FIELD DATA // MEDALS
IRON NEST Medals — Every Medal and Its Bronze, Silver and Gold Thresholds
UNOFFICIAL REFERENCE · Values read from build 24750322 — Version 1.0 (1622), Patch #5, August 15, 2026 · Extracted August 17, 2026
Quick answer
IRON NEST: Heavy Turret Simulator 1.0 has 15 medals, read from game build 24750322. Between them they carry 28 sets of bronze / silver / gold thresholds, because the same medal is scored against different numbers depending on which mission you are flying — Austere Service Medal alone has six.
Medals are not Steam achievements. They are two separate systems: 33 Steam achievements against 15 in-game medals. Fifteen of those achievements are tied to taking every gold in a given mission, which is the only place the two systems touch. If you came here looking for the achievement list, this is the wrong page.
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How to read these values
| Label | What it means |
|---|---|
| BUILD DATA | Read directly from game build 24750322 and cross-checked. |
| IN-GAME TEXT | The game's own English wording, quoted. |
| SITE-GROUPED | A grouping or piece of advice this site wrote. It is not a rule that exists in the game. |
| COMMUNITY | A claim from the community or a third-party source that the developers have not confirmed. |
| UNVERIFIED | No reviewable evidence yet, and we say so. |
Four things about the numbers on this page:
1. 15, 28 and 32 are three different counts. There are 15 medal names, 28 sets of thresholds across them, and 32 medal assets in the build once a leftover developer test asset is set aside. This page counts medals the way you would: by name.
2. One medal can have several threshold sets. Austere Service Medal has six, No Quarter Cross has five. That is deliberate — the mission decides which set applies — not duplicate data.
3. The numbers in the build's internal asset names are not thresholds. Several asset names still carry ranges from development that no longer match what the entry actually scores. This page shows the real threshold values and never the name fragments.
4. Metric names are shown exactly as the build states them. Some entries score Kills, others EnemyKills, and one uses the compound (EnemyKills / ShotsFired). Whether Kills and EnemyKills mean the same thing has not been verified, so this page does not merge them. UNVERIFIED
How medals work
Each medal is one measurement with three thresholds. BUILD DATA A medal scores a single metric — seconds until your first shot, average impact distance, requisition spent, longest kill streak — and awards bronze, silver or gold depending on which threshold you clear. Several medals add a second clause: Rapid Engagement Medal requires a fast first shot and a kill count, Unaided Fire Distinction requires kills and that you requisitioned no aerial reconnaissance.
Medals are assigned per mission, and this is the single most useful thing to know about the system. BUILD DATA COMMUNITY Each mission has its own set of medals in play. If a medal is not in that mission's set, you cannot earn it there no matter how well you perform — which is why players sometimes hit a gold threshold exactly and receive nothing. See Rapid Engagement for the worked example.
Same medal, different mission, different numbers. BUILD DATA Because the mission decides the threshold set, "the requirement for Austere Service Medal" is not a single number. There are six, and they range from spending 250 or less for bronze down to spending 10 or less for gold.
Where you see them. COMMUNITY Medals are shown on the post-mission results screen as a row of icons. That comes from community reports and screenshots rather than any official documentation.
Can you re-earn a medal by replaying a mission? UNVERIFIED We do not know. We have no reviewable source either way, and we would rather say that than guess.
One boundary. The build also contains four ending entries alongside the medals. They have no metric and no bronze or silver — only a gold condition tied to reaching that ending. What those conditions are belongs on the endings guide, not here.
All 15 medals and their thresholds
Evidence: BUILD DATA · IN-GAME TEXT
Every medal below is its own anchor, so you can link straight to one. The description in quotes is the game's own text. Metric is the value the game measures, shown exactly as the build states it. Where a medal has several threshold sets, all of them are listed — the mission you are in decides which applies.
