1. Early Hull: Low Cost Matters More Than High Spec

Into Indie Games recommends Grumpy Walker as an early preset because rebuilding it is not too costly and its stats are balanced. For beginners, low cost means you can actually go out, practice driving and make mistakes.

Avoid spending your whole stash on the first rebuild. SAND is an extraction game, and ship losses are part of learning. Early ships should be rebuildable.

2. Guns: Forward 40mm and Rear 80mm Early Plan

Forward 40mm

Use it for fast pressure, forcing stops and interrupting pursuit. It creates pressure in frontal contact.

Rear 80mm

Use it as a heavy deterrent, making pursuers pay while you extract or create distance.

Personal weapons

A revolver covers close to mid range; a rifle harasses at range and threatens crew on ships.

3. Ship-Fight Priorities: Hit Legs, Repair, Protect the Driver

  1. Hit legs first:Public guides recommend targeting enemy Trampler legs first to reduce mobility and create a chase or escape window.
  2. Do not rush the cockpit:If you want to capture the ship, preserving the enemy cockpit and crew area can be more valuable.
  3. Repair early:Toolkits are not only for after the fight. Repairing key damage early extends your firing time.
  4. Run when you can:When solo against a full squad, do not prove yourself in a direct cannon duel. Creating distance and extracting is already a win.

4. Squad Roles

RoleJobAvoid
DriverMaintain angle and decide chase or extractionJumping off for loot
GunnerHit legs, suppress and call ammoFiring without a target
RepairWatch key modules and toolkitsWaiting until the ship is crippled
SpotterCall direction, range and third partiesTunnel vision on one enemy

5. Early Upgrade Path

Upgrade the Trampler by solving the reason you lost the last run. Do not upgrade every slot at once; that hides the real problem and makes losses more expensive.

First losses

Survivability and repair access

If you die with loot on board, improve durability, repair supplies and escape routes before adding more damage.

Stable extraction

Storage and route comfort

Once you can extract consistently, add storage or quality-of-life modules that reduce trips between POI and ship.

Combat practice

Gun arcs and ammo flow

Only tune guns after the crew knows who drives, who fires and who repairs. A better cannon does not fix bad angles.

Squad confidence

Specialized roles

When routes are familiar, build separate hauler, fighter and scout setups instead of forcing one ship to do every job.

6. Diagnose Why You Lost the Ship

SymptomLikely causeFix firstGuide to read
Enemy catches you every timeBad route or late disengageLeave before bags are fullExtraction
Guns feel uselessPoor angle or no assigned gunnerPractice driver-gunner callsFlares / roles
Ship dies during lootingNo guard or bad parkingKeep one player near the hullBeginner guide
Repairs never happenTools buried or role unclearAssign repair before launchThis page roles

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Sources