IRON NEST shell types are the damage half of the fire-control loop — after triangulation and ballistics fix range and elevation, the teleprinter and requisition rack decide which 800 mm round you may load. Full release advertises 30 unlockable ammo types & abilities (Steam); community databases currently track nine base codes with published blast and damage values. This IRON NEST ammo hub lists HE, AP, HCHE, and support rounds, then maps shell efficacy to bunkers, artillery, and soft targets on targets. Verified August 16, 2026.
Fact
Detail
Tracked base shells
9 codes in public DBs · Steam: 30 ammo types & abilities
Damage king
AP — only round with damage value 2 in DB extracts
Every fire mission starts at the teleprinter, not the loader. High Command prints grid references, spotter bearings, and often an explicit shell type — "Fire HE at the target" on calibration, "Star shells only" over the royal palace, or "Neutralize with AP" on hardened infantry positions. Iron nest shell types you physically own still must match that line.
Teleprinter cue
Load
Why
"Fire HE shell at…"
HE
Standard fragmentation — soft targets
"Star shell only" / illumination
STAR
Zero-damage airburst — spotting
"Neutralize with AP"
AP
Armor-piercing on hardened points
No shell named — target class given
See decision table below
Infer from bunker vs infantry tokens
Requisition reminder
Buy before loading
Empty rack → trip to console
Authorization beats matchup theory
Community iron nest ammo guides rank HE as S-tier on soft clusters, but a STAR-only order fails if you "know" HE would look better on the aerial photo. Treat unauthorized shells like wrong powder charges — fixable only before the lever, not after impact.
Field reports may update target class mid-mission. Re-read both printers when a second fire order arrives; swapping from HE to AP without a new teleprinter line wastes an AP credit on a soft grid cell.
Once authorization is clear, the nine tracked shell codes are the vocabulary every loader station uses — next section lists them with blast and cost notes.
What are the core IRON NEST shell types?
Community databases extracted from IRON NEST builds list nine ammunition codes with blast-radius fields. Names below follow common in-game labels; blast / damage / cost columns are community extracts — not Steam-published curves. Mark TBA or re-check in your patch when numbers disagree with the loader UI.
Shell
Code
Blast (km)*
Damage*
Req. cost*
Primary job
High-Explosive
HE
~0.25
1
~3
Single soft targets, general HE
HCHE
HCHE
~0.55
1
~5
Clustered infantry, buried groups
Armor-Piercing
AP
~0.15
2
~3
Bunkers, armor, FDC, hardened points
Star / Illumination
STAR
~0.2
0
~1
Night illumination, spotting
Smoke
SMK
~1.0
1
~1
Screen friendly movement
Phosgene Gas
PGAS
~0.75
1
TBA
Personnel — preserves structures
Tear Gas
TGAS
~1.0
1
TBA
Suppress / scatter infantry
Incendiary
PYRO
1.0
0
TBA
Area denial / fire
Empty practice
EMPT
1.0
1
TBA
Training / calibration drills
HE vs HCHE vs AP at a glance
HE carries a tight blast band in community extracts (~0.25 km) — enough for one grid cell of infantry or an exposed artillery piece without paying HCHE prices. HCHE is the larger soft-target blast (~0.55 km in the same sources) for massed spotter reports; overshoot still damages infrastructure you were told to preserve.
AP trades blast for penetration: higher damage with a smaller radius in those extracts makes it the bunker and Fire Direction Center round. Firing AP at open infantry works when ordered, but you overpay in blast coverage — HE clears the same token cheaper.
Specialty gases and smoke show wider radius bands in community data but change mission scoring through suppression, illumination, or morality systems rather than raw damage digits.
*Blast / damage / cost columns above are community extracts — confirm against your loader and requisition UI.
Choosing among HE, HCHE, and AP is the everyday decision — blast-vs-cost tradeoffs come next.
When should I use HE instead of HCHE or AP?
