PUNCHCARD GUIDE
Every ammunition and utility punchcard used at the Requisition Table in Iron Nest.
Using punchcards
Punchcards are processed at the Requisition Table, where their displayed cost is paid with Requisition Credits (RC). Each card defines a specific ammunition, reconnaissance, movement or supply request.
Use this catalogue to compare every card's exact cost and use limit. The ammunition guide adds shell damage, radius and range, while the individual utility pages explain any required map input and the resulting action.
Movement2 cards
Scouting3 cards
Miscellaneous2 cards
Ammunition20 cards

Armor-Piercing
Armour-piercing shell, minimal bursting charge. Minimal blast radius.

Armor-Piercing High-Explosive
Armour-piercing shell, medium bursting charge. Medium blast radius.

Atomic
Experimental fissile-core shell. Theorised sustained chain-reaction. Effects untested.

Cluster Munition
Cluster shell, six HE bomblets scattered on impact. Effective against infantry and vehicles.

Cyanogen Gas
Cyanogen gas shell. Lethal to units in the open. Fortified units unaffected.

Drill / Practice
Blind-loaded practice shell. Concrete-filled, inert. Minimal effective radius.

Earthquake
Armour-piercing shell, deep-penetrating delayed subterranean burst. Large blast radius.

Flechette
Flechette shell. Large area of effect. Lethal only to infantry on foot in the open.

High-Capacity High-Explosive
High-capacity high-explosive shell. Thin-walled, maximum bursting charge. Large blast radius.

High-Explosive
Medium-capacity high-explosive shell. Medium blast radius.

Incendiary
Incendiary shell. Ignites a fire on impact, medium radius. Chance to spread.

Low-Grade Explosive
Medium-capacity low-grade explosive shell. Small blast radius.

Parachute Cluster Munition
Parachute-delayed cluster shell. Six HE bomblets. Staggered impacts 10 seconds apart.

Phosgene
Phosgene choking gas shell. Units flee the cloud. If suppressed, they die in it.

Propaganda Leaflet
Propaganda leaflet shell. Suppresses enemy troops under the glory of Castile. Chance to induce desertion.

Smoke
Covering smoke shell. Non-lethal, allied units advance toward the impact point.

Illumination / Star
Parachute-delayed illumination shell. Lights the target area for scouting.

Tear Gas
Chloroacetophenone gas shell. Suppresses units, and reveals any hidden ones.

Thermal Incendiary
Thermal incendiary shell. Ignites a fire on impact, large radius. High chance to spread.

White Phosphorus
White phosphorus shell. Units flee the cloud, or die if suppressed. Chance to ignite fires.






