Rule clarification - Gain the advantage

Hello, I am not playing a lot of starship encounters as we mostly play Jedi and the like, but I would like to introduce some space fight soon. I am a fan of the Order66 podcast and I use Genesis rules for space combat when I need to, along with their conversion small rules.
So, as in Genesis, there is no Close range and most weapons fire at medium of long range, etc.
I checked in Starwars and Genesis, but there is no maximum range indication for the use of “Gain the Advantage”. As with Genesis rules we don’t’ need to be in the no more “Close” range, my question is what is the usual use and range for the action “Gain the Advantage” ?
I suppose that according the description, it is a dogfight for small crafts, so I would say it is limited to short range. But as space combat is supposed to be like standard combat, would you say that a fighter X-Wing would need to engage (one maneuver to go from short to engaged) his opposant first ? That would mean it is just like a melee fight…
And if it is, would you increase the difficulty to shoot a starship that is engaged with another one if you are firing from a long distance, just like in normal combat ?

Thank you

Yes, there is no range to perform Gain the Advantage. Though a more practical concern is a vehicle’s sensor range, which is often limited to close or short range on most snubfighters. However it wouldn’t be unreasonable to allow a base or command ship with longer range sensors to communicate the general location of an enemy to a friendly starfighter. So as long as a pilot is reasonably aware of the presence or location of another ship, they could use the Gain the Advantage action to narratively reposition for a more advantageous attack position.

I would also add that while Close range is analogous to Engaged range (so yes, starfighter combat does look an awful lot like a melee fight), Close range and Engaged are not the same. All the personal scale range bands still exist, just as a subset of Close and two starfighters at Close Range can still be anywhere from engaged (if they’re docked) all the way to Extreme range on the personal scale. So no, a player wouldn’t upgrade a combat check to shoot at a starfighter that is at Close range to another starfighter by default (but would if they were docked or other narrative factors come into play).

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Hidron gave you the RAW answer.

I have many issues with the RAW starship and vehicle rules, and even wrote a comprehensive houserule set to bring the system more in line with the stated goals of the RPG’s design. I will link this below if you are interested, as you may find it helpful. It is a more holistic and integrated system than many existing “fixes.” However, one of the things I did not change was the ability to Gain the Advantage at functionally any range.

“Gain the Advantage” allows you to choose which enemy defense zone you are in, which limits the enemy’s ability to target you. On its face, that seems absurd—I can’t get behind an opponent coming towards me from a long distance away. But when you boil it down to the effects, it makes sense. Here’s why:

Fighters have three primary ways to engage (as in, attack) an opponent: fixed guns, turrets, and missiles. Missiles are (usually) the only weapon that can reach out to Short range. The effect of Gain the Advantage is that the enemy cannot successfully engage you. That effect does not come into play until the enemy otherwise could engage you. This means that while you are beyond Short range, you are setting up a favorable geometric or energy state that allows you to take your opponent’s six when you get into range. The missiles that reach out to Short range are the tricky part, but as part of Gaining the Advantage, you’d be trying to minimize the kill-probability of enemy missiles. The enemy’s inability to target you with missiles reflects that you were able to minimize them to the point where it was not a viable option. Additionally, you will often move directly past Short range into Close range in a single Maneuver, bypassing this “gray zone” where you have to explain away the enemy’s inability to target you.

Was this a helpful explanation?

Ok thanks guyz, that’s why I don’t play around starship combat normally, but I need to give it a try for an encounter. Last time I read the space combat rules it was so abstract that it didn’t have any sense to me :stuck_out_tongue:
Now I find Genesys rules a bit more “playable”. In those rules there is no more “face” to hit a starship, just a single defense value, so that get rid of the facing problem you talk, wich is good I think.
Second thing different, most weapons have longer firing range.
Lasers have all long range
Ions have long to extreme range
Torpedoes and missiles have extreme range
Turbolasers have strategic range

The combat check difficulties are based on range just like normal combat checks. For me it is easier with thoses Genesys rules because it is just like normal combat, that’s why I asked if you consider a dogfight like a melee fight. With “Gain the advantage” only possible while engaged.

And the last part was a about a guy in starship as well hehe, shooting at 2 starfighters in a dogfight from long range. Imagine Wedge Antilles in a dogfight with an Ace Imperial TIE Interceptor, and then Luke at long range trying to shoot this very TIE, would you increase difficulty just like normal combat.
As 95% of my games never included space combat, I tend to look at something familiar that makes sense to me.

I will read your Overhaul Guide tonight P47, thank you, and will come back to tell you if it make the space combat less abstract to me :slight_smile:

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P47 I have read the first part of your document. I just have a single question before I make any more comment.
You say that difficulty to hit a target is based on speed, but I cannot see anywhere how to do that ?
Could you give me more explanation on this please?

Otherwise some modifications are really good… I will develop more when i really understand how you setup the base difficulty to hit. Is it just as simple as your target goes speed 3 so difficulty is hard (PPP) ?

I amended the wording to “equal to” rather than “based on.” The underlying assumption was that “based on” meant a 1:1 speed to difficulty ratio.

So if the target is moving at Speed 3, the base difficulty is Hard. If the target is moving at Speed 6, the base difficulty is Formidable because the base difficulty is capped at Formidable.

Ok thanks,
That seems a lot, I will look in more details, but first come to my mind that a TIE has a speed of 5 as a maximum. Assuming that a TIE can reach speed 5, and assuming that I consider a TIE like a minion Stormtrooper, that makes them Formidable difficulty to hit them. I may have missed something so I will study your homerules in detail tonight ;)

Nope, you didn’t miss anything. That’s right. However…
That’s intended. Fighters are so easy to destroy, basing difficulty-to-hit on Speed makes them more survivable. Further, the dogfight check will often force fast targets to slow down, making them easier targets. This rewards high Piloting skill, because the pilot can maintain a faster speed, maintaining a higher difficulty-to-hit.

Capital ships without fighter cover can’t force enemy fighters to slow down, but Blanket Barrage can inflict damage regardless of the fighters’ speed, and larger ships will often have numerous weapon systems, giving them several chances to hit the fighters, making success likely even at high difficulties. However, the point remains that said capital ships would be at a disadvantage without fighter cover. That’s also intended behavior, as it fits the WWII carrier combat style of Star Wars.

Ok thanks I see the point, I just have no experience on space combat. I will have my first space combat session next game, on saturday. I will give you some feedback if you want, but I will keep it simple, that’s just a medium freighter and a fighter against a squadron of TIEs, no rival or nemesis, just minions.
All players are in the freighter but I might have them play the Npc that fly the fighter, to lower my workload. No capital ship, I start easy for my first space encounter :stuck_out_tongue:
Thank you

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Thank you, I’d love to hear your thoughts. Please give the feedback in the topic for the houserules, since it’s more on-topic there than here, and would be a helpful reference in that topic.