Starship Full-Round Action
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can perform full-round actions as the GM allows.
Jump to Cruising Speed
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although ships can pursue the fleeing ship if they wish.
A starship cannot jump to cruising speed if it has 0 or fewer hit points.
Attacks of Opportunity: A starship that jumps to cruising speed provokes an attack of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.