Rule clarification - Gain the advantage

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.

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