Reference

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.

v1.0Updated: 2026-08-11
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

ShellCostEffect RadiusBest Use
HE (High Explosive)3 Requisition Credits0.27 kmThe standard round — artillery batteries, infantry, mechanized, riots
HCHE (High-Capacity HE)5 Credits0.63 kmClustered targets — more than double HE's radius
AP (Armor Piercing)3 Credits0.14 kmBunkers, armored vehicles, hardened/underground targets
S.T.A.R.1 Credit12.74 km illuminationNon-combat recon flare — reveals the battlefield at night/fog
SMOKE1 Credit1.86 kmSmokescreen — screening and withdrawals
PHOSGENENot yet confirmed1.85 kmToxic gas — kills infantry, leaves infrastructure intact
TEAR GASNot yet confirmed1.86 kmNon-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.


Verification

Last checked: 2026-08-11

Game version: 1.0

Official: The Steam store page advertises 30 unlockable ammo types and abilities; armor-piercing, smoke and phosgene gas shells are named in the official store description

Community: Specific shell costs, blast radii and unlock status (PHOSGENE and TEAR GAS not yet confirmed) are community-reported from the launch build — the game does not publish a full ammo table

Editorial: Tier ratings (S/A/Utility) and 'best use' recommendations are our assessment

Found an error or outdated info? Let us know. This is an unofficial community guide. Game mechanics may change with updates.