Um... I don't think you understood what the difference between an opposed roll to determine if weapons can be brought to bear and what Gain the Advantage bestows. There's a difference.
Age of Rebellion Core Rulebook, page 127:
During space conflict, pilots may jockey for position to determine which shields face the enemy and which weapons may be brought to bear. When opponents attempt to negate these efforts, the winner is identified through an opposed Piloting (Space) check.
Generally I see this associated with a fly/drive maneuver that is not associated with trying to close or open a gap between range bands. So in a basic dogfight, this is the equivalent to personal scale of moving yourself into position to be able to fire, while taking cover behind boxes, flanking your opponent etc. The idea is that in personal scale, if two people are trying to get to the same point, or achieve the same goal, you use an opposed check to see who wins. In a dogfight, this is even more so and is happening with far greater frequency.
Now for Gain the Advantage.
Age of Rebellion Core Rulebook Page 247
This action represents the frantic give-and-take of a dogfight between small craft like starfighters and patrol boats or high-speed vehicles like airspeeders. It allows the pilot to gain the upper hand on a single opponent so that he positions himself for a better attack during the following round. The pilot executes a piloting check with the difficulty determined by the relative speeds of the ships involved in the attack. These difficulties are outlined in Table 7-3: Speed Advantage Difficulty. If the check succeeds , the pilot ignores all penalties by his own and his opponent's use of Evasive Maneuvers starship maneuver until the end of the following round. In addition, the pilot chooses which defensive zone he hits with his attack...
In this case, once Advantage is gained, a pilot then does not have to roll an opposed check to see if they bring their weapons to bear in their next turn. The ship is in their sights, and so an opposed check is redundant, and the player who has gained the advantage may spend their maneuver on something else, such as say, aim or even their own evasive maneuvers. If advantage has been gained, the ship that is being targeted cannot bring their weapons to bear unless they then do a further gain the advantage action on their own turn to try and bring it back, and it can go back and forth until one of the ships fails. The big difference here is that gaining the advantage is fundamentally easier than an opposed piloting check... but it's only something that ships capable of speed 4 can do. An unmodified YT-1300, for example, cannot gain the advantage because its too slow.
So does this make sense? Gain the advantage makes the opposed piloting check in the following turn unnecessary, and goes even further by eliminating penalties incurred by evasive maneuvers, therefore increasing the odds of hitting your opponent by a considerable amount.
We fielded a question about this exact wording on the Order 66 Podcast. When a listener asked us about it for our questions segment, we answered that both of these were referring to the same thing; Gain the Advantage. The comment on page 127 was simply a general description and reference to the Gain the Advantage action found in the Vehicle Combat chapter.
We could be wrong, but that's how we've always read it.
If it's supposed to be that each fighter needs to succeed at making an opposed pilot check before they can make an attack check, that isn't clear at all. It would really need to be stated it works that way somewhere.
Plus, that doesn't feel right to me. It would artificially increase the time Space Combat takes by forcing pilots to make 2 die rolls per turn. It's one thing to make space combat last longer by manipulating the damage results, it's another to have every pilot need to make 2 checks per turn. One prolongs combat but keeps the action quick and focused, the other prolongs it with a second round of questions like "now what do I upgrade? how many setbacks do I negate?" which usually causes everyone else at the table to tune out.
Also, how would that work for gunners then? Would the gunners aboard a Lancer frigate or in the turrets of a YT-2400 not fire unless the pilot makes an opposed Pilot check against every target they want to shoot at?
Edited by DarthGM