Iron nest shell efficacy on soft targets favors HE when spotters report one token or a small cluster inside ~0.25 km. Step up to HCHE when multiple infantry markers sit under one intersection or when mission text mentions buried / grouped targets. Reserve AP for rows marked armored on targets or when teleprinter text names bunkers, supply caches, or FDC nodes.
Scenario
Pick
Tier
Avoid
Single infantry / soft artillery
HE
S
AP — tiny blast wastes penetration
3+ infantry in one intersection
HCHE
S
HE — may leave stragglers outside 0.25 km
Bunker / armor / FDC
AP
S
HE / HCHE — armored tag shrugs blast
Preserve buildings, kill personnel
PGAS
A
HCHE — collateral on structures
Withdrawal / reposition screen
SMK
A
HE — no concealment
Night or starburst order
STAR
S
Any damage round — fails illumination check
Soft enemy artillery vs hardened emplacements
Database extracts list Hostile Artillery tokens as soft — a well-placed HE round destroys the piece. Players still search what shell vs artillery because counter-battery missions mix FDC (armored, AP) with open gun lines (soft, HE). Read the target row, not the mission name.
When counter-battery timers run, fire the fastest authorized solution: HE on soft batteries, AP on bunkers housing FDC gear. Swapping shells costs loader time you may not have.
When HCHE is worth five credits
HCHE's ~5 requisition cost (community samples) buys the largest standard blast. Use it when triangulation places three or more kill tokens under one aim point — Fire-and-Light style multi-infantry missions are the textbook case.
Do not default to HCHE on single calibration targets; HE at ~3 credits clears the same objective with credits left for powder charges.
Credits and radius numbers tie together on the next table — plan buys before you crank elevation.
How do blast radius and requisition cost trade off?
Iron nest ammo efficiency is credits per destroyed token. Blast radius comes from extracted game data (km); requisition costs vary by mission band and punchcard modifiers — treat ~3 / ~5 / ~1 figures as community anchors, not Steam-published price lists.
Shell
Blast radius
Typical cost
Credits per kill (1 soft target)
HE
~0.25 km
~3
Baseline — best single-target value
AP
~0.15 km
~3
Premium only when armor tag present
HCHE
~0.55 km
~5
Divides across 3+ tokens → beats 3× HE
STAR
~0.2 km
~1
No kills — pays for intel, not damage
SMK
~1.0 km
~1
Buys time, not destruction
PGAS
~0.75 km
TBA
Personnel missions with structure constraints
Blast is not the same as searchlight reach
Community guides cite STAR "reach" figures near ~12 km for illumination coverage — separate from the ~0.2 km impact-radius field in database extracts. For iron nest shell types planning, treat STAR as a cheap (~1 credit) spotting round with zero damage, not a wide-area killer.
SMK and TGAS show ~1.0 km blast fields — wide on the tactical grid — but mission success may require presence of smoke or gas, not elimination counts.
Restock rhythm with ballistics
Powder charges and shells both spend requisition credits. A long counter-battery chain burning AP at ~3 credits plus two charge bands per shot drains the console faster than demo calibration HE at ~3 credits with two charges.
Buy one row of AP and a HE stack before multi-target missions; specialty gases unlock later campaign bands — keep TBA costs noted until your save confirms prices.
Support rounds that change the battlefield without deleting tokens are covered next — STAR, SMK, PGAS, and the rest.
What do STAR, SMK, PGAS, and other specialty rounds do?
Not every IRON NEST shell types entry is for deletion. Support ammunition changes visibility, morale, or collateral rules while sharing the same powder-charge range table as HE.
Shell
Effect
Damage profile
Typical order text
STAR
Illumination / starburst
0 damage
"Star shells only" over palace or night AO
SMK
White phosphorus smoke screen
1
Screen withdrawal / mask movement
PGAS
Phosgene gas cloud
1
Personnel in built-up areas
TGAS
Tear gas suppression
1
Disperse riots / infantry without leveling blocks
PYRO
Incendiary area denial
0
Deny terrain — verify local morality flags
EMPT
Practice / empty shell
1
Training — no payload downrange
STAR missions without kill objectives
Illumination orders fail if you drop HE on the grid — aerial feedback expects a starburst pattern, not craters. Load STAR, match ballistics as usual, and adjust burst height from photo feedback when the teleprinter gives approximate coordinates only.
