Iron Nest DB

Tool

Firing table

The gun's range card at a glance: find the bracket your target's range falls in, read off the powder charge to dial. Every figure is the shell's own charge-range table — the same on-machine chart the turret prints, reproduced here so you can keep it open mid-mission.

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powder charge
Powder chargeTarget range (units)Max reachMuzzle speed ×Eff. speed
11–550.300.21
26–10100.440.31
311–15150.580.41
416–20200.720.50
521–25250.860.60
626–30301.000.70

Reading it: the charge shown is the minimum for that range band — each charge can also drop short of its bracket, so when a target sits near a boundary the lower charge often gives you a steeper, safer arc. Effective speed is the base muzzle speed (0.70) scaled by the charge's speed multiplier; it's the same for every shell.

Which shell to load

Powder charge is shell-agnostic — it only sets range. You choose the shell by its effect and blast radius. Bars are drawn to scale against the widest shell. Tap a row for full ballistics, or use the loadout picker to match a target type.

A note on elevation

A heavy shell follows an arc set by three things: range, powder charge, and barrel elevation. This table fixes the first two — the part the game exposes as hard numbers. Elevation is resolved live by the turret's own ballistic-calculator instrument, so it isn't tabulated here; dial the charge from this card, then set the elevation the gun's calculator returns. To work a full solution from a spotter's report, use the firing-solution planner; to convert a single charge or range either direction, the ballistics calculator.