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SAND: Raiders of Sophie – Player vs Player (PvP) Ground Combat Guide

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PvP Ground Combat Info

Health and Armor

Players have 150 HP by default.

ArmorTotal Health
No Armor150 HP
Green Armor200 HP
Blue Armor250 HP
Purple Armor300 HP

Each armor bar provides +50 HP.

Headshot Multipliers

Ammo TypeMultiplier
9×42 mm Rifle3.0×
11×54 mm Sniper2.5×
All other weapons2.0×

The 9×42 mm rifle has the highest headshot multiplier in the game.

Melee Damage

  • Punch: 50 damage
  • Weapon melee: 30 damage
  • EB “Bantam” Revolver melee: 50 damage (+20 bonus)

12 GA Shotgun Ammo

General

  • Headshot multiplier: 2.0× per pellet
  • Maximum range: 30 m

Common 12 GA

  • 22 damage × 10 pellets (220 maximum damage)
  • Damage begins falling off after 6–8 m.

Range modifiers:

DistanceMultiplier
4 m×1.0
6 m×1.0
8 m×0.8
10 m×0.6
30 m×0.3

Uncommon 12 GA Slug

  • Single projectile
  • 150 damage
  • Less damage falloff than Common shells

Range modifiers:

DistanceMultiplier
4–8 m×1.0
10 m×0.75
30 m×0.3

Rare 12 GA Buckshot (HE)

  • 10 damage × 10 pellets (100 total)
  • No damage falloff within 30 m
  • Each pellet deals 10 structure damage

Structure damage:

  • Wooden loot room door: 3 shots
  • Trampler door: 9 shots

Recommendation

  • Keep Common 12 GA shells.
  • Sell Slugs.
  • Use HE Buckshot when structure damage is needed.

8×21 mm Ammo

General

  • Damage: 50
  • Headshot: 100
  • Headshot multiplier: 2.0×
  • Range: 150 m

Common

Range modifiers:

DistanceMultiplier
5–35 m×1.0
50 m×0.6
100 m×0.4
150 m×0.3

Uncommon HV

  • Higher projectile velocity
  • Better long-range performance

Range modifiers:

DistanceMultiplier
15–50 m×1.0
100 m×0.7
150 m×0.6

Rare FMJ

Range modifiers:

DistanceMultiplier
15 m×1.0
35 m×0.7
50 m×0.4
100 m×0.2
150 m×0.1

Recommendation

Use FMJ whenever possible. Sell Common ammo if you have a stockpile of HV or FMJ.

9×42 mm Rifle Ammo

General

  • Damage: 50
  • Headshot: 150
  • Headshot multiplier: 3.0×
  • Range: 300 m

Common

Damage remains full until 200 m.

Range modifiers:

DistanceMultiplier
5–200 m×1.0
300 m×0.6

Uncommon HV

  • Faster projectile velocity
  • No damage falloff out to 300 m

Rare FMJ

Range modifiers:

DistanceMultiplier
5–50 m×1.0
80 m×0.8
100 m×0.7
200 m×0.6
300 m×0.5

Recommendation

FMJ is the strongest option. Sell Common ammo if you have HV or FMJ.

11×54 mm Sniper Ammo

General

  • Headshot multiplier: 2.5×
  • Range: 250 m

Rare

  • Damage: 100
  • Headshot: 250

Range modifiers:

DistanceMultiplier
50 m×1.0
100 m×0.9
150 m×0.8
200 m×0.7
250 m×0.6

Purple AP

  • Damage: 75
  • Headshot: 187.5
  • Ignores armor

Range modifiers:

DistanceMultiplier
50 m×1.0
100 m×0.7
150–250 m×0.5–0.6

Purple AP can one-shot players with headshots under roughly 100 m because it ignores armor.

Sniper Rifles

Ammo: 11×54 mm

WeaponReloadCapacity
1874e Petros2.5 s1
1874e/sd Petros (Silenced)2.5 s1
1874s Petros (Scoped)3.5 s1

All variants retain full damage out to 250 m.

Recommendation

The standard Petros is generally preferred because the scope slows follow-up shots.

Rifles

Ammo: 9×42 mm

  • Damage: 50
  • Headshot multiplier: 3.0×
  • Maximum range: 300 m
WeaponReloadCapacity
M1866/9 Pioneer3 s1
M82 Rifle1.4 s per round6
M82 Aperture1.4 s per round6
KF886/9R Mehrzel Repeater3 s magazine6

The Mehrzel Repeater maintains full damage across its entire effective range.

Shotguns

Ammo: 12 GA

WeaponReloadCapacity
Drobulet2.5 s1
Drobulet (Vertical Choke)2.5 s1
Peppermill5.2 s3
Triplet5.2 s3

The Vertical Choke produces a narrower vertical pellet spread.

The Triplet fires all three shells simultaneously for extremely high burst damage.

Revolvers

Ammo: 8×21 mm

  • Damage: 50
  • Headshot: 100
  • Range: 150 m
WeaponReloadCapacity
EB “Zseb”2.8 s per round6
EB “Bantam”2.8 s per round6
EB “Vita”3 s magazine6
EB “Tiszt”3 s magazine8

The Bantam gains +20 melee damage.

Pistols

Ammo: 8×21 mm

  • Damage: 50
  • Headshot: 100
  • Range: 150 m
WeaponReloadCapacity
Blitz PPS-51.8 s5
Blitz 10R2.4 s10
Blitz 15R3.2 s15

Although pistols use the same ammunition as revolvers, they suffer much heavier damage falloff at range.

Explosives

Time Bomb

  • 1500 structure damage
  • Appears lethal to nearby players
  • Stack size: 3

HG-6 Contact Grenade

  • Detonates on impact
  • Appears capable of killing players in one hit
  • Destroys doors in two hits
  • Stack size: 3

RW1 Rocket Launcher

Reload: 5 seconds

Armor-Piercing Rocket
  • 300 player damage
  • 700 structure damage
  • 3 m explosion (25 player damage, 100 structure damage)
  • Effective range: 50 m
  • Damage falloff after 35 m
High-Explosive Rocket
  • 300 player damage
  • 150 structure damage
  • 3 m explosion (25 player damage, 100 structure damage)
  • No observed damage falloff

PvP Recommendations

Snipers

  • Currently one of the strongest PvP weapons.
  • Rare sniper ammo can one-shot players wearing Blue armor with a headshot.
  • Purple AP ammo can one-shot any player with a headshot under roughly 100 m.
  • Running without a scope is generally preferred.
  • Silencers provide little benefit while fighting from a Trampler.
  • Cannon operators and wheelhouse players are easy sniper targets.
  • Elevated Crow’s Nests provide excellent firing positions.

Shotguns

  • Carrying a shotgun is recommended because all variants can potentially one-shot enemies at close range.
  • HE Buckshot is useful for destroying structures.
  • Common shells remain the best general-purpose ammunition.

Pistols, Revolvers and Rifles

  • Revolvers outperform pistols at longer distances because pistols lose damage rapidly.
  • Pistols compensate with larger magazine sizes.
  • Rifles dominate medium and long-range combat.
  • The Purple Mehrzel Repeater paired with FMJ ammo is an excellent alternative if not using a sniper.

Example Loadout

  • Green Petros Sniper or Purple Mehrzel Repeater
  • Peppermill Shotgun
  • Purple Armor
  • 9×42 mm FMJ or Sniper Ammo
  • Additional 9×42 mm FMJ or Sniper Ammo
  • Common 12 GA shells
  • Medkit
  • Time Bomb
  • Time Bomb (or additional 12 GA shells)

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