All Shell Types — Full Ammo List — Iron Nest Wiki
Every shell type in IRON NEST: Heavy Turret Simulator — HE, high-capacity HE, armor-piercing, S.T.A.R. illumination, smoke, phosgene and tear gas — with blast radii, costs and best use.
Launch Version / Updated: August 11, 2026
The game advertises 30 unlockable ammo types and abilities. At launch, seven shells are confirmed. This page covers every confirmed shell: cost, blast radius, and exactly when to load it.
The Confirmed Shell List
| Shell | Cost | Effect Radius | Best Use |
|---|---|---|---|
| HE (High Explosive) | 3 Requisition Credits | 0.27 km | The standard round — artillery batteries, infantry, mechanized, riots |
| HCHE (High-Capacity HE) | 5 Credits | 0.63 km | Clustered targets — more than double HE's radius |
| AP (Armor Piercing) | 3 Credits | 0.14 km | Bunkers, armored vehicles, hardened/underground targets |
| S.T.A.R. | 1 Credit | 12.74 km illumination | Non-combat recon flare — reveals the battlefield at night/fog |
| SMOKE | 1 Credit | 1.86 km | Smokescreen — screening and withdrawals |
| PHOSGENE | Not yet confirmed | 1.85 km | Toxic gas — kills infantry, leaves infrastructure intact |
| TEAR GAS | Not yet confirmed | 1.86 km | Non-lethal crowd dispersal |
Shell-by-Shell Breakdown
HE — High Explosive (S-Tier)
The workhorse. Cheap (3 credits), effective against infantry, artillery batteries, mechanized columns and civil riots — and the shell most mission orders will request. Its moderate 0.27 km radius means you can engage targets near friendlies with care. Master HE first; it will carry most of your engagements.
HCHE — High-Capacity HE (A-Tier)
Five credits buys more than double the blast radius (0.63 km). Devastating against packed formations of infantry or tightly clustered batteries — and equally devastating to anything friendly in that radius. High Command will rarely dictate it; you choose it when the intel promises a crowd.
AP — Armor Piercing (A-Tier)
The surgical round. A tight 0.14 km radius means it is safe near friendlies, but it exists for one job: penetrating bunkers, armored vehicles and hardened positions that HE merely splashes off. The developers advertise armor-piercing ammo for bunkers, armored vehicles, and underground or hardened targets. Always carry AP when orders mention fortifications.
S.T.A.R. — Illumination (Utility)
The 1-credit recon flare. Non-combat — it lights up a massive 12.74 km area and does not trigger counter-battery fire the way combat shells do. Use it to confirm target positions at night, in fog, or when spotter intel is thin. It is a tool, not a weapon: it cannot kill anything.
SMOKE (Situational)
Covers a large 1.86 km area in a smokescreen. Community guides rate it as currently limited in practical use — the core missions favor direct fire — but it shines for screening your own position during relocations and planned withdrawals. Buy it when the plan involves movement under observation.
PHOSGENE — Gas (Situational)
Toxic gas that kills infantry while leaving infrastructure intact — the shell for when you need the ground afterwards (a bridge, a factory, a road junction). Expect it as a mission-dictated ordnance rather than a daily carry. Wear the gasmask (G) when handling gas shells.
TEAR GAS (Curiosity)
Non-lethal crowd dispersal with a 1.86 km radius — thematically perfect for the civil-war setting, but of little use in standard military engagements. Revisit it in challenge modes where the scoring rewards restraint.
Buying & Stocking Shells
- Shells are purchased with Requisition Credits at the requisition station — along with powder charges, recon planes and support.
- Powder charges are non-negotiable: a shell without charges is a very expensive paperweight. Never leave the depot without both.
- Requisition credits do not carry over between sessions — spend them, do not hoard them.
- Destroying priority targets marked with stars earns bonus requisition points. Prioritize them when choosing between engagements.
The Remaining Ammo Types
The store page advertises 30 unlockable ammo types and abilities — the confirmed seven are the foundation. The rest are not yet documented at launch: the community is unlocking and verifying them as the campaign progresses. Check back — this list will be updated as each shell is confirmed.
Related Pages
- Shell Tier List — the best shells by target type and purchase priority
- Requisition & Upgrade Path — how to spend credits across the whole game
- Loading & Aiming — how to actually get the right shell into the right barrel