亡灵

尽管都是不得安息，死后苏生的死者，但亡灵依然分为两大派别：被黑魔法复活的普通不死族和来自许多个世纪前曾经存在于大陆上的古代亡灵。

尽管两者被复活的原因以及目标可能不尽相同，但可以肯定的是这两者都对那些还活着的生者抱有不可调解的敌意与憎恨。

在“不死天灾”后期危机中，不死族和古代亡灵将会联合起来，共同行动。

要具体了解这两个亡灵派系的具体内容，请参看下列两个页面：

不死族是被黑魔法复活的死者，它们不得安息，在亡灵法师的控制下或漫无目的地四处游荡，袭击一切生者。

* 稍高的HP (大约 130)
* 大多装备较为精良的T2武器，包括射程2格的长柄武器在内
 **应对策略*** 与应对僵尸的策略相同，不过由于装备精良，击杀后缴械的重要性要稍高一些
* 用匕首的穿甲攻击将其击杀可以确保缴获其穿戴的装甲，这在前期是种升级装备或者赚钱的好办法

* 尚可的近战技能 (大约60)
* 较高的HP (大约175?)
* 护甲十分精良，包括全身板甲与全覆式头盔 (240-260点护甲值)等顶级护甲
* 武器异常强悍，可能使用战斧（T3单手斧）、军用砍刀（T2砍刀？）、手斧（T2单手斧）与T2-T3的所有双手武器在内的各种武器，甚至可能携带稀有武器（红装）
* 只要没有装备双手武器就几乎肯定会携带筝形盾和（腐朽的）扇形盾
* 在被死灵法师操控后可以在一回合内可以用双手武器攻击2次，用单手武器攻击3次
 **弱点*** 聊胜于无的基础近战防御（大概5点）
* 基础远程防御为0
* 可以被击晕
 **应对策略*** 在其接近前尽可能先用弓箭手和弩手削弱其装甲
* 用斧子破坏它的盾牌
* 用战锤与斧子等高破甲武器可高效摧毁其装甲
* 当然，上述三条策略都建立在你只想打赢战斗而不打算缴获它的护甲的基础之上

### 死灵法师

* 控制并强化一个不死族，使其最大AP增加8点并提升其命中率。这个技能只会在死灵法师的下个回合开始、被控制的不死族死亡或者死灵法师受到伤害时才会解除。
* 通常都会被一个披甲僵尸或者堕落英雄贴身保护。
 **弱点*** 只比布甲稍强一点的护甲
* 在近战中使用匕首或者徒手所以没啥输出
* HP低 (50)
* 聊胜于无的基础近战防御 (5)
* 一旦被拖入近战就无法释放法术
 **应对策略*** 如果你对自己队伍中弓箭手的命中率有信心，可以尝试在后方直接将其射死。
* 用一至两名近战前卫摸过战场击毙之——其中一人负责拖住护卫，另一人专心对付死灵法师。

### 恶灵

* 在近战中很难被击中，近战防御很高 (30)
* 几乎不可能被远程攻击命中（命中率恒为最低的5%）
* 似乎不会受地形影响而移动减速
* 恶灵的近战攻击完全无视护甲，但只有在附近的所有战团成员都开始溃逃或有人试图在其控制区域内移动时才会使用
* 较高的近战技能 (大约 65)
* 几嗓子就能把决心不到40的弱子佣兵吓得屁滚尿流落荒而逃。
 **弱点*** 没有任何护甲值
* HP非常非常低，除了拳头以外的任何武器都能将其秒杀
* 只要周围3格内有敌人就会一直使用尖啸而不会移动
* 恶灵的移动速度比僵尸要远远快得多，所以当战场的地形崎岖时，只要你稍微后撤，恶灵就会闷头冲得太前而与后面的其他亡灵严重脱节。
 **应对策略*** 让一名决心值高的战团成员点出“集结号”技能，召回溃逃的友军
* 同理，让一名同时具备高决心值和高近战技能的队员装备着高命中率武器（例如剑和矛）可以轻松近身击杀恶灵。
* 关门放狗！
* 让装备战旗的战团队长提前立在前线，战旗提供的决心加成可以有效帮助抵抗恶灵的尖啸。

