Because if you do that, we become Space!North Korea and are basically treated as a pariah by everyone?
If you want to be space hermit kingdom... sure.
But expect if that happens... our new allies will probably go "We don't know them, we never knew them."
Do they use the same 2d6 rule as nukes do? I haven't found the specific rule that collaborates with that for standard Cap missiles rather than nukes as through armor crits seems extremely powerful. the whole 10x structure damage on a 10+ 2d6 roll is where the real lethality of the Alamo and 9+ for type 3 comes from. the 10 and 100 damage is nice but warships can take stupid amount of punishment. I am still looking, though.
Not quite the same method. But there is three ways to get criticals in Aerospace Combat.
Well, four ways.
First is damage thresholds. Each armor facing has a threshold = to full armor value / 10, rounded up. So if you have 95 armor, that location has a threshold of 10. Any hit above 10 damage [and for weapons on dropships/warships/jumpships/spacestations, you talley together weapons in bays], risks a critical.
Any attack that hits the structural intregrity risks a crit.
Any successful to-hit roll that was a natural 12 risks a crit.
And capital missiles roll on a table each time they hit a target. Barracuda is 11+, Killer Whale 10+, White Shark 9+ and Kraken is 8+. [Sub-Capital missiles also have their own, except Pirahnas]
If you managed to get all four of those at once... you roll four times for said potential crit.
So to give an example...
A Quixote-class Frigate gets an side shot on a Union-class Dropship, it only devotes a single 4-tube White Shark bay to fire at it [it has more pressing issues] and said missiles hit, rolling an 11 which hits the aft armor.
Firstly: 4-tubes of White Shark = 12 capital or 120 standard scale damage. 120 standard scale is clearly over the threshold value of 10 of a Union's aft armor. 120 standard scale damage also clearly completely wipes out the Union's armor and goes internal. 20 excess damage becomes 10 structual damage. Dropping the Union to a lone 1 point of structure. And since its a capital missile hit, you roll for capital missile critical damage. Required is 9+ and rolls a 10. That is three potential critical hits.
You need to roll 8+ on a 2d6 for each critical... and the Quixote beats the odds and meets all three. That means it now does 3 critical hits to whatever was the critical result for an attack roll of 11. That would be the dropships engine.
3 Engine hits = Safe thrust drops by 3 = Union is now at 0 thrust. Union is now dead in space, with no rear armor and 1 point of structural intregrity.
That was just four of the Quixote's 66 capital missile tubes and it basically just swatted a Union out of existence like it was an irritant.