I was three rounds into a mission when the turret jammed and a patrol hugged the ridge I’d just plastered. You can feel the scoreboard breathing down your neck; one bad choice and a Gold medal evaporates. I learned which shells to spend and which to hoard—so you don’t have to learn the hard way.
IRON NEST: Heavy Turret Simulator — All Shell types and stats
On a late-night commute I watched players swap ammo mid-match more than once—habit, not luck. I’ll walk you through every shell so your choices stop being guesses and start being rehearsed moves.
Below is the full, unvarnished table of shells in IRON NEST: Heavy Turret Simulator. Pay attention to Impact Radius and Requisition Cost—they pull the strings on whether a shot wins you the stage or costs an ally their life.
| Type | Damage | Impact Rad | Max Charges | Req. Cost | Speed | Projectiles | Def. Charge |
|---|---|---|---|---|---|---|---|
| HE | 1 | 0.25 | 7 | 10 | 0.7 | 1 | 3 |
| AP | 2 | 0.15 | 6 | 10 | 0.7 | 1 | 3 |
| APHE | 2 | 0.25 | 6 | 15 | 0.7 | 1 | 3 |
| ATMC | 2 | 3 | 6 | To be determined | 0.7 | 1 | 3 |
| CLMN | 1 | 0.5 | 6 | 17 | 0.7 | 1 | 3 |
| CYAN | 1 | 0.75 | 6 | 28 | 0.7 | 1 | 3 |
| DRIL | 1 | 0.07 | 6 | 3 | 0.7 | 1 | 3 |
| EQKE | 2 | 0.55 | 6 | 26 | 0.7 | 1 | 3 |
| FLCH | 1 | 0.62 | 6 | 20 | 0.7 | 1 | 3 |
| HCHE | 1 | 0.55 | 6 | 18 | 0.7 | 1 | 3 |
| INCN | 1 | 0.25 | 6 | 12 | 0.7 | 1 | 3 |
| LE | 1 | 0.15 | 6 | 10 | 0.7 | 1 | 3 |
| PCLM | 1 | 0.15 | 6 | 15 | 0.7 | 1 | 3 |
| PHGN | 1 | 0.62 | 6 | 10 | 0.7 | 1 | 3 |
| PRPG | 1 | 0.5 | 6 | 7 | 0.7 | 1 | 3 |
| SMK | 1 | 1 | 6 | 2 | 0.7 | 1 | 3 |
| STAR | 1 | 0.5 | 6 | 2 | 0.7 | 1 | 3 |
| TEAR | 0 | 0.75 | 6 | 8 | 0.7 | 1 | 3 |
| THRM | 1 | 0.35 | 6 | 8 | 0.7 | 1 | 3 |
| WP | 0 | 0.75 | 6 | 10 | 0.7 | 1 | 3 |
Quick observations and what they mean at the gunner’s seat
I watch streamers on Twitch reroll ammo between waves like a gambler counting cards. You can stop guessing: every stat has a personality. Damage is blunt force; Impact Radius decides whether that hit splashes into friendlies.
How many shell types are there and what should you memorize first?
There are 21 shell types. Memorize three things in this order: Max Charges (for long-range tasks), Impact Radius (to avoid team kills), and Requisition Cost (for medal math). Start with HE for basic play, then learn the few that change how a stage is solved.
Which shells help you chase Gold Medals without wasting requisition?
Gold runs are a resource puzzle. Cheap shells like SMK and STAR cost 2 requisition but can deny objectives; DRIL costs 3 and can be surgical at close range. If you buy skins on Steam—say $4.99 (€5)—don’t waste that money by burning expensive shells when a low-cost round would clear the objective.
How do Impact Radius and Requisition Cost alter your aim?
Impact Radius is the risk dial. A larger radius kills clusters but can wipe your squad; a small radius keeps your shots precise. Think of splash rounds like a hammer—great for softening groups, terrible near allies. If an objective sits across open ground, favor shells with three or more charges so you can pepper it from distance.
Practical playbook: when to fire what
I keep a spreadsheet in Google Sheets and a short macro in OBS so I can glance and switch without pausing the game. That small setup shaves mistakes off every run.
- Long-range targets: use shells with Max Charges ≥ 3. You need the extra reach to land hits after travel time.
- Save zero-damage rounds like TEAR and WP for non-lethal objectives—sometimes you must immobilize instead of kill.
- Before every shot scan the blast radius. A high Impact Radius can swing a victory into a friendly fire disaster.
- Medal-focused runs: track Requisition Cost per target. Cheap efficiency beats brute force on stages that reward economy.
I also study creators on YouTube for tricks and Excel-style trackers to simulate runs before I commit; Steam’s community boards and live Twitch feeds are where players test theorycraft in public.
Two quick mental models to keep: when time is low and enemies cluster, pick splash; when allies and objectives intermingle, precision beats power like a pebble in a pond.
So what will you spend your next requisition on, and are you ready to trade raw damage for smarter scores?