## 古代亡灵

这个世界并非总是它现在看上去的样子。各种各样的废墟充斥着整张地图：古老的陵墓、沉入地下的城堡……但这些东西都是从哪儿来的？

很久很久以前，早在另一个不同的历史年代，曾经存在着一个疆域横跨现在人已知的绝大部分世界的人类帝国——那些现在已经沦为废墟的、那些已经回归自然被鸟兽所占据的、那也早已被遗忘的历史和遗迹……全部都属于曾经的人类帝国。那时的人类帝国并非由如今占着一亩三分地的贵族派系统治，而是由十几个统一在一个领导下的省份组成，其中从最北的不毛冻土到最南的炎热沙漠无所不包。

如此之多的人民，如此之多的文化聚集在同一个帝国境内，其中每群人都试图让整个帝国站在自己的一边。难道这一切不能被化解吗？还是说，这一切肮脏的政权夺利的最终结局，只不过是让那昔日风光无限的古老帝国就此分崩离析呢？而随着最为偏远的地区也成为帝国的省份之一，那些原本只存于当地的异端邪教也将有能力掀起横扫整个帝国的思潮。 是帝王的权威最终败给了宗教的信仰吗？还是说一切的毁灭都是神明为了人类崇拜那些许诺给予人类即使是神明也无法赐予之物的邪魔而降下的天罚呢？

话说回来，古代帝国是怎么毁灭的真的那么重要吗？这些昔日的亡灵如今再次从他们的坟墓中走出，重现于世，既非生者，亦非死者。被遗忘的帝国军团听到了帝王的召唤。帝国再次开始进军，这一次，他们不知疲倦，冷酷无情，只为了夺回曾经属于他们的所有一切。最后究竟是什么为帝国带来了毁灭，又是什么让他们再次苏醒，一切都需要你从在世界上发现的隐藏线索一点一滴地拼凑出来——如果你真的想了解更多的话。

### 作战策略

The bulk of the ancient dead is made up of the ancient legions. They are what conquered most of the known world once, and they may well do so again. Legions that never tire, legionaries that know no fear, a cold machine that ever marches forward. What could stop them?

The legions fight like they did hundreds of years ago – in tight formation two ranks deep, with shields in front and polearms in the back. They rely quite heavily on the front row providing protection with their shields and locking down the enemy, while the second row uses polearms to inflict heavy damage on their opponents. A formation like this doesn’t charge like undisciplined rabble, but advances slowly and makes heavy use of shields to protect against arrow fire. They don’t possess any ranged weaponry and don’t do flanking maneuvers, preferring to simply walk through any enemy. Because much of their strength is in their formation, they’re at a disadvantage when fighting in difficult terrain, such as forests. They are also the missing piece of the puzzle that makes resolve an important attribute, as fighting them continually puts a test to the morale of the men.

The ancient legions come with a whole lot of unique armor, helmets and weapons. It’s old, it’s brittle and sometimes broken, but it can still be deadly.

### 骷髅

#### 古代辅兵

Recruited from local vassals was the light infantry, the ancient auxiliaries. Because Battle Brothers, at least for now, focuses on a pseudo-germanic region of the world, the equipment of these auxiliary troops is based on the look of ancient germanic and celtic warriors.

An auxiliary is armed with spear, short sword or falx – a new weapon unique to them. They’re lightly armored, often just with the remains of cloaks sporting the pattern of their ancient clans, and sometimes helmets passed down through the family. Time has taken a toll on both weapons and armor, and so you may find them attacking with broken swords seemingly unaware of it.

* 只受20%的远程穿刺HP伤害，只受50%的近战穿刺HP伤害（长矛类武器）
* 被爆头时不受额外伤害
* 免疫流血状态
* 可被死灵法师复活
 **弱点*** HP很低（40）,只装备70-95点耐久左右的低级护甲或没有护甲
* 近/远程防御为0
* No base ranged defense bonus (0)
* 较低的近战技能（55）
 **应对策略***

#### 古代军团兵

Ancient legionaries make up the medium infantry. Once professional soldiers, legionaries enlisted for several years to be trained and used in the empire’s campaigns in exchange for land they could settle at and call their own. Legionaries are well-armed with metal armor, sword and shield, or pike.

Legions from all the different eras of the empire answer its call, so you’ll find legionaries that died a hundred years apart, all with different armor, helmet and shield design, to march together.

