ou're not missing any rules, you're just looking for a hole that isn't there. I found out real fast that it helps to STOP thinking of Sidearms as a Ranged Weapon in Melee, but START treating them as a melee weapon with that profile. When you apply the steps, you'll find a hole is created when you try to apply Rapid Fire as a shooting attack on a Melee weapon. From there it's not hard to decide what they might actually mean.
Let's look at shooting first:
Shooting
1. Assess Target Priority
2. Declare Shot
3. Measure Range
4. Make the Hit Roll
5. Resolve Hits
1 - This is the biggest difference. Normally, a figher going through all the steps, narrows the shot down to a Single Target.
2,3 - Only the weapon you've selected applies here, pretty straightforward.
4 - There are modifiers at this step, both general and Weapon Profiles, that do not apply in Combat
5 - THIS is where all the additional rules you mentioned come into play. Rapid Fire being the most common one where you score a number of hits based on the Ammo Dice. It's important to note that you don't roll the Ammo die separately THEN roll that number of dice to try and score hits. Stray Shots are only added to the end of the shooting attacks to cover what happens when you miss. There is really only 1 possible outcome should this even come up.
Find your Eligible Target, Roll your single attack, Resolve the SINGLE hit, adjust the result by Rapid Fire/Stray Shots/etc.
Close Combat
1. Turn to Face
2. Choose Weapons
3. Determine Attack Dice
4. Declare Targets
5. Make Hit Roll(s)
6. Resolve Hits
7. Reaction Attacks
8. Consolidate/Coup de Gras
1 - Instead of checking to see if there are eligible targets, you have the opportunity to create an eligible target.
2 - Unlike shooting, you get to pick up to 2 weapons to use. There is a 3rd profile for Unarmed attacks that might come into play here when using Pistols.
3 - Determine attack dice. You're effectively creating a pool of dice to assign. Each Pistol can only have 1 if you pick two of them as your weapons. This is where the 3rd profile kicks in allow you to assign the additional attacks to Pistol whip your target instead of pulling the trigger.
4 - In combat, you're welcome to declare multiple targets before you assign any dice. Shooting, you've already narrowed down to one target before you reach this step. Unlike shooting, all targets must be within 1" without any special rules. You also need a special rule to target (not HIT), multiple targets.
5 - Like shooting, there are still modifiers to hit. They're just not accuracy based. Assists/Interference are the normal modifiers here, it's got nothing to do with the weapons being used.
6 - Both the Shooting and Combat kick over to Resolve hits (p124) step. The difference is that after Combat, there are 2 additional steps to address what happens when you miss which is needed in more detail because of all the different possible outcomes. They needed to setup a system to instruct players on what to do. I think you'll find that most players will agree that 'Rapid Fire' kicks in at this same step when it comes up. Stray Shots does not. It's not a shooting attack.
Your dispute lies here. When using a Sidearm in a 1v1 fight, all of the attacks are assigned to the one fighter. Rapid Fire will generate X hits on that model. By the strictest application of the rules, the only other models that would be eligible for the hits are those:
A) Within 3"
* It feels like you're trying to use this to hit models outside of the Combat because they are within 3". In both cases (in/out) you're attempting to convince us to use those extra hits against models AFTER attacks have been assigned.
B) Within Range
* Are you trying to apply the range of the weapon to a melee attack or limit all ranges to 1" for being in Combat?
c) Within Line of Sight
* In Combat, this is probably going to be limited to the front Arc, which on a smaller model will usually be two.
I don't believe you're using this to hit models out of LoS, but I'm simply covering all the bases.
With one Rapid Fire Sidearm, you MIGHT see the problem with your statement in game. Doing it your way would allow a Rapid Fire Sidearm to be used IN combat to take someone who wasn't in the Combat. When you run dual Rapid Fire Sidearm you will quickly see how it becomes an issue. I'd take 2 RF shots in CC with no penalties and still benefit from hitting multiple models instead of risking missed shots on both models WITH modifiers.
That's where Common Sense kicks in and counters your position. Especially since the game is setup to Retreat(B) and then Shoot(B) to avoid any exploit of the rule. If you couldn't do that, you might have more of an argument from a balance perspective. I also believe that if Rapid Fire Sidearms did function that way, we'd see MORE of them in games, and Autopistols would suddenly become the Weapon of choice.
As of right now, I only know of Autopistols that have both the Rapid Fire and Sidearm trait. So by all means house rule it and let us know how it goes. I think you'll find that Autopistols would quickly become the best option for Close Combat oriented models like Corpse Grinders, especially since they would abuse the opportunity to take out models that they aren't assaulting. Worse if those models have a higher WS than BS and suddenly shoot better in combat to hit models out
First off thank you for the time it took you to reply to this, pretty awesome,
From my point of view, I am only trying to find the rule to answer the question, can you use Rapid Fire in close combat, to which I must say the answer is feeling more like yes even more so after reading the above...
Reading through these are the things that make me lean towards yes...
Close Combat P121 4. Declare Targets
When a fighter makes a close combat attack, it must be against an eligible target. An eligible target is an enemy model that is within the vision arc of the fighter and that the fighter is Engaging, If there is more than one eligible target, close combat attacks can be split between them as the player wishes.
(Close combat standard rule, can target more than one engaged eligible target)
Shooting P117 Stray Shots
If an attack with a ranged weapon misses, there is a chance that another fighter, friend or foe, that is Engaging the target will be hit, equally, there is a chance that any model, friend of foe, that is within 1" of the line along which the range between the attacker and the target was measured, will be hit.
(First part of stray shots refer to close combat, second to shooting)
Rapid Fire (X) P315
When firing with a rapid fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the firepower dice.
If a rapid fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the original target, but the remainder can be allocated to other models within 3" of the first and who are also within range and line of sight.
(think that you are engaged so range would turn into base contact)
Close Combat P121 Pistols at Close Quarters
If a fighter attacks with a weapon with the sidearm trait in close combat, accuracy modifiers do not apply.
(No mention of any other restrictions)
In your steps, Shooting vs Close Combat both would have weapon traits at the same time, the two extra steps in close combat happen if you miss/and or kill
If I was using a Needle Pistol, would I not be able to use the Toxin Trait? which is the same as not using the Rapid Fire Trait, if Rapid Fires rule was to re-roll failed to hit rolls, would it still be a cant use it in Close Combat
Your point is to stop looking at pistols as ranged attacks but rather melee weapons, I would argue that I would treat them as a sidearm!
If I was in a close combat fight with a sidearm I would fire that side arm (rapid fire rule, "when firing with a rapid fire weapon")
As a weapon that has rapid fire trait, say a burst shot or even full auto, I would pull the trigger at range and X amounts of shots would come out, using the same gun, if I am in close combat and pull the same trigger, why would only one bullet come out
The way I would play this
Declare Targets
Make Hit Rolls
If a Rapid Fire weapon gets more than one bullet on the firepower dice then those extra shots can be allocated to eligible targets (those engaged in close combat)
If the sidearm misses then a stray shot may hit a friend or foe also engaged in close combat, but only one shot (answered my origin question) as the Rapid fire rule states "a successful hit roll scores a number of hit equal to the number of bullet holes)
Carry on as normal
Problem with Necromunda there are too many grey areas and I can not find anything to say that you can't, and I feel that this is actually more down to induvial perspective and maybe a house rule
Again, I will add that I am only trying to clarify a rule and in no way do I feel that I am right and you are wrong, in fact, we have been playing this as you cant use Rapid Fire in Close Combat as I just assumed that you couldn't, its only that I was asked at Sundays game and want to find the rule!!!