Entry contract — the shape of every medal entry:
Austere Service Medal
"Completed the mission requisitioning only the minimum assets necessary." IN-GAME TEXT
Metric: RequisitionPointsSpent — lower is better. 6 sets of thresholds.
| Bronze | Silver | Gold |
|---|---|---|
| ≤ 30 | ≤ 20 | ≤ 10 |
| ≤ 50 | ≤ 25 | ≤ 15 |
| ≤ 50 | ≤ 35 | ≤ 20 |
| ≤ 100 | ≤ 65 | ≤ 30 |
| ≤ 180 | ≤ 100 | ≤ 50 |
| ≤ 250 | ≤ 175 | ≤ 100 |
This is the medal that pulls hardest against Quartermaster's Distinction, which wants the opposite. What you are spending those points on is covered on the requisition console reference.
Rapid Engagement Medal
"Fired the first shot swiftly after receiving orders and destroyed a significant number of targets." IN-GAME TEXT
Metric: FirstShotTime — lower is better, with a kill requirement on every tier. 1 set of thresholds.
| Tier | Full condition |
|---|---|
| Bronze | FirstShotTime ≤ 120 and Kills > 5 |
| Silver | FirstShotTime ≤ 80 and Kills > 10 |
| Gold | FirstShotTime ≤ 50 and Kills > 20 |
The clock starts when you receive your orders, not when the mission loads. That is the game's own wording, quoted above. If you are meeting these numbers and getting nothing, read why that happens.
Salvo Commendation
"Destroyed three targets in rapid succession." IN-GAME TEXT
Metric: BestThreeKillWindowSeconds. Values: 90 / 45 / 10.
⚠️ The build is internally inconsistent about how to read this one. UNVERIFIED Its per-tier comparators do not agree with each other — bronze reads as "at most 90", while silver and gold read as "at least 45" and "at least 10". The three numbers are certain; the exact comparison is not. Read it as "your fastest three-kill window", treat the tier boundaries as approximate, and expect this note to be replaced once someone has tested it in-game. We are not claiming any other source has this wrong — the ambiguity is in the game data itself.
The three entries above are the representative samples fixed by this copy contract. The published page carries all 15 medal entries with all 28 threshold sets, generated from the build data — see the data contract in this file's header. The remaining twelve are: Counter-Battery Commendation, Marksman's Cross, Measured Fire Star, No Quarter Cross, Ordnance Efficiency Citation, Ordnance Efficiency Cross, Ordnance Efficiency Laurel, Quartermaster's Distinction, Single Impact Star, Unaided Fire Distinction, Unbroken Volley Medal and Unrelenting Volley Medal.
Counter-Battery Commendation
"Eliminated all enemy counter-batterys with the time to spare." IN-GAME TEXT
Metric: CounterBatteryTimeRemaining · 1 threshold set.
| Bronze | Silver | Gold |
|---|---|---|
| Base CounterBatteryTimeRemaining >= 100.0 | Base CounterBatteryTimeRemaining >= 200.0 | Base CounterBatteryTimeRemaining >= 260.0 |
Marksman's Cross
"Maintained exceptional average accuracy across all fire missions." IN-GAME TEXT
Metric: AverageImpactDistanceFromNearestTarget · 1 threshold set.
| Bronze | Silver | Gold |
|---|---|---|
| Base AverageImpactDistanceFromNearestTarget <= 3.0 | Base AverageImpactDistanceFromNearestTarget <= 1.0 | Base AverageImpactDistanceFromNearestTarget <= 0.3 |
Measured Fire Star
"Conducted fire operations with minimal allied casualties." IN-GAME TEXT
Metric: AllyKills · 1 threshold set.
| Bronze | Silver | Gold |
|---|---|---|
| Base AllyKills <= 2.0 | Base AllyKills <= 1.0 | Base AllyKills <= 0.0 |
No Quarter Cross
"Eliminated all enemy units in the operational sector." IN-GAME TEXT
Metric: EnemyKills · 5 threshold sets.
