Different guns. Me gm decided to make it do 2 seperate attacks w/ 1 roll for offense and dodge, but 2 for resistance.
Thus, the +4 damgage applies to both
Didn't know what to do with that. There's a good point on the "how to deal with ss vs. burst" and just adding +1DV for a 2nd bullet (for game balance's sake). Still, I had attempted to reason it out, as below...
(setting aside game fairness just to show realism for a moment...)
The burst fire is accounting for bullets in serial not parallel... i.e. in a series is bullet 1...split second...bullet 2...split second (rinse & repeat). When in serial, if the target is moving (even if only from knockback via bullet #1), they will have shifted between the impact of bullet #1 and bullet #2. This + "spread" from the shooter shifting between bullets being fired would account for a measure of imprecision between bullets at the target end, even if a burst is a "called shot". The question there is whether you'd give a bonus on DV if someone was shooting a burst at an immobilized (bound & gagged, straight-jacketed, sleeping -- but not even "prone") target? After a tight burst, the target should be dead so long as the attacker didn't jam their gun.
I figured that the bullets fired at the same time (in parallel), assuming both guns/bullets fire at precisely the same moment + speed + perfectly calibrated for trajectory precision, they would hit the target at the same moment with a very slight spread between the bullets (perhaps a 1-2 centimeters?).
However, that amount of precision is very unlikely...and we didn't account for that much precision in the planning/building of the item. One would have to calibrate the 2 weapons to fire inline with the tiniest margin of error, because even minor flaws in a muzzle could alter trajectory by a fraction, thus causing spread between the 2 bullets. Perhaps precision work would increase the damage (in real life, assuming this smartgun were even possible...). Another flaw in this "parallel firing" logic is the speed of each gun. They're not created equal, so they probably fire at different rates, rendering the bullets serial anyway thus more akin to burst fire.
(back to playability/game balance...)
Rendering this item down to the common denominator of burst fire works much better for game balance. I might give it a +2 rather than +1 base DV, and remove the 2nd resist check (which basically balances to nearly the same thing with less dice rolls and time/GM accounting...).
The person whose head vaporized at the other end of this weapon was a dead man walking anyway....so it doesn't matter how it's been used before, it can work more in-line with RAW from here....
I have to send this player to the forums to discuss his evil new item plans...
Thanks all for the assistance...