My own rules:
<u>Steps</U>
6. Select your target. This target must be size 1 and within your weapon's range.
7. Roll your attacker's skill.
8. For each number your roll is above the UR, you fire one more bullet. If you missed this roll, all of them miss.
<U>Bullets</U>
Firing lots of bullets is good. For every bullet fired, add one more finger arc or add 2 damage to a target.
<u>Example</u>
Jimmy and Marie are at a movie, sitting next to each other. On their left is the aisle, and to their right is a space followed by a fellow movie-goer named Jongo. Marie's ex, Pablo, comes out of the blue, wielding his Tex-Mex Machine Gun with a UR of 2. Pablo is in a rage and is intent on killing both Jimmy and Marie. His initial target is Jimmy.
Pablo rolls on a 1d6 and gets a 6, followed by a 2. This makes 8. His skill minus his UR is 6, resulting in six bullets fired. They are aimed as follows:
1. Jimmy for 1d6.
2. Jimmy for +2.
3. Marie for 1d6.
4. Empty for 1d6.
5. Jongo for 1d6.
6. Jongo for +2.
He rolls 1d6+2 for Jimmy's damage, 1d6 for Marie's damage, 1d6 for the empty seat's damage, and 1d6+2 for Jongo's damage.
<u>Notes</u>
Remember that not all attacks will create this much destruction and have this many rolls. This was just to demonstrate the angular details and how damage is handled.
The UR for machine guns is preferably low due to the mass number of bullets fired.
On every skill roll less than 6 but more than the UR, 1d6 shots have missed.
I missed something. I don't know what, but 4 will have a problem.