| Bronze | Silver | Gold |
|---|---|---|
| Base EnemyKills >= 10.0 | Base EnemyKills >= 20.0 | Base EnemyKills >= 30.0 |
| Base EnemyKills >= 0.0 | Base EnemyKills >= 1.0 | Base EnemyKills >= 2.0 |
| Base EnemyKills >= 5.0 | Base EnemyKills >= 10.0 | Base EnemyKills >= 20.0 |
| Base EnemyKills >= 6.0 | Base EnemyKills >= 8.0 | Base EnemyKills >= 9.0 |
| Base EnemyKills >= 6.0 | Base EnemyKills >= 11.0 | Base EnemyKills >= 15.0 |
Ordnance Efficiency Citation
"Completed the mission with minimum rounds expended." IN-GAME TEXT
Metric: ShotsFired · 2 threshold sets.
| Bronze | Silver | Gold |
|---|---|---|
| Base ShotsFired <= 4.0 | Base ShotsFired <= 3.0 | Base ShotsFired <= 2.0 |
| Base ShotsFired <= 8.0 | Base ShotsFired <= 6.0 | Base ShotsFired <= 4.0 |
Ordnance Efficiency Cross
"Achieved a high kills-per-shot ratio across a minimum of 20 enemy kills." IN-GAME TEXT
"Achieved a high kills-per-shot ratio across a minimum of 10 enemy kills." IN-GAME TEXT
Metric: (EnemyKills / ShotsFired) · 2 threshold sets.
| Bronze | Silver | Gold |
|---|---|---|
| Base (EnemyKills / ShotsFired) >= 0.8 · And Kills >= 20.0 | Base (EnemyKills / ShotsFired) >= 1.2 · And Kills >= 20.0 | Base (EnemyKills / ShotsFired) >= 1.5 · And Kills >= 20.0 |
| Base (EnemyKills / ShotsFired) >= 0.8 · And Kills >= 10.0 | Base (EnemyKills / ShotsFired) >= 1.5 · And Kills >= 10.0 | Base (EnemyKills / ShotsFired) >= 2.0 · And Kills >= 10.0 |
Ordnance Efficiency Laurel
"Completed the mission with minimum rounds expended." IN-GAME TEXT
Metric: ShotsFired · 1 threshold set.
| Bronze | Silver | Gold |
|---|---|---|
| Base ShotsFired <= 3.0 | Base ShotsFired <= 2.0 | Base ShotsFired <= 1.0 |
Quartermaster's Distinction
"Requisitioned and deployed a substantial volume of assets over the course of the mission." IN-GAME TEXT
Metric: RequisitionPointsSpent · 1 threshold set.
| Bronze | Silver | Gold |
|---|---|---|
| Base RequisitionPointsSpent >= 150.0 | Base RequisitionPointsSpent >= 350.0 | Base RequisitionPointsSpent >= 600.0 |
Single Impact Star
"Destroyed multiple enemies with a single shell impact." IN-GAME TEXT
Metric: MostKillsBySingleImpact · 1 threshold set.
| Bronze | Silver | Gold |
|---|---|---|
| Base MostKillsBySingleImpact >= 2.0 | Base MostKillsBySingleImpact >= 3.0 | Base MostKillsBySingleImpact >= 5.0 |
Unaided Fire Distinction
"Destroyed a significant number of targets without requisitioning any aerial reconnaissance." IN-GAME TEXT
Metric: Kills · 2 threshold sets.
| Bronze | Silver | Gold |
|---|---|---|
| Base ReconUsed <= 0.0 · And Kills >= 1.0 | Base ReconUsed <= 0.0 · And Kills >= 1.0 | Base ReconUsed <= 0.0 · And Kills >= 2.0 |
| Base ReconUsed <= 0.0 · And Kills > 5.0 | Base ReconUsed <= 0.0 · And Kills > 10.0 | Base ReconUsed <= 0.0 · And Kills > 18.0 |
Unbroken Volley Medal
"Sustained consecutive kills across successive fire missions." IN-GAME TEXT
Metric: LongestKillStreak · 1 threshold set.
| Bronze | Silver | Gold |
|---|---|---|
| Base LongestKillStreak >= 3.0 | Base LongestKillStreak >= 5.0 | Base LongestKillStreak >= 6.0 |
Unrelenting Volley Medal
"Sustained consecutive kills across successive fire missions." IN-GAME TEXT
Metric: LongestKillStreak · 2 threshold sets.
