Starship Move Action
Unless otherwise noted, move actions don’t require a Pilot check to perform.
Move at Tactical Speed
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500-foot shift.
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point-defense system.
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems.
Damage control cannot be performed if the ship has been reduced to negative hit points.
Ramming is considered part of a move action.
A pilot can use the starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare the attempt to ram. If the target has point-defense systems, it canmake an attack of opportunity against the ramming ship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable). See the Starship Collision Damage Table for details
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ran a different target if the starship has sufficient movement to reach the new target.
Sending/Jamming A Transmission
See the description of the Computer Use for details.
Start/Complete Full-Round Action
The start/complete full-round action lets a starship begin undertaking a full-round action (see Starship Full-Round Action at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action.
If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action — it can’t take another type of action before finishing what it started.