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Chaos Front Guide

Bosses and Special Encounters

Huntsman (Shock Whip), Alien Worm XP farm, and Instant Kill / Fencer — one page for fights worth planning.

Last updated: September 10, 2026

Quick Answer

Huntsman: aircraft only, no parry. Alien Worm: farm spawns under ~20 kills, then finish for Crossbow. Instant Kill: 15% execute under 1000 HP — Fencer carrier, enemies have it too.

Three encounters I plan around instead of improvising. Hub context: Phase VIII. Support systems: aircraft, capture, repair kits.


Huntsman — #48 / #49 Abducted Chairman

Punishes every SRPG reflex. Shock Whipnot parryable, ~140×1, 100% counterattack on melee initiate.

Mechanic Value
Parry Does not work
Counter 100% if you trade melee
Plan Attrition, not duel

Fight plan:

  1. Aircraft only for damage — attack, retreat out of melee reach.
  2. Never end turn adjacent unless unit is expendable.
  3. Optional capture: stealth confuse → Hold Back to 1 HP → roll (~53% in my run). Fail = destroy anyway.

Pickup Shock Whip in this area — player version is strong; boss version is the unparryable nightmare — items route.


Alien Worm — #22 Xenoform Invasion (worm lair chain)

Spawns one worm per turn. Kill spawns for XP while boss stays alive. Boss hits ~4000 — kits mandatory.

Loop:

  1. Accept mission, stock Repair Kits.
  2. Engage boss — do not rush boss HP.
  3. Kill spawned worms each turn.
  4. Stay under ~20 total kills — mission can end if you exceed.
  5. Aircraft soften boss, melee finishCrossbow mech unlock.

Bank XP with margin. One worm past the cap is not worth losing the faucet.


Instant Kill and Fencer

Not a boss — a passive that shows up on bosses and your roster. Target under 1000 HP15% instant destroy per attack (~20% with pilot skills). Not reduced by Beam Coating.

Rule Detail
Threshold Under 1000 — exactly 1000 does not qualify
Trigger Any attack — chip and burst same roll chance
Risk Enemies have it — your pilots die to the same flip
Carriers Fencer (volume), Musketeer (ranged chip)

Recruit Fencer on the field pickup route — items. Multiple Instant Kill units = more rolls per turn.

vs coated targets already below 1000 HP, sometimes faster than swapping damage types — beam matchups.

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