Mechanics
Requisition
Requisition is the only currency the Iron Nest spends. It buys punchcards mid-mission — shells, spotters, the Scout Plane, an emergency reposition — and it is earned one way: by destroying things that are worth stars.
| Target | Requisition | Score |
|---|---|---|
| Unstarred | +5 | +1 |
| ★ | +25 | +2 |
| ★★ | +50 | +3 |
| ★★★ | +75 | +4 |
| ★★★★ | +100 | +5 |
| ★★★★★ | +125 | +6 |
Score is leaderboard points, and only the two Skirmishes track them.
Killing an ally costs you 10 requisition. It is a deduction, not a missed reward — the only way to lose points in the game.
Every punchcard has a price. 32 cards can be bought, from 1 to 666. A mission gives you a fixed opening balance and no way to top up except the gun.
| # | Mission | Requisition | Powder |
|---|---|---|---|
| 1 | Calibration Fire | 0 | 100 |
| 2 | Fire & Light | 0 | 100 |
| 3 | Liberation | 300 | 20 |
| 4 | Counter-Battery | 500 | 0 |
| 5 | Iron Road | 300 | 12 |
| 6 | Siege of Cartagena | 300 | 10 |
| 7 | The Gorge | 200 | 10 |
| 8 | Rock of Gibraltar | 150 | 10 |
| 9 | Dead Reckoning | 300 | 10 |
| 10 | Fire on call | 300 | 10 |
| 11 | High Tide | 400 | 10 |
| 12 | Blind fire | 300 | 10 |
| 13 | Phantom Battery | 200 | 10 |
| 14 | Final Harvest | 250 | 10 |
| 15 | White shells | 700 | 6 |
How to read the ladder
Threat stars are the whole economy. A target's stars are printed on its entity page, and the payout is simply 25 requisition for each one — so a single 5★ target is worth more than 25 unstarred ones. Clearing chaff pays almost nothing; the gun pays for itself on the targets High Command actually wants dead.
That makes the ally penalty sharper than it looks. Losing 10 requisition is the same as un-killing two unstarred enemies, and it lands at the worst moment — when you are ranging in and short of cards. It also costs you the Measured Fire Star, which asks for two allied casualties or fewer.
Spending it
There is no bank between missions: each one opens with the balance in the table above and everything you earn is spent in the same sitting. Early missions hand you a small float and few cards to spend it on; the later ones open at several hundred because they expect you to buy recon and repositioning under counter-battery pressure.
More guides
- First firing solutionTurn a spotter report into bearing, range and powder charge — the core gunnery loop.
- Operations walkthroughEvery operation in order, suggested play sequence, and what each one teaches.
- Counter-batteryOperation 4 made solvable — triangulate, survive the timer, find the hidden guns.
- How-to guidesQuick answers: loading shells (and why you can't unload one), restart the engine, measure on the map, aim the Scout Plane.
- SpottersReading a forward observer's report, crossing two bearings onto a target, and when the 0.5° margin starts to bite.
- Map icon keysAll 70 counters the tactical map draws — what the frame, the staff and the bracket each tell you before you fire.
- The guns800mm, two guns laid separately, six powder charges and 30 km of reach — and why the 580mm is not yours.
- CheatsThere are none — no codes, no console. What the game gives you instead, and how the requisition economy actually pays.
- Story & settingCastile's war in an alternate 1927 Spain, the dispatch propaganda, and where the gun came from.
- ControlsDefault keyboard and mouse bindings, how the mouse-operated valves work, and the settings to change first.
- Campaign mapThe operation structure at a glance — the tutorial spine, the two free modes, and each op's briefing and rewards.
- All guides →
Top tools
- Firing plannerSpotter report in, bearing · range · charge solution out.
- Ballistics calculatorRange ↔ powder charge with live arc and real shell speed curves.
- Firing tablePowder-charge range card — scan the bracket, dial the charge.
- Loadout guideWhich of the 21 shells to chamber for each kind of target.
- All tools →








