I don't have time to go into detail on this, but it occurs to me that DR and SM would be good tools to mimic the effects of various bullets.
This would help alleviate a concern that Jhiaxus expressed, and add more detail to the alway fascinating topic of weapons.
Also, this is a good topic for A1's knowledge base too..
Types of Bullets
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1. Hardball--Your Basic Bullet. .38 and less do Damaging, and Nine MM, .45, .357 Magnum, .44 Magnum, and .50 Magnum do Dangerous, and Rifle rounds do Lethal damage.
2. Hollowpoint--Does extra damage by spreading out, but sacrifices penetration. NOT a good choice if the target has almost any sort of armor.
+2 (they are a bit more finicky than regular hardball) DR; +2 SM. They drop one damage category if the target is wearing armor of at least 1@2 hardness. They drop two damage categories if the target's armor is at least 1@10.
3. Jacketed Hollow Point--A generally superior compromise. +2 DR; +2 SM; Damage category drop due to armor as with #2.
4. Match Grade Ammunition--The equivalent of Master Work Bullets.
5. Safety Rounds--Designed to NOT punch holes in walls or planes or spaceships. These do ordinary damage, and do not put holes in walls.
6. Mercury Fulminate Loaded--A bit of extra mercury fulminate is included in the bullet. The point is to make an exploding bullet. These do an additional damage category of damage.
Any hit on the weapon, or on an ammo belt should be treated as a Fatal explosion centered on the gun-user.
7. Depleted Uranium Round--An extremely heavy and dense bullet (about as dense as you can make unless you're making White Dwarf Alloy bullets or some other super-dense SF tech bullet). At this tech level, this would be exceedingly difficult for anything but a sniper rifle. However where and when its available, it has superior armor-piercing qualities.
It treats all armor as 1@1 less dense due to its extreme density.
8. Folding Honeycomb Ramscoops--Tadeusz carries these in his Uzi. They are far faster, and more accurate, and can be set for self-disintegration at various ranges.
+3 SM, and add 10' to every range category.
One advantage of these is that you can carry thirty bullets in the space ten would ordinarily need.
9. Ice Bullets--A nice murder weapon. This does one damage category less, and -5 DR. Bullets made of dry ice are harder, and they don't have water. Their mass turns to air immediately.
Dry ice bullets are also one damage category less, and they do -2 DR.
10. Wildcat (also known as 'Full House')--The shooter custom loads his own bullets to his higher than normal pressure specifications.
+1 SM, +2 DR
11. Tracer
12. Armor Piercing Hollowpoint
13. Wadcutter
14. Semi-wadcutter
15. Lead
16. Full Metal Jacket
These ten are modifiers that you can apply to any bullet....
Like...Nine MM is Dangerous -10 DR (off the top of my head from the Optional Gun List). Now Wildcat the bullets for +1 SM (for a custom load), and a +2 DR because its loaded 'hot'.
So...
Nine MM: Dangerous -10 DR. Wildcat Bullet: +1 SM; +2 DR