The actual tables needed are in the core rules.
However... enough to get a feel for it is under the 1 page FFE Permitted Use doctrine.
the SI rating is roughly 25*(2+Log10(Tonnage)). (This matches through the ACS range, but is a bit lower than the actual T20 table.)
Batteries of whatever which hit do (USPCode)d___
Mining lasers: (UCP)d6
Beam Laser: (UCP)d8
Pulse Laser: (UCP)d10
Plasma: (UCP)d12
Fusion (UCP)d20
PAW (UCP)d12 & (UCP)d10 radiation
Std Missiles: (UCP+5)d6
Nuke Missiles (UCP+5)d12 & (UCP)d12 Radiation
Meson Gun: (UCP)d20 & (UCP)d12 radiation
Bomb Pumped Laser Missile: (UCP+5+1d6)d10's
Note that the radiation is always treated as a separate volley from the standard.
Roll all the damage dice on the hit. Then apply applicable defenses. Normally applicable defenses apply to the appropriate weapons. BPLMs count as lasers for defenses - not as missiles.
For each UCP value of a valid defense... if 2+ dice remain, remove the lowest remaining die; otherwise, subtract 1 from the value of the remaining die.
Armor is valid against everything (including radiation) but Mesons (Meson Gun Radiation is also unaffected)
Critical Hits: If you threaten a crit, you will do a system hit if you have anything left on the dice. If you actually crit, you also ignore armor.
Note that if I were using CT/MT, I'd use a "Threat on nat 12, hit again to confirm".
TNE, T4, and T5 have their own crit rules; use those. If you can hit 1 difficulty higher with the roll (for T4/T5, use an extra die of a different color; if you hit with it, too, it's a threat).
For GT, a 3/4 is a crit, a 5 to (Skill-10) is a threat.
(Note also: Armor works similarly in personal combat.)