First off, I want to admit that trying to solve and adventure in Doctor Who with gunfire is like trying to put out a grease fire with petrol. That said, I have been working on a list of damage ratings by round (9x19 Parabellum, .32 ACP, 5.56 NATO, 7.62 NATO, 700 Nitro Express, .50 BMG, etc.). Is anybody interested?
The damage values are fairly close to what we see in the UNIT sourcebook and Primeval. SOme are off by a point or so, but still in the right ballpark.
I just wanted to see if there was any interest before posting a long list of stats. I
Don't let my disinterest stop you, but here is why I would not use such a list:
Physical damage is of such low granularity in the game, and is so subject to referee adjudication as to exactly which attributes are affected, that it doesn't seem to me useful to be more specific than "really big gun" and the like.
In other words, the details you propose are of too-high resolution compared with the conflict system to have any useful effect. Being in the right ballpark is as good as it gets.
No problem. That's why I asked before posting. I'm not so certain that we even need damage stats to speak of in this RPG. On the TV show using weapons is heaviuly discouraged. SO few enemies in the show can be defeated with gunfire that even the Brig was surprised to finally get a chance!
the details do add a bit more granularity, especially at the higher end, but that can be kinda moot. Unless the target is a Cyberman or a vhecile it can turn into the difference between dead deader, and deadest.
Probably not, but t5he RPG does just that. IMO they probably could have done away with damage points and just gone with a Wound/Incapacitate?kill mechanic if they had wanted to.
Where the granularity helps is when you add armor and/or vehicles into the mix. Attacks that would leave the typical character dead might not be as effective against an armored alien or it's spacecraft
I can certainly see not bothering to go into much detail with weapon stats in Doctor Who. The basic nature of the show is such that traditional combat and weapons rarely solve the problem and usually just make things worse.