FIELD DATA // REQUISITION CONSOLE
IRON NEST Requisition Console — Punchcards, Costs and How Credits Work
UNOFFICIAL REFERENCE · Values read from build 24750322 — Version 1.0 (1622), Patch #5, August 15, 2026 · Extracted August 17, 2026
Quick answer
The Requisition console is where you spend requisition credits during a mission — shells, observers, reconnaissance, repositioning. The game uses that name itself: mission briefings tell you the "Requisition console is authorised" for the operation.
Build 24750322 contains 32 purchasable punchcards, priced from 1 to 666 requisition. If you have seen "about 20", "27" or "33" quoted elsewhere, those are all countable things — a partial list, an incomplete read of the game data (ours, until August 17), and a count that includes one card the game prices at 9999 so you cannot buy it.
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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 this site made. It is not a category the game defines. |
| 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. |
Three things about the table below:
1. 32 is the count of cards you can actually buy. The build also contains eight cards priced 9999 — this build's way of marking a card as not purchasable — plus one developer test card. We count what you can spend credits on.
2. Some cards share a name in-game. Three intelligence cards all display as "Listening Post", and three observer cards all display as "Forward Observer". The bracketed qualifiers in our table are ours, added so you can tell them apart. They are not names the game shows you.
3. Costs come from the build and match the shell types reference exactly. If the two pages ever disagree, one of them is wrong and we want to hear about it.
All 32 punchcards and what they cost
Evidence: BUILD DATA · IN-GAME TEXT · groupings are SITE-GROUPED
The descriptions in quotes are the game's own card text. The groups are ours — the game has no card category field, so we grouped by what the cards do.
Table contract — columns and order: Card / What the game says it does / Cost / Uses.
Shell loads
Shell loads — 20 cards, 2 to 666 requisition. One card per shell type. What each shell actually does at the impact point is on the shell types page; this table is about price and availability.
| Card | What the game says it does | Cost | Uses |
|---|---|---|---|
| SMK Shell | "Covering smoke shell. Non-lethal, allied units advance toward the impact point." | 2 | Unlimited |
| AP Shell | "Armour-piercing shell, minimal bursting charge. Minimal blast radius." | 10 | Unlimited |
| ATMC Shell | "Experimental fissile-core shell. Theorised sustained chain-reaction. Effects untested." | 666 | 1 |
| Card | What the game says it does | Cost | Uses |
|---|---|---|---|
| AP Shell | Armour-piercing shell, minimal bursting charge. Minimal blast radius. | 10 | Unlimited |
| APHE Shell | Armour-piercing shell, medium bursting charge. Medium blast radius. | 15 | Unlimited |
| ATMC Shell | Experimental fissile-core shell. Theorised sustained chain-reaction. Effects untested. | 666 | 1 |
| CLMN Shell | Cluster shell, six HE bomblets scattered on impact. Effective against infantry and vehicles. | 17 | Unlimited |
| CYAN Shell | Cyanogen gas shell. Lethal to units in the open. Fortified units unaffected. | 28 | Unlimited |
| DRIL Shell | Blind-loaded practice shell. Concrete-filled, inert. Minimal effective radius. | 3 | Unlimited |
| EQKE Shell | Armour-piercing shell, deep-penetrating delayed subterranean burst. Large blast radius. | 26 | Unlimited |
| FLCH Shell | Flechette shell. Large area of effect. Lethal only to infantry on foot in the open. | 20 | Unlimited |
| HCHE Shell | High-capacity high-explosive shell. Thin-walled, maximum bursting charge. Large blast radius. | 18 | Unlimited |
| HE Shell | Medium-capacity high-explosive shell. Medium blast radius. | 10 | Unlimited |
| INCN Shell | Incendiary shell. Ignites a fire on impact, medium radius. Chance to spread. | 12 | Unlimited |
| LE Shell | Medium-capacity low-grade explosive shell. Small blast radius. | 8 | Unlimited |
| PCLM Shell | Parachute-delayed cluster shell. Six HE bomblets. Staggered impacts 10 seconds apart. | 15 | Unlimited |
| PHGN Shell | Phosgene choking gas shell. Units flee the cloud. If suppressed, they die in it. | 10 | Unlimited |
| PRPG Shell | Propaganda leaflet shell. Suppresses enemy troops under the glory of Castile. Chance to induce desertion. | 7 | Unlimited |
| SMK Shell | Covering smoke shell. Non-lethal, allied units advance toward the impact point. | 2 | Unlimited |
| STAR Shell | Parachute-delayed illumination shell. Lights the target area for scouting. | 2 | Unlimited |
| TEAR Shell | Chloroacetophenone gas shell. Suppresses units, and reveals any hidden ones. | 8 | Unlimited |
| THRM Shell | Thermal incendiary shell. Ignites a fire on impact, large radius. High chance to spread. | 22 | Unlimited |
| WP Shell | White phosphorus shell. Units flee the cloud, or die if suppressed. Chance to ignite fires. | 10 | Unlimited |
Observation and intelligence
Observation and intelligence — 6 cards, 1 to 6 requisition.
