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

Sources