01

What the Requisition Table does

The Requisition Table is the station where the Operator turns Requisition Credits into battlefield support. It reads the selected Punchcard, shows its RC cost and carries out the card's ammunition, scouting, movement or supply action.

The table is the shared access point for the requisition system. A Punchcard defines what is requested and how much it costs; the table provides the interface through which that request is made.

02

Where to find it

From the centre of the Iron Nest, head towards the rear-left side of the turret. The Requisition Table stands against the outer wall, close to the receiver and map stations. The marked layout below shows its position; the second image shows the station as it appears in-game.

Top-down Iron Nest map with the Requisition Table circled in yellow on the rear-left side
01 / Map positionThe yellow circle marks the table on the Iron Nest layout.
In-game Requisition Table with Punchcards, RC display and card slot
02 / Station viewThe table displays the available cards, current RC and the slot used to process a request.
03

How to use the table

Approach the station and review the available cards before spending RC. The cost and use limit come from the selected card, so a cheaper one-use card can behave differently from a more expensive reusable version.

Annotated Requisition Table showing the Punchcards as 1, available RC as 2, card slot as 3, optional coordinate and bearing input area as 4, and activation handle as 5
Requisition Table controlsThe numbered interface shows where to choose a card, check RC, provide any required input and activate the request.
1
PunchcardsSelect the card for the ammunition or utility action you want to request.
2
Available RCThe counter shows the current Requisition Credit balance.
3
Punchcard slotInsert the selected Punchcard here before activating it.
4*
Additional inputSome Punchcards require extra information here, such as coordinates, a bearing or both.
5
Activation handlePull the handle to use the inserted Punchcard and submit the request.
Example for control 4*

Scout Plane input

The Scout Plane Punchcard requires both a starting grid square and a bearing. In this example, the selected starting square is S9 and the flyover bearing is set to 270.0° before the card is activated.

Scout Plane Punchcard inserted at the Requisition Table with starting grid square S9 and bearing 270 degrees entered
Scout Plane coordinates and bearingThe additional input panel appears with the Scout Plane card and accepts a starting grid square plus flyover bearing.
04

What can be requested

Ammunition Punchcards requisition shells for the Iron Nest's guns. Utility Punchcards can add Powder Charges, request reconnaissance, provide positional reports or relocate the Iron Nest. The complete Punchcard catalogue groups these requests by function and lists the exact RC cost of each one.

Not every card is available from the beginning. Individual utility Punchcard pages and ammunition pages identify the campaign or challenge mission that unlocks each verified request.

05

Reusable and one-use cards

Most available Punchcards have no use cap and remain reusable. Two cards have a one-use limit: the cheaper Scout Plane one-time card and the Atomic shell Punchcard. Their detail pages identify this limit before the card is used.

The reusable Scout Plane Punchcard performs the same type of flyover as its one-time counterpart but has a higher RC cost. This is why both price and use limit matter when selecting a card at the table.