Well, it's technically an advanced rule laid out in SO (pg 97). And is partially due to the (imo) idiocy of rounding values. Each AMS does 3 points of damage, so a squadron of 6 will do 18, or 1.8 capital damage rounded to 2 capital damage, destroying a barracuda (note that barracuda does 2 capital scale damage, not 20 standard damage, which is a stupid distinction). An AMS can fire once at as many capital missiles it has it's AMS pointed at and has ammo and heat capacity for. So a squadron of 6 ASF, using spheroid AMS with only 1 ton of ammo for it, and 12 sinked heat capacity will be able to take down 12 barracudas. A typical clan star, similarly defended, would be able to take 24 white sharks in a single turn - assuming they have 24 heat they can sink.
In addition to this, standard-sized weapons can also be fired at incoming missiles, though they only get one shot per weapon.
Edit: I'll add that if I were to build an actual fighter intended for combat against warships, first it'd be clan (because Raven...meh), it'd probably have 2 AMS, and at least 2, maybe 3 tons of ammo, with the capacity to sink a lot of heat, probably close to 40, maybe a fair bit more, depending on the rest of the weapon loadout. My "Heavy Bombers" would be 90 tons, while "heavy dogfighters" would be 70, with smaller versions of each at 60 and 50 tons.
Edit 2: If I were to be a gamist, that clan star with 1 AMS each and 1 ton of ammo, could actually take down 48 barracudas in a single turn... an extra ton of ammo each and they might be able to reach 96 depending on heat capacity. Just to math that out for you, that's 5 fighters' AMS per barracuda doing 1.5 rounded to 2 capital damage killing the missile. It actually makes me a bit disgusted to point that out, but appears to be legal in the rules.