Can someone explain Book 2 CT Starship combat involving missiles to me?
I assume these (along with sand?) are placed on the playing surface and tracked turn by turn until they hit?
One thing I can't find in the book is how fast do they go? I know the use the launching ship's vector, but do they use it's velocity as well? Does a standard missile have a 1 g maneuver drive? 6 G? What is it?
Well, it's not really clear any more.
First off, I figure sand clouds dissipate after one turn of usefulness, so they only move once, then they're removed from play.
As for missiles, they in effect become little ships, so they do their own vector movement (or range band movement if using range band combat), starting with a copy of the launching ship's vector at the moment of launch.
As for how fast they go, and for how long, it's pretty much Ref's Choice. Special Supplement 3: Missiles provided for up to 12G missiles which used chemical rockets for propulsion and flew for a turn or two's worth of vectoring until they exhausted their fuel and had to coast in a straight line from then on. If, on the other hand, you postulate gravitic-propelled missiles, you'll want to stick with 6Gs -- or else you'll need to start handwaving about why a missile can go 12Gs, but a spaceship using the same engineering principles can't. (Some Refs are quite content to do this, though. YMMVIYTU.) Gravitic missiles should be able to accelerate for more than a couple of turns -- most likely somewhere between a few hours and several weeks... take your pick.
As a final note, SS3:M also suggested that the "default" missile burned at 5Gs for one turn, but that's really neither here nor there: a missile from the High Guard rules, capable of hitting a target at 500000km (long) range in 1000 seconds, is clipping along at about 50Gs of acceleration, which is one heck of a vector.
FWIW, IMTU: 6Gs gravitic, IR homing, proximity fused, HE warhead, 12 hour (36 turn) max flight time... Cr5000 per each, off the shelf...