| Bronze | Silver | Gold |
|---|---|---|
| Base LongestKillStreak >= 4.0 | Base LongestKillStreak >= 7.0 | Base LongestKillStreak >= 10.0 |
| Base LongestKillStreak >= 5.0 | Base LongestKillStreak >= 10.0 | Base LongestKillStreak >= 20.0 |
Why Rapid Engagement Medal can look impossible
This is the question nobody had answered — not the guide sites, and not the official community server, where a player asked and got no reply in the thread we searched.
The report. COMMUNITY A player fired at 48 seconds and destroyed 30 targets — clearing both gold conditions on their face, with room to spare — and received nothing. They asked publicly when FirstShotTime starts counting. No answer came back.
What is actually going on. Medals are assigned per mission, and Rapid Engagement Medal appears in only one mission's medal set. COMMUNITY Everywhere else, the medal is simply not being scored, so clearing its thresholds does nothing. The mission attribution comes from a single third-party source and we have not been able to verify it against the build — the mission graphs in the build do not carry medal payloads — so treat the specific mission as likely rather than certain. The mechanism behind it, that medals belong to mission sets, is solid.
And the timing question they asked. IN-GAME TEXT The game answers it in the medal's own description: the shot has to be swift "after receiving orders". The clock does not start when the mission loads or when you take the controls. It starts when the order arrives.
This is not a bug and it is not a broken medal. It is a medal you can only earn where it is on the card.
Which medals appear in which mission
Read this before the table. The thresholds in this index come from game build 24750322 and are solid. The mission attribution does not. COMMUNITY It comes from a single third-party guide, and we have corrected four categories of labelling error in it against the build values — a set of "kills without recon" rows that were actually a different medal entirely, a counter-battery row that was actually a kill streak, and a requisition row that was actually friendly-fire kills. We correct what we can check. We cannot rule out errors we have no way to check.
Known gap, stated up front: the source we corrected covers 14 missions and says itself that two skirmishes and one campaign mission are not filled in. We have not filled them in either. This index is incomplete and we are not going to pad it.
Each medal name in the index links to its entry above, where the thresholds are authoritative.
Where a mission already has a walkthrough on this site, it is linked: Counter-Battery, Phantom Battery. The rest are listed by name — see all campaign missions.
How to work toward gold
Evidence: SITE-GROUPED, built on BUILD DATA metrics
The thresholds are facts; the advice below is ours, grouped by what each medal actually measures.
Accuracy. AverageImpactDistanceFromNearestTarget scores your average impact distance across the whole mission, and gold asks for 0.3 or lower. Averages are unforgiving — a single wild round can put gold out of reach for the rest of the mission, so it is usually worth spending an extra correction rather than sending a hopeful shot.
Ammunition efficiency. Two different medals score this. One counts shots fired outright and wants very few. The other scores kills per shot — and crucially, it carries a minimum kill requirement alongside the ratio, so firing three perfect rounds and stopping does not qualify. You have to be economical and productive at the same time.
Streaks and windows. One medal scores your longest unbroken kill streak, another your fastest three-kill window. Both reward preparing several firing solutions before you start shooting rather than solving each target from scratch.
Friendly fire. Gold on the friendly-fire medal is zero. Not "few" — zero. This is the one medal where a single mistake ends the attempt.
Requisition — and mind the direction. Two medals score requisition spending in opposite directions. Austere Service Medal wants you to spend as little as possible. Quartermaster's Distinction wants the opposite: 150 or more for bronze, rising to 600 for gold. You cannot chase both in the same run, so decide before you start buying. What the money buys is on the requisition console reference.
Reconnaissance. Unaided Fire Distinction requires that you requisitioned no aerial reconnaissance at all, on top of a kill count. Buying a single scout plane ends it.
Shell choice feeds several of these. Which shell you load does not change your firing solution, but it changes what happens at the impact point — which is what accuracy, kill-count and single-impact medals are scoring. See shell types.
