Suppression Fire
Any seasoned veteran will explain that the best way to survive a fire fight is for a combatant to keep their head down and out of the line of fire. However, if a trooper is doing that they are not likely to be hitting any enemies either. The key is to try and get the enemy to keep their heads down more than the trooper. The best way to do this is through Suppression fire. By shooting at an enemy without even trying to necessarily hit them, the impacts of the attacks will likely make them think twice before ducking out of cover.
Suppression fire works by having the character actually target the areas surrounding the target; a wall, a tree or even the ground at their feet are all perfectly suitable. The impact of the character’s attacks are often enough to give pause to a potential attacker. The firing character rolls his shooting attack as normal, except with a –2 DM for trying to hit cover and nearby objects to the target(s). This attack action also uses up double the normal amount of ammunition per attack. Failures are treated as normal misses. Success means that the firer has hit close enough to the target to force them to duck away, stalling their next action by adding an initiative penalty equal to the Effect of the attack. Suppressed targets also receive a –1DM penalty to any skill checks that they try to perform in both the current and following combat round.
Automatic fire can be used for Suppression fire, but no target can be affected twice by Suppression fire on the same action. The target must be allowed to take one action before he can be suppressed again. If multiple hits are used upon the same target, the highest Effect takes precedence.