-The only way I would use the Rapid Fire rule would be directing extra shots to those models who are also engaged with the fighter with rapid fighter, within 3" (this would be rare to be outside 3" but I would make it clear just encase this ever did happen) and in their vision arc, it wouldn't outside of this
- Part of the fight action is using sidearms though, forget that side arms can also be ranged weapons they are also close combat weapons, sidearms have traits
- All along I have said that the extra shots would need to be in engagement range if in close combat
- Again as said above, it would only be models who are engaged, within 3" and in vision arc
This is the first time I've gotten this impression from you and narrows it down to what we're talking about. Now that any confusion of 'Stray Shots' and assigning hits beyond Engagement range are off the table, we can now look at some examples.
A player couldn't abuse the rule, select targets, roll to hit, if the firepower dice has more than one bullet, assign the extra hits to targets (using the restrictions above) roll to wound, how would he be able to resolve the hits and retry on a second model if he fails
This statement largely depends on how you're resolving the attacks on different models and the attacking model only has 1 Autopistol. I run dual Autopistols on mine so I don't see things the way you might.
The attacking model has a +S melee weapon and an autopistol with 1A on his profile. When charging, he has a total of 3 attacks to assign (1 Base, 1 for Charging, 1 for having dual weapons). The autopistol gets it's 1 attack die, and the melee weapon gets the other 2. If he didn't charge, then each weapon would get 1 Attack die assigned to them following the 'Split as evenly as possible' rule.
When dealing with Rapid Fire, it doesn't matter where he assigns it, since it's going to generate the additional hits when he actually rolls. We pick the first target and roll off of WS. Now that we know 'Stray Shots' is off the table, if a miss happens then you only need to check the ammo dice to see if the ammo might run out. If it is a hit, then we check the ammo dice for possible Rapid fire hits. If it's more than 1, then the 2nd/3rd can be assigned to the other model.
A) I believe that it's played where the hits are resolved before moving on to the next model. Unless the attacking model has an Autopistol, there would be no reason NOT to and the outcome is unaffected since all of the attacks have been assigned at this stage. For Simplicity AND Tactical reasons, it would be wise to resolve ALL of the Rapid Fire hits against the target assigned to reduce the Reaction attacks. This might be the cause of confusion on my end, because this is how I play it. Can't speak for the others, but if I had to guess, I'd go with this way as well.
B) Following all the steps in order in the book, players SHOULD be pausing here before resolving any of those hits. This might be a good habit to get into going forward. The attack rolls, if any, are then made for the second model, determining any hits. After all hits on both models have been determined we move on to resolving them. Rapid Fire kicks in here, and the additional hits get assigned before moving on. If the autopistol hits on the first model and generates 2+ Rapid hits, they'd have to be assigned at this stage.
If the Autopistol was assigned to the first model any Rapid Fire hits should be assigned to the second model before rolling for any attacks assigned to the second model. The first 'abuse' is getting to see the results of the other attacks BEFORE assigning the Rapid Fire dice, especially if all of the attacks were assigned to the first model. You're already going to know if the melee attacks and single pistol attack are going to hit, but have this stray Rapid Fire hit which you're then assigning to the second model a hit that may or may not be needed because you haven't seen the result on the seconds attacks. If all the attacks were assigned to the one model, then waiting to see if you have a spare left over to hit a model not assigned ANY attacks, while not necessarily illegal, creates a 'Gotcha' moment. Since Rapid Fire hits are chosen, relying on it to spread attacks to 2 models while focusing on the one is counter-intuitive.
The second 'abuse' happens when you assign the Autopistol to the second model. You're already AWARE of any hits, if any, that have hit the first model. Should the second model be hit and you generate 2+ Rapid Fire hits, you're using that to make up for the fail to hit on the first model. An advantage you have because you've seen the result of an attack that should be happening simultaneously. Again, since the Rapid Fire hits are chosen, then assigning them to a different model in melee after the fact is counter-intuitive.
If the Autopistol is the ONLY thing to hit, the potential is there to assign more hits to the other model after the assigned attack has receive his one. Tactically there is ZERO reason to do that, just noting that the potential is there. Arguing that this is allowed from a narrative standpoint is a face-palm moment asking why assign attacks to the off model in the first place.
The third potential 'abuse' is rolling to hit on both models before assigning any of the Rapid Fire hits. I doubt this would actually be done by any decent player, but choosing to do this would be an intentional work around of the Rapid Fire rule. Especially when you get into dual Autopistols.
The last 'abuse' isn't really an abuse, but more of a 'Wait until you see THIS' situation. When a model has a higher WS than his BS, (or acquires it through advancements), he becomes better with autopistols in Combat than actually trying to shoot them. Outside of 1" and he's one step away from qualifying as a stormtrooper. 1" closer and suddenly he's in the Matrix. After learning how autopistols work in Combat, I've been tempted to run a Nacht-Ghul with dual Autopistols to create a Grammaton cleric. His 2+ WS with no penalty for firing both in melee should generate quite a few hits.
-----
ALL of this seems like it's too much work to spread the odd S3 hit (haven't seen any way to boost it), when you're already taking a -1 to hit for having the 2nd defender eligible to take the Rapid Fire hits, on the chance that it MIGHT remove a second Reaction attack isn't the greatest use. Since we're trying to find the rule to use, this provides an opportunity to have that 'Fortune Favors the Bold' moment.
House Rule Suggestions:
A) Do what most of us suggest, both from a Rules, Tactical, and Narrative point of view and limit the Rapid Fire hits to the model that was assigned the Autopistol attack die. There are no rules to bend, and accommodations aren't needed to be made to resolve how Rapid Fire hits are used in Combat. This will make the game flow smoother and makes it more likely that people will play against you. (and keep the friends you have)
B) If you still want the ability to spread Rapid Fire attacks to that 2nd model, then I'd recommend that you house rule the Autopistol attack be against it's target first. This will minimize any perceived abuses if the above statements are taken into account . The only accommodation needed would be for dual Auto pistols, which could still create all of the issues above.