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).

## 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.

 Flimsy
 Yielding
 Malleable
 Solid
 Proven
 Hardened
 Unfaltering
 Unbreakable

## 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.

 Weak
 Average
 Durable
 Sturdy
 Tenacious

### 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.