| Card | What the game says it does | Cost | Uses |
|---|---|---|---|
| Listening Post (listening post) | "A Listening Post provide intel to enemy artillery positions when they open fire." (the game's own wording, typo included) | 1 | Unlimited |
| Forward Observer (distance to enemy) | "Forward Observer (FO) gives intel to nearest enemy." | 1 | Unlimited |
| Forward Observer (bearing to enemy) | "Forward Observer (FO) gives intel to nearest enemy." | 6 | Unlimited |
| Card | What the game says it does | Cost | Uses |
|---|---|---|---|
| Listening Post (artillery flash notifier) | A Listening Post provide intel to enemy artillery positions when they open fire. | 1 | Unlimited |
| Listening Post (impact observer) | A Listening Post provide intel to enemy artillery positions when they open fire. | 1 | Unlimited |
| Listening Post (listening post) | A Listening Post provide intel to enemy artillery positions when they open fire. | 1 | Unlimited |
| Forward Observer (bearing to enemy) | Forward Observer (FO) gives intel to nearest enemy. | 6 | Unlimited |
| Forward Observer (distance to enemy) | Forward Observer (FO) gives intel to nearest enemy. | 1 | Unlimited |
| Forward Observer (veteran) | Forward Observer (FO) gives intel to nearest enemy. | 1 | Unlimited |
Reconnaissance
Reconnaissance — 2 cards.
| Card | What the game says it does | Cost | Uses |
|---|---|---|---|
| Scout Plane | "Request Scout Plane Flyover Location" | 60 | Unlimited |
| Scout Plane (one-time) | "Request Scout Plane Flyover Location" | 15 | 1 |
| Card | What the game says it does | Cost | Uses |
|---|---|---|---|
| Scout Plane | Request Scout Plane Flyover Location | 60 | Unlimited |
| Scout Plane (one-time) | Request Scout Plane Flyover Location | 15 | 1 |
Movement
Movement — 2 cards. Move Direction (10) and EMERGENCY MOVE ! (65), the latter described as "Immediately reposition to an unknown location, pause CBT."
| Card | What the game says it does | Cost | Uses |
|---|---|---|---|
| Move Direction | Move the Iron Nest a set distance in a specific direction. | 10 | Unlimited |
| EMERGENCY MOVE ! | Immediately reposition to an unknown location, pause CBT. | 65 | Unlimited |
Position reporting
Position reporting — 1 card. Position Report (3).
| Card | What the game says it does | Cost | Uses |
|---|---|---|---|
| Position Report | Local logistics convoy report Iron Nest: positional intel. | 3 | Unlimited |
Utility
Utility — 1 card. Powder Charges (5), described in-game as "20 Powder Charges".
| Card | What the game says it does | Cost | Uses |
|---|---|---|---|
| Powder Charges | 20 Powder Charges | 5 | Unlimited |
The rows above are the representative samples fixed by this copy contract. The published page carries all 32 cards, generated from the build data — see the data contract in this file's header.
