Requisition cards are the between-shot tools you buy from the console. They solve four common bottlenecks: ammunition, powder, target location, and counter-battery position pressure.
| Card | Cost | Type | Effect |
|---|---|---|---|
Move Direction | 3 | Movement | Moves Iron Nest by a selected bearing and distance. |
Emergency Move | 35 | Movement | Immediately repositions Iron Nest, pauses counter-battery pressure, and adds 120 seconds. |
Forward Observer | 1 | Observer | Adds observer intel, usually a bearing or distance report to help locate the nearest enemy. |
Position Report | 2 | Observer | Reports Iron Nest's own position so you can plot bearings and distances from the turret on the tactical map. |
Powder Charges | 4 | Powder | Adds 20 powder charges for the loader. |
Scout Plane | 20 | Recon | Requests an aerial flyover report for the selected location. |
SMK Shell | 1 | Shell | Get 1 white phosphorus smoke shell. |
STAR Shell | 1 | Shell | Get 1 illumination star shell. |
AP Shell | 3 | Shell | Get 1 hardened bunker-piercing small burst shell. |
HE Shell | 3 | Shell | Get 1 high-explosive fragmentation shell. |
HCHE Shell | 5 | Shell | Get 1 high-capacity bursting charge shell. |
Read next
Requisition Priorities, Unavailable Ordnance, and Run Progression explain how these cards fit into a run.










