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Iron Nest Ammo: All 21 Shell Types and When to Use Each One

Iron Nest hands you a giant gun, a map covered in paperwork, and about twenty different ways to ruin somebody’s day. Aiming is hard enough on its own, but the part that quietly decides most missions is which shell you put in the breech. Pick wrong and you can’t take it back. In Iron Nest Ammo guide we have covered what each shell does and what kind of target are they most suitable for.

Important Note: There are actually 21 different shells or ammo. Quick test for any list you find: if it still has PYRO, TGAS or PGAS in it, you’re reading outdated demo data.

The Rule Most Guides Get Wrong: Powder Sets Range, Shell Sets Effect

This is very important to understand about Iron Nest ammo, and plenty of guides imply the opposite. The range of your shot is not determined by the shell you choose.

Why this matters in practice: once you’ve pinned down a target’s position with triangulation, that firing card works for any shell you like. Ranged the spot with a practice round? Same numbers work for the atomic shell. You’re never recalculating because you switched ammo.

All 21 Iron Nest Shells in One Table

Blast and damage figures come from the game’s own data files. Demo-era hands-on testing produced slightly different numbers. Cost is in requisition, and “mission” means the round is granted by a mission rather than bought freely.

CodeNameBlastCostBest for
APArmour-Piercing0.153Bunkers, tanks, coastal batteries, underground forts
APHEAP High-Explosive0.25Armour when your firing solution isn’t perfect
EQKEEarthquake0.5526Buried targets and bunker complexes
ATMCAtomic3.00666Story weapon only
HEHigh-Explosive0.253Single soft targets. Your default round
HCHEHigh-Capacity HE0.555Two or more soft targets in one circle
LELow-Explosive0.15Precision work near friendlies or civilians
CLMNCluster0.50missionSpread-out infantry and vehicle columns
PLCMParachute Cluster0.15Targets moving through a point
INCNIncendiary0.25missionFuel and ammo caches, dug-in positions
THRMThermal Incendiary0.35Dense flammable areas
TEARTear Gas0.75missionRevealing hidden units, setting up combos
PHGNPhosgene0.62missionKilling personnel, leaving buildings standing
WPWhite Phosphorus0.75Suppressed troops, plus fire chance
CYANCyanogen Gas0.7528Large groups of infantry in the open
FLCHFlechette0.62Wide sweeps against infantry on foot
SMKSmoke1.001Directing your own infantry
STARIllumination0.501Night missions and cheap scouting
PRPGPropaganda0.50missionSuppression and desertion, no casualties
DRILDrill / Practice0.07Ranging shots with no collateral
EMPTEmpty1.00Unknown

The game sorts these into three internal classes: anti-armour (AP, APHE, ATMC, EQKE), no damage (STAR, TEAR, WP), and standard (everything else). Worth noting that WP sits in “no damage” even though it kills suppressed units.

The Armour Breakers: AP, APHE, EQKE, ATMC

AP

The armour cracker, and the only round with damage above 1 plus a pinpoint blast. There’s no splash to cover a sloppy shot, so only fire it at a target you’ve actually located. It’s also your answer to the Enemy Iron Nest.

APHE

A version of AP that forgives near misses. Same penetration, medium blast. Pick this if your firing solution is shaky or soft units are clustered around the hard target.

EQKE

Earthquake is arguably the best all-round shell in the game and badly under-used. It punches deep, bursts underground, and pairs AP damage with an HCHE-sized blast. For buried objectives and bunkers it does AP’s job with far more room for error.

ATMC

The atomic bomb itself. Not a tactical option. It costs 666 requisition (the next most expensive card is Emergency Move at 65), it’s flagged as not normally purchasable, and it auto-ejects. It has the biggest blast in the game by about five times, but use it carefully.

The Blast Shells: HE, HCHE, LE, CLMN, PLCM

HE

Your main shell and the cheapest reliable kill in the game. Use it on artillery, infantry, mechanised units and civil riots. Efficiency medals reward HE over overkill, so don’t reach for something bigger than you need.

HCHE

Double HE’s radius, and the second round that defeats armour. That big circle catches friendlies too. Ally kills cost 10 requisition and the Measured Fire star, so check the blast area first.

LE

A weaker HE. That sounds pointless until you’re firing near friendly lines or civilians, where HE’s radius becomes a liability. Niche, but useful.

CLMN

Scatters six HE bomblets on impact. Good when soft targets are spread wider than one HE circle. Some players find clusters inconsistent next to HCHE, so test it yourself.

