From the MRB, AP rounds are pretty useless. In most cases it is better to use HP if the same cost as all that really matters is the total of DAM +PEN that each round does. I've had some preliminary ideas on how to resolve this, but I've been unable to playtest them yet. If anyone does can they let me know if they work.
STD: Equally good against armour and flesh: Keep at current levels
HP: Superior Flesh damage: Recalculate values to Dam= STD ammo(Dam+Pen), Pen= 1 for pistol, 2 for rifles (p1, r2), AD =p1,r2.
AD: Good at penetrating tough armour and still doing reasonable damage: Recalculate to Dam= p1, r2, Pen= STD ammo(Dam+Pen), AD=p1,r2. Bonus damage on 16+
This will mean that HPs effectiveness will drop off rapidly against an armoured target. AD does low damage (because it easily over penetrates a target) but has a higher than normal chance of causing more damage (perforated lung, shattered bone, punctured kidney).
HEAP: Penetrates armour by damaging it first: Recalculate to Dam= p2,r3, Pen= STD ammo(Dam+Pen-3), AD=STD ammo(AD+2) Bonus damage on 16+ This makes HEAP a more damaging AP round that literaly blows off a chunk of the armour to get through.
HESH: Severely damages armour and flesh: Recalculate to Dam= STD(Dam+Pen)+1, Pen= STD ammo(Pen-5), AD=STD ammo(AD+5) This makes HESH the choice for those wanting to smash an opponent or do damage to their armour. However it is easily stopped by armour (until it shreds the ID value).