STAR pairs with triangulation on night missions where spotter bearings arrive before you can see tokens — light first, damage later on a follow-up order.
Chemical and smoke collateral
PGAS (~0.75 km blast in extracts) kills personnel while leaving structures standing — use when High Command cares about preservation. TGAS spreads wider (~1.0 km) for suppression; both may interact with newspaper consequence systems.
SMK (~1.86 km in some community notes, ~1.0 km in DB extracts) buys concealment during counter-battery repositioning — not a substitute for destroying FDC nodes.
Which shell fits which target class?
Use this shell efficacy matrix after map work. Cross-check each row on targets when mission-specific immunities appear — six armored entity types in public databases ignore blast shells until you switch to AP or HCHE.
Target class
Best shell
Tier
Runner-up
Notes
Infantry
HE
S
HCHE (clusters)
Soft — one direct hit kills
Mechanized
HE
A
HCHE
Soft in DB — HE unless armored tag
Enemy artillery
HE
S
AP if armored variant
Open gun lines are soft
Bunker
AP
S
HCHE
Armored — blast shells ineffective
FDC
AP
S
—
Destroys FDC → pauses counter-battery
Supply cache
AP
A
HCHE
Armored storage — AP preferred
Massed cluster
HCHE
S
PGAS (preserve infra)
Pay ~5 credits once vs many HE
Screen / night
SMK / STAR
A
—
Support — read teleprinter first
Do01Teleprinter names authorized shell — load that code first
Do02Check target token for armored vs soft on the map legend
Do03Soft + single token → HE unless cluster → HCHE
Do04Armored / bunker / FDC → AP
Do05Illumination or smoke order → STAR or SMK regardless of damage math
Do06After swap, re-verify powder charge count unchanged on calculator
Hand-off to targets database
This table is the ammo-side view; targets lists the same classes from the target token perspective — infantry triangulation, AP neutralization lines, and counter-battery priority.
When both pages agree — soft artillery + HE, bunker + AP — you should load without reopening guides mid-mission.
Pick ammo for the target
Matched by build plan, shared topics, and guide progression — not random related links.
At the breech: shell code matches teleprinter, target class matches table row, powder count still matches calculator. Ten seconds here beats a second 800 mm shot at the wrong armor class.
When iron nest shell types feel automatic, open targets for FDC timing and counter-battery for what to destroy first under timer pressure.
IRON NEST shell types FAQ
How many iron nest shell types exist?
Steam lists 30 unlockable ammo types & abilities (Steam) — that line combines ammunition and abilities, not “30 shells only.” Public databases currently document nine base shell codes (HE, HCHE, AP, STAR, SMK, PGAS, TGAS, PYRO, EMPT) with blast and damage fields; treat radii and costs as community extracts and verify in your build.
What is the best iron nest ammo for beginners?
HE on soft calibration targets. Demo and first missions authorize HE explicitly; learn loading and ballistics before buying AP and HCHE stacks.
HE or AP vs enemy artillery?
Open artillery tokens are soft — HE works. Armored bunkers housing guns or FDC nodes need AP. See the decision table above and targets.
When is HCHE worth the extra requisition cost?
When three or more soft targets share one aim point (~0.55 km blast vs HE ~0.25 km). Single targets stay on HE (~3 credits).
Does shell type change powder charges?
No — charge-to-range tables are shared. Shell choice changes damage, blast, and mission authorization only.
What shell for bunkers and FDC?
AP (armor-piercing). Blast shells report impacts without destroying armored tags.
What should I read next?
Targets for token-level matchups, then requisition to stock shells before the next fire mission.
Last verified?
August 16, 2026
Related pages
Matched by build plan, shared topics, and guide progression — not random related links.