About the missiles and the resolution of the anti-missile defense, I assume they can be used depending on their thrust score i.e. the dogfighting can be resolved in the same turn as the PD reaction. The general rule here, from the CRB is that a turret can be used only once in a round, thus either for attack or PD. So, my assumption is, that turrets firing missiles against targets, can't be used for PD that round.
It goes like this:
someone fires salvo at you. It will hit you next round.
Friendly ships fire interception missiles. They will "hit" next round; for the sake of the game, assume they will hit before the enemy missiles.
Next turn arrives.
You fire dogfighting missiles. They hit now.
First, you resolve the inteceptors. Chance to hit is 2 + 1 (smart) = 3 vs 8. Meaning you need 5 or more to hit. I don't use the regular PD rules here, since it seems they are not suitable for non-beam defences.
Second, you resolve dogfighting missiles. They hit on 3+ (4 + 1 vs 8 ), and then for each hit you roll 1D to see which actually do something.
Third, you resolve the remainder with regular PDs (laser turrets most likely) as a reaction.
This all happens in 1 round.
It goes like this:
someone fires salvo at you. It will hit you next round.
Friendly ships fire interception missiles. They will "hit" next round; for the sake of the game, assume they will hit before the enemy missiles.
Next turn arrives.
You fire dogfighting missiles. They hit now.
First, you resolve the inteceptors. Chance to hit is 2 + 1 (smart) = 3 vs 8. Meaning you need 5 or more to hit. I don't use the regular PD rules here, since it seems they are not suitable for non-beam defences.
Second, you resolve dogfighting missiles. They hit on 3+ (4 + 1 vs 8 ), and then for each hit you roll 1D to see which actually do something.
Third, you resolve the remainder with regular PDs (laser turrets most likely) as a reaction.
This all happens in 1 round.