Edit: about the sequence around rolling for attack and rolling for damage.
It might be a Referee preference since it's not specifically noted in the rules.
Basically the earlier the reaction, the less efficient they are, overall.
Example:
If sandcasters react when the enemy rolls for attack, then if the attack misses, the sand goes to waste.
If sandcasters react when the enemy hits, then each sand will most likely affect the damage.
If sandcasters react when the enemy hits and roll for damage (which I admit, is rather cheesy), then it's a highly optimized use.
Similar case for screens. However, no matter when we activate screens, their effect of "angle screens" comes into play after the armour absorbs the damage.
I am a fan of the - after hit - before damage. Assumption - attacks in space combat take some time, so there is reaction time (a few seconds) between knowing the hit is in and receiving the full force of the blow, which isn't instantaneous.
It might be a Referee preference since it's not specifically noted in the rules.
Basically the earlier the reaction, the less efficient they are, overall.
Example:
If sandcasters react when the enemy rolls for attack, then if the attack misses, the sand goes to waste.
If sandcasters react when the enemy hits, then each sand will most likely affect the damage.
If sandcasters react when the enemy hits and roll for damage (which I admit, is rather cheesy), then it's a highly optimized use.
Similar case for screens. However, no matter when we activate screens, their effect of "angle screens" comes into play after the armour absorbs the damage.
I am a fan of the - after hit - before damage. Assumption - attacks in space combat take some time, so there is reaction time (a few seconds) between knowing the hit is in and receiving the full force of the blow, which isn't instantaneous.