In order to activate an "Active" item quality you need to generate a set amount of advantages while also succeeding on a combat roll.
Sounds fine, except today the rule was really aggravating.
We were playing a chase scene where the players were fleeing from some NPCs. Both players and NPCs were using standard airspeeders, however the NPCs had mounted an Electromagnetic Harpoon on their airspeeder, with Ensnare 5.
The NPC gunner shoots, get 4 successes, no advantages. Meaning the harpoon hit the PCs airspeeder, but couldn't activate the ion/stun effect. When the NPCs gunners next turn came around, his only real option was to remove the harpoon (the airspeeders were tethered together the entire previous round) and try again, 5 success and no advantage.
At this point I feel that the entire point of the Electromagnetic harpoon is completely void, simply due to the fact that it requires advantages to work. The gunner succeeds beautifully each and every time he shoots, but the game mechanics hinder his true goal from accomplishing.
Anyone have any input on how to handle/houserule these kind of situations?