Four things the table needs said out loud:
Only two cards are limited to a single use: the ATMC shell (666) and the one-time Scout Plane variant (15). The standard 60-requisition Scout Plane is unlimited. A widely-copied third-party note saying "Scout Plane: 1 mission" is describing the 15-requisition variant, not the 60 one. BUILD DATA
MSTD is not on this list. The MSTD punchcard exists in the build but is priced 9999 — not purchasable — and there is no MSTD entry in the shell data at all. Treat it as demo-era content.
Same-name cards. Three cards display as "Listening Post" and three as "Forward Observer". The bracketed qualifiers are ours. Within the Forward Observer set the difference is what comes back: distance to the nearest enemy, bearing to the nearest enemy, or a veteran observer. The game does not distinguish them by name.
PCLM and PLCM are the same shell. The punchcard is identified PCLMShell; the shell entry is coded PLCM. The letters are transposed in the game's own data.
How you earn and lose requisition credits
This page does not give you a conversion formula, because there is not one. Requisition arrives from several separate mechanisms, and any single "X per kill" or "X per star" rule fails as soon as you watch an actual mission run.
What the game itself tells you: IN-GAME TEXT
Destroying a hostile target reports "+5 Requisition."
Destroying a friendly target reports "−10 Requisition" — alongside a triple CEASE FIRE! warning.
Mission events can grant more outright: the game has a message reading "Additional Requisition points granted."
What players have observed, at community evidence level: COMMUNITY a run recorded after 1.0 released shows a priority target being destroyed for +75 requisition, a starting balance of 350 on the first mission, and additional requisition from destroying underground supply caches. These are single-run observations, not measured rates.
Why we will not publish the widely-quoted formula. One third-party database gives a clean "25 per star" conversion — nothing for an unstarred target, 125 for a five-star one. That formula cannot produce 75. Mission objective rewards and kill rewards are two different systems, and a single coefficient does not describe both. We would rather leave a gap here than publish a number that breaks on the first mission you play.
One piece of arithmetic that does hold up. A friendly kill costs 10 and an enemy kill pays 5, so one friendly-fire hit wipes out two clean kills. That same statistic is what the Measured Fire Star medal scores — where gold requires zero friendly kills. See medals and their thresholds.
If you have a recording that pins down the objective-reward rates, send it to us — this is the largest genuine gap on this page.
Using the console
Where it is: sources disagree, and we have not settled it ourselves. COMMUNITY UNVERIFIED One detailed third-party guide, which states it worked from 1.0 gameplay footage, places the console beside the tactical map, to the left of the two teleprinters. Another places it on the deck to the right of the gun position. We work from the first, but we have no footage of our own and we are not going to present a contested location as a fact.
Ordering. COMMUNITY You select the card you want and confirm the request; for shell loads you specify which magazine it goes into, left or right. Delivery is close to immediate. This comes from a single recorded playthrough rather than documentation.
If a request does not go through, the things worth checking are the ones we can actually verify: whether your balance covers the cost, whether that card is unlocked yet, and whether the mission briefing has authorised the console at all.
If the console is completely unresponsive, we do not have an answer, and neither does anyone else we could find — the most thorough operations guide on the subject does not cover it. We would rather mark this as an open gap than invent a fix. If you have hit this and found a way out, tell us.
When the console is available
The mission briefing authorises it. IN-GAME TEXT The build's briefing text includes the phrase "Requisition console is authorised" — availability is granted by the operation you are on, not switched on globally.
Which operation first grants it is less certain. COMMUNITY UNVERIFIED A third-party wiki says the console unlocks from Operation 3 — Liberation — onwards, but that page also carries demo-era context, and it is the only source that says so. Treat it as likely rather than established.
Cards unlock as you play. BUILD DATA The build contains an end-of-mission "Punchcards Unlocked" message, and the save keeps a list of unlocked cards and their states. So the set of cards available to you grows through the campaign.
What unlocks what, we do not know. UNVERIFIED We have no reviewable source for the unlock conditions or their order, and we are not going to reconstruct a table from guesswork. This is the same open question as shell unlocks.
Do credits carry over between missions?