* Medium Armor. Typical armor includes: Ancient Breastplates (Range from 100 - 135) and Ancient Legionary Helmet
* Their first Row builds a shieldwall wich is extremely tough to break due to shield expert. They use Ancient Tower Shield. The second Row is usually armed with Bladed Pike, which deals a lot of piercing damage and has a high chance to hit, less often with weaker Broken Pike
* Unbreakable, suffers no fatigue increase on attacks/movement
* Extremely resistant to ranged piercing attacks (suffers only 20% hp damage)
* Resistant to piercing attacks (suffers only 50% hp damage) (Avoid spears and pikes. Billhooks and longaxes do regular damage). Armor still takes regular damage though.
* Immune to bleed
 **Weaknesses*** Low HP (about 55)
* No base melee defense bonus (0)
* No base ranged defense bonus (0)
 **Tactics*** Use your archers to break down their armor as they approach

#### 古代禁卫军

Recruited from the ranks of veteran legionaries are the ancient honor guard, once used as personal bodyguards and as heavy infantry to tip the scales of battle. The highest honor a common legionary could hope to achieve, joining the honor guard involved a symbolic death to shed the weakness and frailty of man, and being transformed into a tool of the emperor. No longer a man, but the manifestation of the emperor’s will, the honor guard was encased entirely in armor that did not show any flesh, becoming essentially a living, moving and fighting statue.

Honor guards make use of heavy weaponry from all corners of the ancient empire, such as the warscythe, the rhomphaia and a two-handed cleaver. They were once among the finest and most dedicated warriors of their time, and although now but bones in rusty armor, their skill still echoes through their every swing of the sword.

* Heavy Armor. Typical armor includes: Ancient Harnesses (Range from 180 - 310) and Ancient Honor Guard Helmet. Battle Forged further enhances this aspect.
* Powerful weapons like Crypt Cleaver, Rhomphaia , Warscythe or Bladed Pike
* Unbreakable, suffers no fatigue increase on attacks/movement
* Extremely resistant to ranged piercing attacks (suffers only 20% hp damage)
* Resistant to piercing attacks (suffers only 50% hp damage) (Avoid spears and pikes. Billhooks and longaxes do regular damage). Armor still takes regular damage though.
* Immune to bleed
 **Weaknesses*** Modest HPs (about 65-70)
* Mediocre base melee defense bonus (+5)
* Mediocre base ranged defense bonus (+5)
* Often has no Shield
* Can be stunned or rooted
 **Tactics*** Use your archers to break down their armor as they approach
* Axes to destroy Shields
* Use armor destroying weapons like you would on Orc Warriors; warhammers, fighting axes, billhooks...
* Don't die. Seriously, this time if your men die, they risk reanimation.

#### 古代祭司

The empire had countless religions and cults, and each had priests spreading the word of their gods, performing rites and proclaiming miracles. The ancient priest was one such individual once. Now brought back to unlife, his very existence is making a mockery out of his faith. His work is turned into a perversion of what he once devoted his life to; no longer does he bless acres, he brings foulness and rot, and no longer does he bring comfort, he brings but horrible visions of a world beyond ours.

The ancient priest joins the ranks of the few spellcasters, and like all spellcasters fills a support role. He’s of little danger all by himself, but with ancient legionaries holding the ranks, he can slowly work to rout a whole company. And then, there’s always his ancient honor guard protecting him.

The ancient priest’s first skill is to summon miasma, a thick mist of foulness and rot that is harmful to any living being. Miasma is created in an area of 7 tiles and sticks to these tiles for several rounds. Any living being ending its turn on a tile affected by miasma will lose hitpoints – it’s only a few each round (5, 10), but no armor does protect against breathing in the foul fog, and it does eventually add up if you don’t move out your men

The ancient priest’s second skill is called ‘Horror’, and as the name implies, it brings horrific visions to it’s unfortunate victims. It’s an area-of-effect spell, like ‘Miasma’, but targeted at people and not tiles. Anyone affected will have to make a morale check – the higher the resolve, the higher the chance that they won’t be affected at all. If a character fails the morale check, their morale will drop by one level. Additionally, if the character fails critically (meaning with a dice throw higher than 140% of their resolve, subject to change) they’ll be affected by the new ‘Horrified’ status effect for one turn and be unable to act.

