survive the point defense barrage, roll 1d10 and add their combined magnitude characteristics. The target capital ship suffers that much damage. Tally it up.
Capital ships attacking:
Capital ship weapons are designated with one or more facings. If the target is outside of that facing, it cannot be attacked. If it is inside the facing and within a number of squares equal to the range of the weapon system, the attack is successful. The player controlling the capital ship rolls 1d10 and adds the magnitude of the weapon system involved. Most weapon systems have a split value, the first for attacks against escort squadrons and the second for attacks against other capital ships. Some weapons systems are even more specialized, granting specific bonuses of against ships with certain characteristics! In either case, the target suffers that much damage.
If the target is an escort squadron, immediately reduce the magnitude of the squadron by the full amount. If the escort squadron was involved in a dogfight, all other (including friendly) squadrons involved in the dogfight suffer an amount of damage equal to the magnitude of the weapons system, due to the indiscriminate nature of most capital ship weapon systems.
Capital ship damage:
At the end of the capital ship attack phase, each player must total the amount of damage that their capital ships have suffered during the current turn. If this amount is greater than their capital ships damage threshold, the capital ship suffers a hit. Once a capital ship suffers a number of hits equal to its magnitude, it is destroyed! To represent the efforts of damage control teams and the possibility of attacks having hit unimportant sections of the vessel, roll 1d10 for each hit suffered. On a roll of a 10, the hit is ignored. Certain types of capital ships increase the chance of a hit being ignored, either due to redundant systems and fail safe devices or elaborate repair systems.
I've used the word 'magnitude' too many times, I'll go back through at some point and separate some of the terms. The general idea of the above is to simulate escort squadrons as being dangerous but very fragile collections of smaller ships in between ponderous and incredibly well armoured capital ships. Whenever squadrons suffer damage, they suffer it right there, right then as ships explode and people die. Capital ships die a slower death, though enormous battleship grade super heavy murder death kill manly power cannons will probably wipe smaller capital ships out in one or two hits.
[Edit] I'll probably add in a bit about facing specific damage thresholds, so that ships can have really heavily armoured prows and weaker engine compartments. It would mean tallying damage up on a facing chart, but that isn't a problem.
I suspect that actually building ships or designing encounters under your rules may to be an issue--once different units are stronger or weaker than others, you probably have to figure out point values to determine what people can use. Also, I'm not a fan of dices that aren't d6s unless there is annother reasonable way--it complicates the game. Also, if you're rolling a d10, 2d6 may be preferable (more stable results, easy to find d6s). On yet a third note, once facing becomes an issue, you're going to have to work to explain why this is happening in 22 dimensions (why not fly up and target a ship's squishy bits from your new vantage point?)
On another, note, I think I'll steal your way of phrasing maximum speed: it's a whole lot clearer than mine.
The basics of building ships will be tricky at first, till I work out how much of an impact each statistic makes. As for 2d, its just a heck of alot easier than 3d, not even going to try and come up with fluff for it. If I want to play 3d space combat I'll play Saganami Island. I chose 1d10 as I planned to make the numbers quite large, 1d6 wouldn't have had the same impact and I'm tired of witing up d6 systems
It looks like you're developing a different system than me: it's probably in both our interests to split this into two threads and crosslink them: easier to get specific feedback on each one and less to keep track of.
Pretty much, though I'm just playing round with this as if it was a hobby horse, not something I'm truly devoted to seeing through. If I decide to update it, I'll send it to you or post it in spoilers again, but I shan't be posting a running commentary of my work so there isn't really a need to make a new thread.