We are living our lives... Abound with so much information... Come on, let go of the remote,
While I like that the variable damage in the advanced rules uses the deck of cards, I've found that using the cards results in the amount of damage doled out to be too much, too frequently as well as making it more likely a hit doesn't actually hit. So, I've added a die 20 to the game and came up with the following chart that I check against for each successful hit.
1 (or less)=Grazed (no damage but the hit player is pinned) 2-19=1 Hit 20=2 Hits 21=3 Hits 22+=4 Hits
I also added one for critical misses for anytime you roll snake eyes (two 1's).
0 (or less) = Critical Failure - weapon explodes (divide the # of shots remaining by two (round down) and apply that much damage to the character). 1 = Misfire/backfire 1 point of damage + weapon breaks (time to scavenge from the dead or close in for fisticuffs). 2 = Weapon Jam (need to spend 1 turn clearing the jam as if the opposing player played the weapon jam card) 3 = Dropped Weapon (pick it up next turn, essentially prevents you from firing the next turn but not moving). 4+ = Nothing
You would add the typical modifiers to the die roll as well.