I would write my own math to figure it out. Since it's a turn-based game, using a physics collision doesn't seem necessary even though it would work just fine.
I assume you are only caring about two dimensions, which makes it easy. If this is 3D then you'd have to work with a cone instead.
Use your angle, i.e. 90°, with the weapon's position and facing to calculate two lines representing the firing arc. Then for each enemy you'd want to shoot, determine if they are both between those lines and in front of the gun. If both are true, then you know they're within the firing arc.
This method is rudimentary and would be very slow for a real-time game, but for a turn-based game with a discrete number of targets you're checking, it will do just what you want.