Don't worry about it, Steve. I was away all weekend anyway, and wouldn't have been able to update earlier. In fact, I will probably not be able to update until Wednesday. However, I have off from work next week so I should be able to update far more frequently then. McCain actually would have had a range penalty for the shot he fired, as he is armed with an M4 which only has a base range of 90 yards, but the roll would have been a miss either way. Next round the zombies will be close enough for him to fire with no range penalty, only the -5% penalty for a headshot.
Stompie, Hockey has only fired 9 shots so far and could potentially fire all 85 bullets in the SAW's belt (there are 76 left). You've still got time to fire some more before I update. I found your damage re-rolls (the character name was "no one"), and the first zombie was not quite killed outright by the headshot (it took 9 damage), but it is knocked down and reduced to a slow crawl. It also took 11 damage to the abdomen. The second zombie was hit in the arm for 19 damage, which pretty much severs it. It also has taken 12 and 9 damage respectively to other locations you haven't rolled for yet. This is a total of exactly 40 damage, so that zombie is finished. It is technically still animated unless the 12 damage hits the head, but incapable of moving its body due to the structural damage. A third zombie was hit once for 11 damage, but no location was rolled yet. Go ahead and roll 1d8 for hit location. If you roll a 1, then the zombie is hit in the head and you did enough damage to kill it.
You can fire up to 20 bullets per combat round, divided into multiple bursts provided that each is aimed at a different target. This means you may fire bursts with a combined total of up to 11 more bullets in the first of five combat rounds at uninjured zombies. Then you have four more rounds to fire before the next update, during which time you can go back and shoot zombies you've damaged in previous rounds if you like. Remember that for each individual bullet that hits you must roll 1d8 for the hit location and then 2d8 for damage.
If you do not want to make all of these rolls yourself, you can simply tell me how many bullets you want to fire and how to group the bursts, and I'll make the remaining rolls for you.