Iron Nest DB

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.

What a kill pays — 25 per star
TargetRequisitionScore
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.

Where it goes

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.

Starting balance by mission

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.

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