add quaternion value to a transform.position to create a shotgun weapon for a top down shooter2D

Hello, I want to create a shotgun for my game, that instanciates 3 bullets that all go in different rotations. The 3 bullets are instanciated but do not go in different rotations
here is an exerpt from my script to analyse:

        rotationbullet1 = Quaternion.Euler(0, 0, 20);
        Debug.Log("rotation bullet 1" + rotationbullet1);
        rotationbullet2 = Quaternion.Euler(0, 0, -20);
    // new part of the code
        void ShootShotgun()
            GameObject bullet = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
            GameObject bullet1 = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation * rotationbullet1);
            GameObject bullet2 = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation * rotationbullet2);
            Rigidbody2D rb = bullet.GetComponent<Rigidbody2D>();
            Rigidbody2D rb1 = bullet1.GetComponent<Rigidbody2D>();
            Rigidbody2D rb2 = bullet2.GetComponent<Rigidbody2D>();

            rb.AddForce(firePoint.up * bulletForce, ForceMode2D.Impulse);
            rb1.AddForce(firePoint.up * bulletForce, ForceMode2D.Impulse);
            rb2.AddForce(firePoint.up * bulletForce, ForceMode2D.Impulse);

            Destroy(bullet, range);
            Destroy(bullet1, range);
            Destroy(bullet2, range);

But the bullet rotation does not change ( the

Your bullets travel in the direction of the impulse you applied to them, it has nothing to do with their rotation. Try rotating the impulse vector instead
Edit: Since you have already rotated your bullets, you could try

rb.AddForce(rb.transform.up * bulletForce, ForceMode2D.Impulse);
rb1.AddForce(rb1.transform.up * bulletForce, ForceMode2D.Impulse);
rb2.AddForce(rb2.transform.up * bulletForce, ForceMode2D.Impulse);