Asking this for my GM of my current Dark Heresy campaign. He recently jumped off the Psyker rage this session to address a new problem that's been heavily plaguing him for awhile-- Automatic fire.
Specifically, of our party of four, one of our party (the assassin), favors the autogun that the Assassin career starts off with.
And our GM has found this ends up putting the Assassin MILES ahead of the rest of the party, and most of the enemies he prepares, in combative ability. It really just seemed to strike home tonight when a boss encounter he'd been setting up for us, was immediately reduced in difficulty by the Assassin instagibbing an enemy on turn one.
Specifically, the tactic the Assassin tends to use is quite simple. Go full-auto fire at point blank range, giving her a +50 bonus to hit, and then, of course, causing absolutely ridiculous damage with the multiple bullets that hit. Our GM is trying to give us level appropriate stuff, that... well. The entire party should be able to handle (albeit with difficulty). This means he doesn't want to go overboard on suping up the enemy armor or toughness solely to deal with the Assassin, because what will happen in that event, is that instead of the Assassin simply doing far MORE damage, the assassin will be the only one doing damage at all.
Simply put, our GM has actually yet to find an enemy that our 2 Guardsmen and Psyker would be able to deal with, that our Assassin cannot kill in 2 turns at the most, with that autogun. And he would rather not just distribute autoguns among the whole party either (we actually discussed this after the game and he admitted to be at a loss at what to do-- mainly because he does not actually want to TAILOR stuff to being able to specifically deal with the Assassin.)
Given the relative common nature of the Autogun, what are some general tactics a GM can employ for dealing with auto-gun "Full auto" spammers at lower ranks (ie. Below rank 5) without seriously/disproportionately endangering the rest of the party.
Edited by ColArana