Thanks for posting the info.
My reference to the game Mark runs was more tongue in cheek. My earlier post still stands, if a whacking great laser just burnt through your ship's hull with enough power to damage your (insert starship component) then a quick fix doable in the space of a 10 minute round seems unlikely, star ships are complicated machines and I would argue, once you beat the armour, really quite fragile. A military ship would have redundant systems running parallel that would seamlessly engage to cover damage and commercial shipping wouldn't spend the money on redundant systems and would avoid the fight.
It'd be good to see HG cover IN protocol appropriate to most Traveller games: Naval ships don't travel alone when in hostile space. Small fleet composition, logistics and routes would be cool. I prefer a small ship (up to 10000 dTon) universe not the huge dreadnoughts that seem at home in space opera settings like Star Wars more than (my idea) of Traveller and it seems more likely to me that this would be the kind of unit that travellers in free traders would encounter.
Again tho, that's slightly OT as it's not combat per se.
Does it list in HG or the CRB the actual speeds ships engage at? I don't remember seeing that tho I understand the vector movement system is an alternate one to the abstraction the MgT uses. Incorporating speed into the combat would make it possible for a ship heading out to the 100D point to be travelling too fast to engage or perhaps even be engaged. I know most combat will occur at one end of such a trip when the ship about to jump needs to be stationary (relative to the system they're leaving or heading to? Wouldn't there be a velocity greater than zero relative to one if you're stationary relative to the other?)