They still just wander back and forth for now, but that was all I needed to go ahead with player versus enemy collision detection and response.
To do this, I added the concept of 'conditions' to the game characters. Conditions act after equipment and further alter the actions and movement of Characters. In this case, the condition I added was 'HitStun' which causes the guy to throw up his hands and move with very little friction for a short time.
With this came a few minor additions like robbing the player of control and adding a temporary invulnerability to prevent stun-lock.
Then, to fight back, I added another piece of equipment, a little blue gun. 'Guns' over-ride the normal asset loading when they find a 'bullet' amongst their children. Rather than adding it to the hierarchy, they store it off in a hidden place and then clone it and attach it to the active room when fired.
This should allow for a wide variety of data-driven guns that shoot various things.
Finally, this afternoon I looked into the XNA particle effects sample and quickly integrated it into my engine so that the enemies could explode when hit with bullets.