1. The 60-Second Launch Check

Public beginner guides for SAND repeatedly warn that small preparation gaps can ruin a run: unloaded weapons, missing food, no fuel plan, no repair tool or no empty cargo space. Use this compact check before every departure.

01

Ammo loaded

Personal weapons and ship guns should have matching ammunition ready before the Trampler leaves.

02

Food packed

Bring enough survival supplies for the route you picked, especially if you plan to stop at multiple POIs.

03

Fuel checked

Fuel pressure turns a safe loop into a bad fight. Do not start a long route with a short-route tank.

04

Repair tool ready

The Multi-Tool and repair supplies should be reachable, not buried under loot.

05

Empty boxes available

Bring carrying space for resources instead of discovering at the POI that every slot is already full.

06

Exit rule agreed

Pick the item, crate or signal that means "we extract now" before greed changes the run.

2. Beginner Loadout

For a first Voyage run, keep the loadout boring and recoverable. The goal is not to bring the best gear; it is to return with enough resources and knowledge to make the next run cleaner.

SlotBringWhyLinked guide
WeaponBasic weapon plus matching ammoStops one mistake from becoming a free lossWeapons
ShipSimple gun plan, light repair kitSupports escape and recoveryTrampler
InventoryEmpty boxes or open slotsLets resource runs pay out fasterLoot
RouteOne or two POIs, then extractionReduces exposure while learning map rhythmMap

3. Solo Loadout Adjustments

Solo players need lower commitment and faster decisions. Carry enough to survive a mistake, but avoid loading the ship with gear that tempts you into fights you cannot crew properly.

  • Prioritize escape:Weapons should buy distance, not force every encounter into a duel.
  • Keep repairs visible:One player means no dedicated repair role, so the repair tool must be quick to reach.
  • Leave earlier:Solo extraction risk rises sharply when the backpack is full and the Trampler is damaged.

4. Squad Loadout Adjustments

A squad can carry more, but only if roles are clear. Decide who drives, who guns, who spots, who loots and who repairs before the first enemy appears.

RoleCarry focusBad habit to prevent
DriverRoute plan, extraction timing, fuel awarenessStopping in open terrain for small loot
GunnerAmmo access and target priorityFiring without a call or reload plan
RepairMulti-Tool and materials within reachWaiting until mobility is already gone
LooterEmpty boxes and quick pickup routesLeaving the ship unguarded too long

5. Match Loadout to Risk Budget

The more expensive the loadout, the shorter and clearer the route should be. If you are testing new weapons, do not also bring your best cargo plan. If you are farming coral or money, do not also practice PvP.

  1. Cheap test run:

    Use replaceable gear, learn weapon feel, extract after one useful lesson.

  2. Resource run:

    Bring boxes and repair supplies, avoid optional fights, extract after the target material.

  3. Combat run:

    Bring ammo and repair planning, keep inventory light, treat loot as a bonus.

6. Loadout Mistakes That Waste Time

  • Bringing a weapon without checking its ammo category.
  • Filling inventory before reaching the material you actually came to farm.
  • Putting repair supplies on the wrong player or in an awkward slot.
  • Using an expensive PvP loadout for a route you have never driven.
  • Ignoring fuel, then extracting late because the route became longer than planned.

Next Reads

Sources