For how to actually fly a specific mission, use the mission walkthroughs. This page gives conditions, not routes.
Medals and Steam achievements
They are two separate systems. In-game medals are the bronze / silver / gold awards described on this page: 15 names, 28 threshold sets, read from the build. Steam achievements are a separate list attached to your Steam profile.
| Count | What it is | |
|---|---|---|
| In-game medals | 15 names / 28 threshold sets | Scored per mission, shown on the results screen. BUILD DATA |
| Steam achievements | 33 | Mission objectives (14), gold-medal performance (15), endings (4). COMMUNITY |
Where they connect: fifteen of the Steam achievements are tied to taking gold in a given mission. That is the real link between the two systems, and it is why people conflate them.
The 33 / 14 / 15 / 4 breakdown comes from a single third-party source and we have not independently verified it; Steam's own achievement page for the game is the place to check it. The four ending-linked achievements are covered on the endings guide. We are not reproducing the achievement list here — a page that carries both counts is how the two systems get confused in the first place.
Version, sources and how these values were read
Version anchor. Build 24750322 is Version 1.0 (1622), shipped as Patch #5 to the public branch on August 15, 2026, and it is the latest live build as of August 17, 2026. Values were extracted on August 17, 2026.
Why other medal counts differ from ours. Figures in circulation for this game include "about 14", "28" and "over a hundred". Two of them are countable things: 14 is how many distinct names a partial list contains, and 28 is the number of threshold definitions rather than the number of medals. The third does not correspond to any layer of the data we can find — most likely it counts medal-and-mission combinations rather than medals. We are not scoring anyone's page here; we are saying which layer each number describes, which is only possible because we can point at a build id.
A correction we owe the record. On August 17, 2026 we found that our own extraction had been reading only one of the game's asset files, and had therefore missed five medal assets — including one threshold set that two third-party sites listed and we did not. Our earlier working assumption was that they had invented it. They had not; we had missed it. After the fix, all five decoded cleanly and their thresholds matched those sites value for value. Our published counts moved from "24 threshold definitions" to 28 as a result.
A key detail, since it explains our counts. Some of the build's internal identifiers repeat — two medal entries collide outright on theirs. Anything keyed on those identifiers silently loses two medals. We key on the asset name instead, which is unique across all entries, and that is why our definition count is higher than a naive read of the same data.
Source layers on this page: game build fields and the game's own English text (primary); a third-party guide for mission attribution, corrected against the build (community-level, incomplete); community reports for the results screen and the Rapid Engagement report; a third-party source for the Steam achievement breakdown (single-source, flagged).
Corrections. If a threshold here does not match what you see, send us the build id and a screenshot of the results screen. Corrections with a build id get applied fastest.
Sources
Build data and version anchor: Medal definitions, the game's own English medal text and the official announcement anchor every threshold on this page.
- Medal definition data (build 24750322)
IRON NEST Guide (this project) · Extracted game data · Accessed
- Official announcement — Version 1.0 (1622), Patch #5 (2026-08-15)
IRON NEST (official announcements) · Official announcement · Accessed
- Game-localised English text (build 24750322)
IRON NEST Guide (this project) · Extracted game data · Accessed
Community-level and third-party sources: Mission attribution, the results screen, the Rapid Engagement report and the Steam achievement breakdown come from community-level and third-party sources, flagged in the copy wherever they are used.
- Official Discord — results screen and same medal across missions (2026-08-17)
IRON NEST official Discord (community members) · Community report · Accessed
- Official Discord — Rapid Engagement Medal report (2026-08-15)
Lupus MAL-40000 (official Discord) · Community report · Accessed
- Iron Nest DB — medals page
Iron Nest DB · Third-party database · Accessed
- Destructoid — all gold medal requirements in IRON NEST
Destructoid · Third-party guide · Accessed
- ironnest.tech — medals guide
ironnest.tech · Third-party guide · Accessed
- allthings.how — how to get all 33 achievements
allthings.how · Third-party guide · Accessed