Ships are not destroyed if any part of them leaves the play area. After executing a maneuver (excluding K-turns and S-loops), boost or barrel roll that causes any part of its base to go outside the play area, a ship may declare that it is attempting to flee. Ships attempting to flee may not take any further actions or make attacks. If a player does not wish their ship to flee, they may continue to play it as normal, so long as the next turn’s maneuver (including boost and barrel roll) brings it completely back into the play area. If this does not happen, the ship is forced to attempt to flee.
At the start of the combat phase, if no enemy ship can fire upon a fleeing ship, it automatically escapes. Otherwise, a fleeing ship remains in play and may be targeted by enemy ships as normal. If a fleeing ship survives until the end phase, it has managed to escape (outrunning pursuit or jumping to hyperspace) and is removed from the play area.
Effectively, the map edge is now “soft.” During Vassal play, if both players agree, they may “recenter” a dogfight by selecting all objects on the map and dragging the ships involved in combat toward the middle of the play area. Obstacles that then fall outside the play area are removed. This might be required to determine range on a fleeing ship that has left the play area.