No traceable source supports requisition carrying over between missions. The complete changelogs for Patches #1 through #5 contain zero mentions of requisition, carry-over or persistence, and the community claim that "it used to carry over and now it doesn't" has no official source behind it. The game's save data stores only your unlocked cards, their states, unlocked scene objects and the last operation ID — it does not store a requisition balance — so there is no carry-over across sessions. The remaining uncertainty is limited to runtime behaviour across consecutive missions within a single session, which needs in-game testing to confirm.
That question belongs to the campaign missions page, which carries the same verdict in the same words. Practically: spend what you have before a mission ends rather than banking it.
What happens when you run out of shells
The game answers this directly. IN-GAME TEXT When the magazine is empty it tells you: "Use Requisition station to get more Shells." The build also carries per-shell variants of that prompt — one for HE, one for STAR, one for phosgene — so you get told specifically which load you have exhausted.
So the resupply loop is: buy the shell card at the console, load it, keep firing. The prices are in the table above, and at 2 requisition for SMK or STAR the cheap loads are cheap for a reason — read what each shell does before you spend 666 on ATMC.
If you are running dry on a particular mission rather than in general, that is a mission-pacing problem — see the walkthroughs, for example Counter-Battery.
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. This matters more here than on our other reference pages: card prices are the value most likely to move between patches, and the build we read is the build that is live.
A correction we owe the record. Until August 17, 2026 this site would have told you there were 27 punchcards. That was wrong. Our extraction had been reading only one of the game's asset files and missed fourteen card assets, five of which are ordinary purchasable cards. We had also assumed that a third-party database listing cards we did not have was padding its list. It was not. We were missing them. After the fix, the difference between our card set and theirs went to zero: their 33 is our 32 plus MSTD, which they correctly mark as not normally purchasable and we exclude because you cannot buy it.
We are publishing that because a reference page's value is whether you can check it, and this is the kind of error that a build id makes findable.
One official cross-check worth naming. The official community server's leaderboard bot prints internal card identifiers in its analysis output. All seven identifiers it emits match the card data we extracted. That is the only official-side confirmation of our card names that exists, and it holds.
A key detail about the data. The cards' internal identifiers are not unique — all three Forward Observer cards share one — and two of them carry trailing spaces that come from the game's own strings rather than from our decoding. We key on the asset name instead.
Source layers on this page: game build fields and the game's own English text (primary); the official community server's leaderboard bot (official-side cross-check); official patch changelogs (used to close the carry-over question); third-party guides for console location and ordering steps (community level, conflicting); one recorded 1.0 playthrough for the economy observations (single run).
Corrections. If a price here does not match your build, send the build id and what you see.
Sources
Build data and version anchor: Punchcard data, entity registry data, the game's own English text and the official announcement anchor the card table and the version strip.
- Punchcard data (build 24750322)
IRON NEST Guide (this project) · Extracted game data · Accessed
- Entity registry 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
Official-side cross-checks: The official FAQ scopes what official documentation covers, and the leaderboard bot output cross-checks the extracted card identifiers.
- Official Discord FAQ — release platforms and scope (2026-08-01)
IRON NEST: Heavy Turret Simulator (official server) · Official FAQ · Accessed
- Official Discord leaderboard bot — Analysis Overview (2026-08-15)
Iron Nest (official app) · Official bot output · Accessed
Community and third-party sources: Carry-over claims, economy observations, console-location and ordering descriptions and the conflicting card counts come from community reports and third-party sources, flagged in the copy wherever they are used.
- Official Discord — carry-over community claims (2026-08-11 to 2026-08-13)
IRON NEST official Discord (community members) · Community report · Accessed
- Official Discord — requisition observations (2026-08-15 to 2026-08-16)
IRON NEST official Discord (community members) · Community report · Accessed
- ironnestguide.com — requisition console guide
ironnestguide.com (independent third-party site) · Third-party guide · Accessed
- Iron Nest DB — punchcards page
Iron Nest DB · Third-party database · Accessed
- Iron Nest DB — requisition page
Iron Nest DB · Third-party database · Accessed
- PaintUFast — IRON NEST beginner walkthrough
PaintUFast · Player video · Accessed