The Men Amidst the Flames

There are four types of enemies that can 
=Combatants=
A squad of soldiers, a swarm or pack of animals, etc. Combatants exist to provide quick and easy tracking of large numbers of enemies. Tests for Combatants are done the same as normal Tests, but they handle Attributes and Skills differently.
==Combatant Attributes==
Combatants have two unique Attributes rather than the standard five: Vigor and Discipline.
=== Vigor ===
Vigor represents Combatants' physical strength and energy. It is roughly equivalent to a Champion's Coordination and Fitness. 
Vigor covers the following Skills: Gymnastics, Reflexes, Assault, Athletics (for Dash Maneuvers), Resilience, Intimidation.
===Discipline===
Discipline represents Combatants' mental readiness and dedication. It does not correlate to a single Champion Attribute, but instead is linked to any ability to work together in an organized effort or over a long period of time.
Discipline covers the following Skills: Marksmanship, Athletics (for long marches on strategic maps), Labor, Engineering, Medicine, Awareness, Stealth, Composure.
===Attribute Ranks===
Rather than a static number, Vigor and Discipline consist of two numbers: a base rating for the Attribute, and the group bonus that each member of the group provides to increases the base rating. For example, a rating of “6+1” means that the base Attribute is 6, and each Combatant in the group after the first adds +1 to that number.
So a squad of four conscripts with a Discipline of 6+1 would have a total Discipline of 9 (6 from the base rating, and +1 for each of the additional three conscripts after the first).
A pack of three wolves with a Vigor of 8+2 would have a Vigor of 12 (8 from the base rating, and +2 for each wolf after the first).
Baseline Competence	Base Rating	Collaboration	Group Bonus
Paltry 	0 	Scattered 	
Inferior 	2 	Erratic 	
Poor 	4 	Concerted 	+2
Average 	6 	United 	
Good 	8 	Synchronous 	
Superior 	10 	 	
Exemplary 	12 	 	
==Combatant Skills==
A Combatant’s Skills all have the same rating, equal to their level of inherent quality, training, motivation, and combat experience, collectively known as Mettle.
Many Skills require specific pieces of equipment or attached Specialists to use.
Mettle 	Skill Rating
Untested 	d6
Flimsy 	d7
Yielding 	d8
Malleable 	d9
Solid 	d10
Proven 	d12
Hardened 	d14
Unfaltering	d17
Unbreakable	d20
==Defeating Combatants==
Combatant Armor reduces Damage (and is in turn countered by Piercing) as normal.
Victory Points on Attack Tests against Combatants can be spent on unique advantages:
*✠ (1 VP): Increase Damage by 1
*✠ (1 VP): If remaining Piercing after removing Armor is equal to Toughness, apply total Damage to a second Combatant in the group
===Toughness===
Toughness is a measure of a Combatant’s ability to shrug off Damage. Combatants don’t make Resilience Tests, so Toughness serves as a single stat to determine if they are harmed by an attack.
Durability	Toughness
Fragile 	1
Weak 	2
Average 	3
Durable 	4
Sturdy 	5
Tenacious 	6
===Injured Combatants===
Total Damage meets or exceeds Toughness
If an attack inflicts a total Damage equal to or more than the Combatant’s Toughness, that Combatant is Injured.
Each Injured Combatant reduces both of the group’s Attributes by 1, to a minimum of 0.
Unless specified through a Designate Enhancement, Combatants who are not Injured are hit first, until all Combatants in the group are Injured. The Designate Enhancement can allow the Attacker to specify attacking an already Injured Combatant.
===Slain Combatants===
Total Damage meets or exceeds double Toughness (or a Combatant is Injured twice)
An attack that inflicts twice a Combatant’s Toughness in Damage kills a Combatant instantly. Additionally, if an Injured Combatant is Injured again, it dies outright.
When Combatants die, they remove the group bonus they provided as well as any Injured penalty they might have been suffering.