The arsenal in IRON NEST: Heavy Turret Simulator is a set of mission effects, not a damage ladder. A shell is correct when its effect matches the order, target construction, surrounding friendlies, visibility, and the firing solution. Powder charges are part of that same solution. Requisition adds reconnaissance and battlefield-control options that can solve an information problem before another shot is fired.
2950790, Windows base game, public version 1.0, checked 2026-08-08. The official Store's “30 unlockable ammo types and abilities” combines two categories; it does not establish 30 different shells.Match the shell to the requested effect
The developer FAQ officially names high-explosive fragmentation, armor-piercing, smoke, star/illumination, phosgene, tear gas, and propaganda leaflet shells. These names establish the intended breadth: destructive rounds, obscuration and illumination, chemical battlefield effects, and influence beyond direct destruction. The current mission order and in-game shell description decide when each is appropriate.
High explosive is a natural candidate for exposed targets and groups; armor piercing is the candidate for protected or underground targets. Smoke changes friendly or enemy behavior rather than simply dealing more damage. A star shell reveals an area for night operations and can turn uncertainty into map evidence. Chemical and leaflet rounds are scenario tools whose effect, restrictions, and objective logic must be read in the current public build.
Do not select the largest displayed area automatically. Friendlies, collateral conditions, scarce requisition, and medal criteria can make a precise or non-destructive option the correct answer.
The Shell Types Guide gives a role-based index without freezing unverified radii, costs, or unlock levels.
Treat shell, charges, and elevation as one package
A firing card is calculated for a target range, chosen shell, and powder-charge count. Loading a different number of charges invalidates the card’s elevation. Loading a different shell may change both ballistics and effect. Keep the card visible through the loading cycle and compare the actual cylinder/gun state before arming.
The official FAQ describes manual reloading: handles, loading bridge, chamber lock, shell, and each powder charge require Operator action. The rear cylinders provide a ready supply, while additional ammunition comes from logistics and is hoisted into the turret. That physical staging means the shell visible near the breech, the shell selected at requisition, and the shell described by the order must remain connected in your plan.
If a wrong load is committed, do not fire using the old card. Inspect the current interface for a supported unload/recovery action. Community guides have warned that loads may not be simply reversible; if no safe unload path is present, recalculate for the actual load only when the target and mission allow it.
Plan each gun independently
IRON NEST has two 800 mm guns. The developer says the Operator may arm left, right, or both depending on the situation. Each side can carry a different state, so use a two-column check: shell, charges, breech, elevation, and armed status for left; the same five fields for right.
Dual-gun fire makes sense when both solutions are individually valid. Two targets on similar bearings can reduce turret rotation, but they may still require different elevations and effects. A simultaneous salvo should not be used to hide uncertainty about which side is loaded.
For correction or an unconfirmed target, one gun can preserve the second round until impact evidence arrives. When the objective is time-sensitive, prepare both cards and loads before the first shot rather than improvising while the state changes.
Spend requisition on the bottleneck
The Requisition Console supports ammunition, extra powder charges, air reconnaissance, and specialized battlefield abilities. Ask what prevents mission completion:
- If the target position is uncertain, reconnaissance or illumination may be better than another destructive shell.
- If the position is known but protected, the correct ammunition matters.
- If friendlies occupy the effect area, smoke, precision, or a battlefield-control option may change the geometry.
- If time or counter-battery pressure is the constraint, pre-plan cards and supplies before restarting the threat.
Record the available total and current item descriptions. Costs and unlocks are version-sensitive. Do not carry a Demo requisition price into public 1.0, and do not assume a temporary testing-branch value has shipped.
Keep cards tied to a decision
Cards can represent reconnaissance requests, movement/control options, target data, or a calculated firing solution. Their value is the state they preserve. Label a card by target or purpose and remove it from the active workspace when the state changes.
A firing card becomes stale after the Nest repositions, a target moves, a spotter correction relocates the target, or the loaded charges change. A recon card should state its intended grid and route based on the current interface. A movement card should not be treated as an ordinary ammo purchase.
Avoid piling cards on the map without a sequence. Arrange them in firing order, and keep the current objective’s card closest to the station where it will be used.
Compare destructive and tactical ammunition
This is a role map, not a complete database. Experimental rounds are teased in official material, but an unnamed tease is not a publishable item.
Recover from an arsenal mistake
If the wrong shell is merely staged, use the current station’s supported cycling controls before loading. If the wrong shell or charge is already inside the gun, pause and inspect the live hints. Never assume a destructive unload sequence. When firing the actual load is safe and objective-compatible, create a new firing card for it; otherwise preserve the mission state and use the supported reset/restart flow.
If a gun’s elevation or linkage state remains wrong after leaving a mission, update: PATCH 1.0 (1558) fixed non-resetting elevation and the linkage lever after exiting a mission following a shot.
Arsenal FAQ
Are there 30 shell types?
The Store says there are more than 30 unlockable ammo types and abilities combined. It should not be rewritten as 30 shells.
What shell should a beginner use?
Use the shell requested by the mission and supported by the target description. For a simple exposed target, HE is the ordinary destructive candidate; for protected/underground targets, AP is the candidate. Confirm the live label.
Can powder charges be chosen after elevation?
The charge count is an input to the calculator. Choose it before accepting the elevation, and recalculate if the actual load changes.
Do requisition points carry between sessions?
Do not rely on a Demo-era community statement. Read the current public 1.0 mode and console; Campaign and repeatable modes can have different economies.
Sources
- Developer FAQ: ammunition, loading, progression, and requisition
- Steam Store page
- Community operator basics guide — used for workflow vocabulary, not unverified public-version costs.
- Official PATCH 1.0 announcements
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