Chaos Front Guide
Repair Kit Management
500 HP kits usable after acting — loadout counts for battleships and melee, avoid destroy/repair bills.
Last updated: September 11, 2026
Quick Answer
Shop Repair Kits — 2+ on battleships, 2 on melee; use after unit acted. Small units cap at 2 item slots total.
Repair Kit: 500 HP, usable even after the unit acted — patch before the next enemy phase, not after the repair bay invoice.

Supply shop: Repair Kits are also a #2 Cargo Escort reward — stock up before battleships and front-line melee go deep.
Hub: Phase IV–V. Pickup: items route.
Loadout I use
| Unit | Kits | Why |
|---|---|---|
| Battleship | 2+ | Expensive to lose; big HP pool |
| Melee | 2 | Front line every turn |
| Small | Up to 2 (slot cap) | Only two items total — kits priority |
Post-action heal sequence
- Unit attacks or moves.
- Pop kit same turn if HP dropped.
- Enemy phase hits a healthier target.
Do not retreat melee just because they are low — heal and keep pressure if kits allow.
Why kits beat repair fees
Late repair on a crippled battleship or large mech dwarfs kit cost. Unused kit in a slot beats a destroyed unit under the calendar clock.
Battleship loss = tempo you cannot buy back — hub Phase IV.
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