Reference
Terminology & Glossary — Every Term Explained — Iron Nest Wiki
The complete IRON NEST: Heavy Turret Simulator glossary — every term explained: FDC, MOA, firing card, requisition credits, counter-battery timer, star shells, cook-off, kills per shot and more.
v1.0Updated: 2026-08-11
Launch Version / Updated: August 11, 2026
IRON NEST speaks in 1920s artillery jargon mixed with sim-game vocabulary — and the teleprinters will not explain themselves. This is the operator's dictionary: every term used on this wiki, in the game's reports, and in community discussion, defined in plain language with links to the guide that covers it in depth.
A–Z Glossary
| Term | Definition |
|---|---|
| AP (Armor-Piercing) | Shell type for bunkers, armored targets and underground/hardened positions. Tight 0.14 km blast radius. See shell types. |
| Ballistic calculator | The machine that converts distance, bearing, shell, powder charges and target classification into a firing card. See ballistic calculator guide. |
| Barrel heat | Heat accumulated by firing. Safe zone 0–450 °C; past it the loaded shell cooks off — instant game over. See systems & failures. |
| Bearing | Compass direction to a target, in degrees. A 1° error at 5 km is roughly a 90 m miss. |
| Blue skull | Map token meaning you hit a friendly unit — the marker of friendly fire. |
| Bunker buster | The advertised heavy anti-fortification round (among the 30 ammo types); not yet confirmed usable at launch — AP is the current answer to bunkers. |
| Charge | A powder puck loaded with a shell; more charges = more range. Six levers at the loading platform, one charge each. See loading & aiming. |
| Class 1–5 | Community armor classes for targets, 1 (soft infantry) to 5 (hardest bunkers). See enemy types. |
| Cook-off | The loaded shell detonating from barrel heat past 450 °C. Mission-ending, unrecoverable. |
| Counter-battery fire | Enemy artillery firing back at you. Starts a timer the moment your first shell lands on enemy guns. See counter-battery guide. |
| Counter-battery timer | The countdown started by revealing fire; when it expires, enemy guns strike your position. Destroying batteries and FDCs pauses it. |
| Emergency move | A purchased relocation of the Iron Nest to escape counter-battery fire; re-verify your map token afterward. |
| FDC (Fire Direction Center) | Enemy fire-direction brain. Destroying one pauses counter-battery fire — a resource to save, not spend instantly. |
| Firing card | The calculator's output: gun elevation (lower-left) and rotation (upper-right), attached to your clipboard. |
| Forward observer | Purchasable spotting asset that adds triangulation data. |
| HCHE | High-Capacity HE — 0.63 km blast radius, the multi-kill cluster round (5 credits). |
| HE | High Explosive — the 3-credit workhorse round, 0.27 km radius. |
| High Command | The teleprinter authority issuing orders; tracks your patience — failures can end in court-martial. |
| Iris | Map-table tool that visualizes a shell's blast radius before you commit to the round. |
| Kills per shot (KPS) | Efficiency metric used by gold medals — multi-kills per shell (HCHE is the KPS round). |
| Minute of Angle (MOA) | Angular correction unit; covers ~0.29 m at 1 km and scales with range. The game's dials use click-steps in MOA terms. See the ballistic calculator guide. |
| Phosgene | Toxic gas shell that kills personnel and leaves infrastructure intact (1.85 km cloud). |
| Powder charge | See Charge. |
| Priority target | Starred objective worth bonus requisition credits — the highest-value target on the board. |
| Red skull | Map token confirming an enemy kill. |
| Requisition credits | The game's currency for shells, charges, recon, repairs and upgrades. Do not carry over between sessions. See requisition guide. |
| S.T.A.R. | Illumination flare (12.74 km reveal). Non-combat; does not trigger counter-battery fire. |
| Shell selector | Loading-platform lever that brings the chosen shell to the front of the tray. |
| Skirmish challenges | The two endgame score modes: Challenge (counter-battery pressure) and Chill (volume farming), both with leaderboards. |
| SMOKE | Screening round (1.86 km radius) for withdrawals and relocations. |
| Spotter | Front-line observer; reports are direction-only with error that grows with distance — effectively reliable at close range, advisory beyond extreme range (community-reported). |
| Star shell | Common name for S.T.A.R. illumination. |
| Tear gas | Non-lethal CS crowd-dispersal round (1.86 km radius); currently little mission use. |
| Teleprinter | The two ordering machines: High Command (orders) and field reports (intel). |
| Triangulation | Locating a target from two or more bearing/distance intersections on the map. See target-spotting guide. |
| Twin guns | The two independent 800 mm barrels — can load and fire separately for double-rate operations. |
| Weather station module | Chapter 3+ equipment that adds crosswind and barometric pressure to ballistics. See reconnaissance and the ballistic calculator guide. |
Acronyms Cheat Sheet
| Acronym | Stands For | Meaning in Practice |
|---|---|---|
| AP | Armor-Piercing | The bunker/armor round |
| FDC | Fire Direction Center | Enemy counter-battery brain; killing it pauses the timer |
| HCHE | High-Capacity HE | The cluster-bomb shell |
| HE | High Explosive | The workhorse shell |
| KPS | Kills Per Shot | Gold-medal efficiency metric |
| MOA | Minute of Angle | The unit of dial corrections |
| PSI | Pounds per Square Inch | Hydraulic pressure unit — keep in the safe band (see systems guide) |
| S.T.A.R. | (flavor name — illumination) | The 1-credit flare shell |
Cross-Reference by Topic
| Topic | Terms | Guide |
|---|---|---|
| Shooting | Bearing, charge, firing card, MOA, twin guns | Loading & Aiming |
| Calculation | Ballistic calculator, firing card, target classification | Ballistic Calculator |
| Intel | Teleprinter, spotter, star shell, forward observer, triangulation | Reconnaissance |
| Economy | Requisition credits, priority target, emergency move | Requisition |
| Survival | Counter-battery fire, counter-battery timer, FDC | Counter-Battery |
| Machinery | Barrel heat, cook-off, PSI, recoil buffer | Systems & Failures |
| Targets | Class 1–5, AP, HCHE, bunker buster | Enemy Types |