What problem does it solve? Adding a new enemy to the Helix game requires coordinated changes across content definitions, AI behaviour modules, and simulation tests, and missing any step breaks the fixed-step simulation or the definition of done. ## Core Features & Use Cases - Runbook-driven workflow: Follows the documented adding-an-enemy runbook while supplying the extra context an automated worker needs, such as which architecture quick references to load first. - Authoring constraints: Enforces rules like required fields with no defaults, no movement code in definitions, and behaviours that allocate nothing and read all numbers from the unit definition. - Test coverage checklist: Ensures every archetype gets the six simulation tests covering aggro on sight, aggro on damage, range holding, kiting or closing, leash, and death with experience. - Use Case: When asked to add a new pack enemy with a custom aggro behaviour, this skill walks through creating the definition under src/content/enemies/, the behaviour under src/domain/ai/behaviours/, and the required tests. ## Quick Start Add a new enemy archetype with a custom AI behaviour to the game, including its definition, behaviour module, and simulation tests.