In fact, two equal fighters in HG could never hit each other, making the effect of armor (in such dogfights) irrelevant.
A fighter, having only one hardpoint, might be ablet o carry at best a rated 3 missile turret (3 launchers giving factor 2, +1 per TL) or a rated 5 beam one (FG at TL 14+), needing a 6+ to hit in both cases.
Assuming equal computers, and agility 6, this would be raised to 12+, and, once size effect comes to play, 14+, so, no hits achieved to test weapons vs armor effectivity.
MgT is a bit easier to get a hit in...but then you run into the problem of armor trumping firepower....light weapons fitted to small craft are entirely to easy to negate.... 1 or 2 d6 weapons just do not have the punch to deal with any sort of armor.
a fighter with 15% of it's tonnage devoted to Crystal iron armor, and a reflec sheathed hull can ignore pulse lasers, beam lasers and missiles. for a measly 60% of the base hulls cost. with a surcharge of .1 Mcr per ton of vessel for reflec.
what is worse only a 90 ton fighter can a 70 ton heavy fighter fighter can only carry three ship grade Weapons. 30 ton or lighter fighters can only carry a single ship grade weapon, and then power plant type limits the number of energy weapons it can mount..
to mount a particle beam( the only energy weapon capable of punching through two layers of super-dense armor). requires a 70 ton fighter with a Type L-power plant even then it's highest thrust is 6 which means a 20 ton fighter with a thrust 12 drive can outrun it even using a portion of it's thrust rating for reactions....
a dodging fighter at long range(-3DM vs beam laser) being shot at by an avereage pilot ( Pilot 2/gunnery2) has a 1 in 12 chance of being hit... and then a missile or beam laser has no chance of piercing it's armor if the designer dedicated only 10% of it's tonnage to crystal iron.
Which is pretty much what HG comes down to.
During many previous discussions about such things the autokill range has been mentioned.
Basically once you get close enough Traveller beam weapons should be assured of a hit because you can shoot at every possible location a target can be. The other consequence of having light second ranges for lasers is at a range of only a few km they should burn through just about anything.
HG battles model fleets staying at the outer edge of the autokill zone where skill and luck could pay off
Yes, and this makes my eye twitch....I have no problems with Auto-kil as a game mechanic..it makes sense...in a Godzilla v Bambi sort of way. I just prefer the player and the skill of ships crew having a significant role in determining outcomes.
Stand off sniping duels just bore me to tears......which is why I don't design capital ships....For anything but a fleet on fleet scenario, they just seem to be Pretty Set Dressing. There's not even a need to do the math..
If they show up on the scene only an idiot takes on a capital ship, unless he happens to own one himself.. otherwise it's time to use Gallifreyan Tactical Protocol One..run..just run!