PLCM

The same six bomblets, dropped by parachute about ten seconds apart. That timing is the point. Use it on targets moving through a spot rather than sitting in it, and for kill-streak medals that want spaced-out kills.

The Fire Shells: INCN and THRM

INCN

Starts a medium fire with a chance to spread. Best on fuel dumps, ammo caches, and entrenched positions. The spread is free damage.

THRM

The same idea, scaled up. Bigger fire, high spread chance. On a dense flammable area with a proper chain reaction, it has the best kills-per-shell ratio in the game.

Important Note: some experienced players rank both below conventional explosives, because fire spread is a gamble and HCHE isn’t. If the map hands you a fuel depot, take the fire anyway.

The Gas and Anti-Personnel Shells: TEAR, PHGN, WP, CYAN, FLCH

TEAR

Zero damage, so people ignore it. What it actually does is suppress units and reveal hidden ones. That makes it a scouting tool, and it’s very strong on counter-battery missions where you’re hunting artillery you can’t see.

PHGN

This is where TEAR pays off. Phosgene makes units flee the cloud, but suppressed units die in it. So suppress with TEAR or PRPG first, then drop phosgene on top. It also kills personnel while leaving infrastructure standing, which matters on some objectives.

WP

Phosgene with a fire chance. Same suppress-first rule.

CYAN

Kills exposed infantry in bulk and does nothing to fortified units. At 28 requisition, check your target’s cover before you spend.

FLCH

Covers a huge area but only kills infantry on foot in the open. Vehicles, armour and anything under cover take no damage. The narrowest use case in the game, and genuinely good inside it.

The Support Shells: SMK, STAR, PRPG, DRIL

SMK

The most under-rated round in Iron Nest. “Smoke” sounds like concealment, but allied units advance toward the impact point. Smoke is a movement order you fire out of a cannon. It also costs 1 requisition, the cheapest card in the game.

STAR

Lights up an area for scouting, which is what carries night missions like Final Harvest. It costs 1 requisition against 60 for a Scout Plane. It does nothing else, so load it deliberately.

PRPG

Suppresses enemy troops with leaflets and can make them desert. The pacifist option, and the main route to one particular ending.

DRIL

An inert concrete practice round with the smallest radius in the game. Perfect for ranging shots and calibration. One catch: it still counts as a destructive round for ending purposes.

The Two Shells Nobody Can Explain: EMPT and MSTD

EMPT

EMPT appears in the ammo data with no in-game description, and its listed stats contradict each other. It isn’t tied to any ending. It may just be an empty or calculator state rather than real ammunition. Anyone who tells you confidently what it does is guessing.

MSTD

MSTD is stranger. It’s a mustard (YX) blister agent that shows up in the punchcard data, but it has no entry in the 21-shell ammo database and appears in no ending filter. So it’s either cut content, a late addition, or locked to one scripted mission. If you’ve seen this round in a mission, let me know in the comments.

Iron Nest Ammo and the Four Endings

Your ammo choice in the final mission is the ending. Here’s the filter:

EndingShells that trigger it
A City in CelebrationSTAR, SMK, PRPG
A City SilentHCHE, AP, HE, APHE, ATMC, CLMN, DRIL, EQKE, INCN, LE, PLCM, THRM
A City SubduedTEAR, PHGN, CYAN, FLCH, WP
The Road Not TakenNo shell filter, reached by destroying artillery instead

The thing to notice is how wide the “A City Silent” list is. Practically any conventional round counts, including the practice shell. That’s why people fire something harmless to test the waters and accidentally lock in the destruction ending. If you’re chasing a specific one, the full walkthrough is in our Iron Nest endings guide.

IRON NEST Heavy Turret Simulator

IRON NEST: Heavy Turret Simulator

Action-Adventure Indie Simulation
Release Date
August 6, 2026
Developer(s)
Nick Nieuwoudt, Dominik Latos
Publisher(s)
Nick Nieuwoudt, Dominik Latos

Aaron Goldberg

Aaron’s gaming path began at age seven with Call of Duty 1 on PC, later evolving into a passion for challenging fantasy RPGs like Dark Souls and Skyrim. Having personally struggled with the steep learning curves of these massive worlds, he understands how overwhelming they can be for players. Now, as a writer, Aaron is committed to making the gaming experience smoother for fellow enthusiasts by breaking down daunting RPG systems and tough boss fights into clear, practical guides that cut out the frustration.

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