Here is an expanded gun damamge table based, not on the type of weapon, but on the calibre of the round fired. It's rather simplified, but still far more accurate than the existing rules... = .22 = Feeble damage Little Hand Gun = .32 = Poor damage Medium Hand Gun;SMG = .38 Special, 9mm = Typical damage Big Hand Gun = .357 Magnum, .45 ACP, .44 Magnum, 5.56mm, Shotgun-Buckshot = Good damage Automatic Rifle = 5.45mm Soviet, 7.62mm NATO, Shotgun-Solid Slug = Excellent damage Machine Gun = .50 Calibre = Remarkable damage. Thus, the 9mm uzi is as incapable of harming a hero with Typical body armour as is a 9mm handgun. And that same hero is vulnerable to both an Ingram SMG (which uses .45 ACP) and a .357 Magnum, both of which really do pack a bigger punch than their 9mm counterparts. From here its just a matter of finding out how resilient your various forms of conventional body armour are. Type I is effective against the lowest calibre rounds. Poor. Type II-A is effective against rounds of up to 9mm and represents the armour worn by your typical modern day police officer under normal circumstances. Typical. Type II is effective against rounds up to and including .357 Magnum. It is bulkier and heavier than Type I and II-A, and is available to police officers who need greater protection. Good(10?). Type III-A is effective against rounds up to and including .44 Magnum, ie. most hand guns, and represents the highest level of protection from concealable armour. Tough to wear in hot and humid conditions. Good(13?). Type III (Rifles) is effective against rounds up to and including 7.62mm and is intended only for tactical situations when the threat warrants such protection, such as barricade confrontations involving sporting rifles. Excellent. Type IV (Armor Piercing Rifle) is effective against armor piercing rounds up to .30 caliber, but offers only single hit protection due to the ceramics involved in its creation. Type IV body armor provides the highest level of protection currently available. Excellent(25) It's probably worth noting that while these armours can stop/reduce penetration of a round, it is less effective in reducing the force the round strikes with and wearers can still be battered and bruised and stunned by rounds their armour otherwise stops. --------- Here is my mechanic for handling bursts... First lets say, for simplicity sake, that in all cases that a Short Burst = 4 bullets, Medium Burst = 8 bullets, and a Long Burst = 16 bullets. Now, the first option is not all that different than the one presented for "spraying", ie. bursts, in the offical guidebook. In this case, every target occupying an area is subject to attack from one round/bullet, with the total number of potential targets equalling the total numbers of rounds fired, eg. if 4 bulllets are fired there are a maximum of 4 potnetial target hits. A single roll is used, but for every target above the first a cumulative -1CS is applied to the attack roll with subsequent target hits being chosen in order of proximity to the inital target, ie. no selective targeting. This assumes that the targets in questions aren't clumped together and sitting still. In the case of a gunman firing into a crowd of tightly packed hostages, there would likely be no negative modifiers to hit. If there are more bullets being fired than enemies, the execess might go stray (Uh-oh!!) or if one of the targets was hit with a Red Feat, he/she might get the additional bullet if the Judge deems it appropriate. The second option defines a burst against a single opponent, which is not present in the existing rules, and uses the colour ranks to reflect degrees of success. A roll to-hit that is Green = 25% of the burst hits, eg. 1 bullet from a short burst, 2 from a medium, 4 from a long. A roll to hit that is Yellow = 50% of the burst hits. A roll that is Red = 75% of the burst hits. Unless circumstances are exceptional, as determined by a Judge, it is impossible for an entire burst to hit a single target. Nevertheless, suddenly the guy wielding an M16A2 or an Ingram is a real threat to Captain America, Daredevil or Spidey, what, with a possibilty of, say, 12 bullets slamming into them from a long burst, with each round causing Good damage for a total of 120 damage... as opposed to the 10 or 25 points provided under existing rules. They can't and shouldn't be able to just blow off the damage... "go ahead, shoot me with your uzi... see what happens! lol punk." Nevertheless, the Thing still doesn't sweat the gunwielding chumps, as his tough hide provides more than enough protection vs. every individual round so there is no damage to accumulate. --------- If you’re Gun Fighting a Character who can ‘Take’ 1 or 2 Magazines to the Head and Chest; um… you might consider pulling out the Missal Launcher or some Energy Based “Death-Ray-Lazer” where Ammo is measured by months…. Standard ‘USMC’ or ‘Army’ or ‘SWAT Team’ Load Pack of M-16 Ammunition is 4 to 10 Magazines… Each Magazine carrying 30 Bullets, unless they have the 50 count ‘Banana’ Clips… Roughly 100 to 300 Bullets… For an M-16, AR-15, AK-47, 10MM Uzi, or similar “TOMMY”….. Single Shot is ‘Single’ Shot… So you’d have about 100 to 300 Opportunities to Gun Fight.… But Who in ‘HELL’ shoots a SMG one bullet at a time???…. + Burst Firing launches 3 to 5 Bullets per FEAT… 30 to 60 Opportunities to Gun Fight. + Full-Auto launches 6 to 8 Bullets per FEAT… 15 to 30 Opportunities to Gun Fight. Pistols, Shot-Guns, and Rifles normally have 10 to 15 Bullets housed in the Gun…. And 30 to 60 extra bullets tactically grouped in your Vest… (Don’t forget to stash a few shells in your Tighty-Whities too… Damn brass casing ain’t gonna ‘Radiate’ your Balls.... But don’t stash ‘em in your Butt)