While ‘Horror’ can be quite powerful against a company of weak-willed and deserters, it can be countered by investing into the resolve attribute of your men, picking certain perks, and making use of the ‘Rally the Troops’ skill.

* Unbreakable, suffers no fatigue increase on attacks/movement, Steel Brow
* Extremely resistant to ranged piercing attacks (suffers only 20% hp damage)
* Resistant to piercing attacks (suffers only 50% hp damage) (Avoid spears and pikes. Billhooks and longaxes do regular damage). Armor still takes regular damage though.
* Immune to bleed
* Always protected by 1 to 3 Ancients Honor Guard
 **Weaknesses*** Low armor (head 50/ body 35)
* Modest HPs (about 65-70)
* No base melee defense bonus (0)
 **Tactics*** ?

#### 先古君王

 **应对策略*** ?

### 吸血鬼

As the ancient empire conquered most of the known world, so would foreign and remote lands turn into provinces. What was local custom or cult once, hidden away and not spoken of elsewhere, would suddenly find itself a part of the empire, and sometimes would creep deep into its very heart. From the blistering deserts of the south came a secretive cult that had its followers not worship fertility as they did in the capital, not strength, not humility and not compassion. They worshiped a perversion of death, the promise to transcend mortality, to exist beyond life and death, forever.

When you have nothing but misery, it’s easy to let go, to welcome the warm embrace of the gods that sets you free from all earthly burden and hardships. But it’s those that have everything on this earth, power and wealth, that cling to it at the end of their life, that clutch to it in desperation, that bargain, that curse, that would pay any price to stay. And it is those who would embrace not the gods, for their touch is not salvation for them, but whose touch would tear them away and apart from the earthly things they prize above all, the things that they have chosen to become. It is those who would forsake the gods and turn to the cult of death instead, that would die over and over again, and yet never leave this earth, forever bound to it, forever paying the price.

Whether an ardent cultist once, or a decadent noble seeking eternal life, they have long since become a being that measures time no longer in years but in lifetimes: a Necrosavant. It will wither away and die in time, again and again, but never leave this world as long as it is rejuvenated with the blood of the living.

The Necrosavant has the ability to turn into a flock of bats to quickly position itself on the battlefield, making it perhaps the most mobile opponent in Battle Brothers. However, it doesn’t wear any armor or shield, leaving it vulnerable to being attacked itself, especially if bereft of its major strength by being stunned or immobilized.

* Able to teleport (Darkflight), even within melee range.
* High HP (about 200).
* High base melee defense (+25).
* High base ranged defense (+25) and has anticipation
* Very high melee skill (about 85)
* Heals for the same amount as HP damage inflicted on every successful attack (indicated by the bite icon above their heads during an attack)
* Usually wield Khopesh
* They usually do a snake noise, so you won't be surprised even at night when they attack.
 **Weaknesses*** Low armor (20 body armor, no head armor)
* Susceptible to Bleed and Stun effects
* Can be rooted
* Can spawn without a full health bar (minimum 1/3 Health bar)
 **Tactics*** Don't leave archers isolated more than 4AP from a melee fighter, so that if a Vampire teleports into melee with the archer, then your melee fighter can move into melee and attempt one hit before the vampire can teleport out next turn (Keep your units somewhat grouped). Vampires hate being flanked. Put injured units next to 3+ Brothers, and a Vampire will instead attack a Brother on the edge of that group.
* Jagged pikes may be a good idea as vampires bleed. Jagged pikes also cost only 5AP to attack with, allowing you to attack from 2 tiles and have a bit of mobility.
* Once weakened, don't allow vampires to deal damage to hitpoints and thus heal themselves.
* Immobilizing vampires will rob them of their greatest strength. Netting or stunning a vampire will allow your mercenaries to focus on surrounding him. Give archers bludgeons as secondary weapons for the Stun attack.
* Archers have an even lower chance of hitting vampires due to the vampires' Anticipation perk. Consider switching to a melee weapon and surrounding a vampire before attacking. Alternatively, placing a high risk archer into reserve may be a better choice.
* Use "Taunt" perk to make a Necrosavant attack the taunting character over another potentially more vulnerable one.