SAND Weapons and Ammo Database
This page records weapon and ammunition facts that can be traced to official SAND patch notes. It is not a complete weapon tier list: the official sources reviewed here do not publish every weapon's full damage, spread, armor interaction, or time-to-kill. Values not stated by the developers are deliberately omitted.
Update #2 verified balance values
| System | Before | After | What actually changed |
|---|---|---|---|
| T3 80mm cannon reload | 2.5 seconds | 3 seconds | Reload time increased; the same patch also increased recoil for 80mm cannons. |
| 40mm base ammo velocity | 150 m/s | 200 m/s | Higher projectile speed gives base ammunition a flatter, more responsive flight. |
| 40mm low-recoil ammo velocity | 100 m/s | 150 m/s | The low-recoil option also received a projectile-speed increase. |
| Regular 70mm projectiles | 42 | 52 | Ten additional projectiles per regular-ammo payload. |
| Regular 70mm siege damage | 30 per pellet | 25 per pellet | Per-pellet siege damage reduced by roughly 16.7% (the official note describes the intended reduction as 20%). |
| Regular 70mm damage falloff start | 35 meters | 40 meters | Full-damage range extended by 5 meters. |
| Triple Barrel shotgun fire rate | Previous live rate | 30% lower | The patch states a 30% fire-rate decrease without publishing the absolute shots-per-minute value. |
| Projectile amplifier radius | 15 meters | 5 meters | Effective radius reduced by two-thirds. |
July 18 turret handling change
Fully loaded turrets now drop their loaded ammunition on the ground beneath the player when dismantled. The July 3 update had already changed manual loading from a container: the action now transfers shells into the turret inventory and is labeled Transfer Content rather than “Load Turret.” These are workflow changes, not damage buffs.
Loadout Questions
- Does this weapon help the crew break contact, or only start contact?
- Can the crew afford the ammo or resource pressure for the route?
- Does the Trampler build support the weapon's range and firing angle?
- Will this loadout still work if the crew has to leave early?
- Does the weapon solve the problem you actually face: players, Upiors, pursuit, or extraction cover?
What the official screenshots confirm
Ammo Discipline
Ammo is part of the route budget. If the crew burns too much ammunition before finding value, the run becomes weaker even if nobody dies. Treat ammunition like supplies: spend it to protect progress, not to satisfy curiosity.
- Before contact: decide whether the fight protects loot, opens a path, or only creates noise.
- During contact: fire to create movement. If nobody is moving toward a better position, the shots may be wasted.
- After contact: count the cost. If the fight drained supplies, extract or downgrade the next objective.
Mounted Weapon Thinking
Mounted weapons should be planned with the Trampler layout. A gun that cannot cover the route you actually use is decoration. Think about turning radius, crew access, sightlines, reload timing, and whether the driver can keep the angle alive.
Loadout framework without invented stats
New players should build for consistency. Take weapons that are easy to understand, easy to recover from, and useful while retreating. Avoid loadouts that require perfect aim, perfect coordination, or a fight going exactly as planned.
- One reliable personal weapon: for basic protection while looting or regrouping.
- One route-support role: something that helps against the main risk of the route.
- Enough ammo to leave: do not spend the last useful shots before extraction.
- No vanity overinvestment: expensive combat tools are bad if they make a failed run too costly.
Common Weapon Mistakes
The biggest mistake is using weapons to create problems. If firing reveals your position, attracts another crew, drains ammo, and does not protect value, the weapon made the route worse.
The second mistake is separating weapon choice from Trampler design. A combat-heavy build with poor storage access, awkward crew paths, or weak extraction cover will still lose valuable runs.
When Not to Shoot
Do not shoot just because an enemy is visible. Hold fire when the crew is carrying value, the target is moving away, the Trampler is not ready to reposition, or the shot would reveal your route to a stronger group. In SAND, silence can be a resource. A quiet retreat with loot is often better than a loud fight with no extraction plan.
After every fight, ask what the shots bought. Good shots buy distance, cover, time, or a safe transfer back to the Trampler. Bad shots buy attention. If the crew cannot explain the benefit, downgrade the next objective and move toward extraction.
Next Pages
Connect the published balance values to Trampler layout, extraction decisions, Voyage and Storm Dive, and the dated patch record.
Direct official sources
- Update #2 Out Now — July 3 weapon, ammo, turret, and item values.
- Anti-Cheat Improvements: Phase One — July 18 turret dismantling and current known issues.
- SAND Community Q&A — future turret and handheld-weapon plans.
- Official Steam listing and screenshots.