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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 Whip — not 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 finish → Crossbow 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 HP → 15% 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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