To avoid several more pages of back-and-forth. Yes, KK is right, a standard MGT TL5 single-shot "rifle" cannot do more than 18 damage in usual circumstances (however, using the 'aiming to kill' rule in MGT Mercenary page 71, it could do up to 24 points damage). And, yes indeed, there do exist real historical weapons to which the name 'rifle' has been attached that are intended to penetrate armoured vehicles (as has been noted, however, these are not comparable to the 'rifles' we are really discussing here in that they are extremely bulky, have a very limited ammunition supply, and usually require a bipod to fire, making them akin to the Traveller LAG and MGT's ARMP).
Neither of these facts detract from the more general point that in MGT TL6 autorifles, TL7 assault rifles, TL10 ACRs, TL12 Gauss rifles, TL9 and 11 laser carbines, TL9 and 11 laser rifles, and TL5 LMGs are threats to almost all the published armoured vehicles when using the burst fire rules as written (i.e. adding auto to damage).
The disparities continue at higher tech levels. The TL15 G-carrier, described as a "flying tank" and the Imperium's "standard fighting vehicle" has armour 25 (and costs MCr15). Yet even a humble TL9 rocket launcher (at the princely sum of Cr800) has a better than 20% chance of doing some damage. A more comparable weapon in TL terms, the FGMP, has a hundred percent chance of inflicting damage if burst fired. One can only imagine what the morale is like in the crews of these vehicles as they face the Zhodani hordes (or even a few low tech insurgents with rocket launchers or ARMPs)!
Even a VRF Gauss Gun firing needle bullets has a near 70% chance of getting at least one damage roll (and a 40% chance of doing double damage) against the best armoured vehicle in the game.