Animate Dead in Rifts
*Or Using Skeleton Six Packs A TO Z*
Spell casters, power tattooes, and entities, have the option to Animate and Control Dead (skeletons: typically 1–2 attacks per melee, basic S.D.C./H.P., and simple command obedience). But the animated skeleton is nearly useless against Rifts Combatants without a gimmick. Some general musing on using this magic.
A) LOCATION. The optimal place to cast this spell seems to be a predator's cave strewn with prey bones. A mourge or cemetery has bodies sealed away so they would have to work free first. A Rifts battlefeild often has vaporized or cremated corpses from MD weapons, so the kill must come from other means for intact bodies.
B) BONES: The skeletons are SDC unless added conversion spell (SDC to MDC). MDC creatures have MDC shells and bones but this 7th level spell doesn't animate them. Do fossils work? Would a secondary casting reassemble a pulverized skeleton? Is the entire skeleton required?? Can a headless skeleton "see"???
C) COMBAT: Skeleton Pack is slow and weak in Rifts, but they can remain perfectly still, silent, and cold until activated. Biggest draw back is SDC bodies. MDC ARMOR: Spell likely easiest¹ option for a mage. Scrap armor or alloy is an option. Complete armor also functions as a Disguise (such as Dead Boy Armor)
CC) WEAPONS: skeleton packs are poor weapon users. Can't use MODERN weapons. Start with SDC rusty ancient melee and Bony claws. Other Option (cheap to rich): rocks, thrown bomb, vibro blade, magic melee, talisman. Skeleton Archers?
D) RANGE: Necromancer needs to stay relatively close . Likely in center of. Pack and disguised as a skeleton. Can they be left behind standing in rank and file?
E) SHAPE: I assume the spell automatically assembles the skeletons from scattered bones or this would be a ritual spell. On the other hand, limbs and skulls bolted to objects could be animated like a skeletal assembly line or coat rack. Natural human and animal shapes are a given. Custom shapes might alter combat stats or add HF. Would custom Skeleton Assembling be an art or medical skill test? How do skeleton sharks swim?? Poorly.
F) AMBUSH: The concealment of a prepared ambush can be a thin layer of dirt, swallow water, skeleton motif decoration (ie Aztec temple, catacombs, taxidermy), total darkness, hung from a tree or rafters to swing into foes.
G) HF: Use Horror Factor to herd people or cause panic. Just a stumbling block for Adv. Might be way to increase Horror factor??? A host for vermin, maggots, and disease inspired fear as well.
H) DISTRACTION or DISGUiSE: Skeletons are pretending to be something they are not: students, Bodyguards, rioters, line of customers, dancers, clowns, procession, patrol under command of NM. If a group of "people" suddenly collapse, authorities come to investigate giving the Caster an opportunity to slip by or slip away.
I) TURN DEAD: Only affects Animated Dead
J) BULLET SPONGE & SENSOR DECOYS: To enemy radar and optics systems, they register as an advancing squad of ground troops. They soak incoming MD volleys, trigger ambushes, reveal enemy sniper positions, and exhaust the defender's attacks per melee before your real ATTACK hits.
K) "DEAD-BOYS" ( Literally): Make your own Skele-Bots. Frequent during the Coalition Wars.
L) SURPRESSION FIRE: While animated dead lack modern combat skills, they can follow simple commands like "hold this trigger" and "press this button". By acting like a tripwire for stationary MD rail guns, machine-guns, or area-denial flamethrowers set on tripods, they can temporarily surpress foes at least. Even with "WILD" -6 strike penalties, a burst spray along a narrow corridor or trench is a deadly hazard.
M) MINERS (Unskilled Labor): Work 24/7 but need supervision. Undead never suffer from exhaustion, muscle fatigue, or sleep deprivation. Chain a squad of animated dead to a massive crank, water pump, or kinetic flywheel to generate continuous mechanical power for a remote base or wilderness camp without burning precious fuel or emitting a heat signature. LL Nexus increases Duration and range. Use as disposable sappers.
N) BEATERS (Mine Sweeper & Trap Breaker): During a hunt a line of beaters will continuously make noise to drive game towards the hunters. When advancing through areas fortified by the Coalition States or local warlords, send a wave of skeletons carrying heavy metal shields or logs ahead of the convoy to detonate pressure-plate landmines, tripwires, and magical wards.
O) ORGANLESS: Hazardous Environment Recovery: Skeletons have no metabolism. They are completely immune to:
* Horror Factor: fearless puppets
* Stench: no sense of smell.
* Bright Light or Sound: no eyes or ears
* HardRadiation (leaking nuclear engines, Pre-Rifts ruins)
* Bio-warfare agents, lethal neurotoxins, and toxic gas
* Vacuum, underwater pressure depths, and zero-oxygen pockets
* Disease: can still spread disease.
P) PSYCHOLOGICAL WARFARE
* Returning Dead: Send KIA back to the front lines to anger and discourage foe.
* "FASLE REINFORCEMENTS": Station disguised skeletons in the cab and gunners' nests of your APCs or landing craft. From a distance, scouts see a heavily crewed, vigilant convoy, deterring opportunists without requiring live personnel on watch duty.
* "No Return" Tasks: Reuse the fallen for simple yet highly exposed battlefield tasks such as digging ditches, filling sand bags, breaking battlelines, carring ammo, cutting wire, retrieving bodies and gear, bearing torches, gathering wood, delivering messages, etc.
* Spread Disease & Polute Waters: Festering
* Smuggling Contraband: Skeletons and intact corpses have hollow cavities. Use the rib cages or abdominal cavities of animated deads to smuggle high-value gems, small TW devices, data-chips, or contraband past checkpoints where life-sign scanners would otherwise detect heat, heartbeat, breathing, brainwaves, PPE, etc.
* Artwork or Performance: Gruesome furniture, fashion dolls, or mimes for an artistic necromancer. Each skeleton can stay rigid between castings.
Q) QUARANTINE (Zero-Contact): Imagine a building sealed due to disease, toxin, flooding, or infestation. Instead of creating a breach, the mage seizes control of an ancient corpse to investigate or other task. Using ghostwalk, cameras, or clairvoyant view, control a squad of animated dead to access sensitive data disks, artifacts, or trapped survival pods without risking the contagion or possession enitity jumping to a living host. Have to overcome range and LOS limitations.
R) REACTOR CORE REPLACEMENT: This necromancy is combined with the tele-mechanics of Techno-Wizardary to deal with the nuclear plants of Rifts vehicles and robots. Simiar to hazmat salvage, but includes SKILLED LABOR. The skeleton is a threat as well as due to the radiation leakage. Something a Necro-Tech might create.
S) SYMIPHORE: silent long-range communication
T) TREADMILL "NO SWEAT SHOP": A skeleton crewed sewing machine or similar device powered by legs/feet. Add something to match a pattern for mass production.
U) UNDERWATER: Use them to salvage sunken cargo, clear wreckage, or hide artifacts in the sea. NM can be in a glass bottom boat above.
V) VOLATILE: Bones are treated to chemically react such as soaked in asbestos, formaldehyde, gunpowder, petroleum, cyanide, etc.
W) WALKING MINE: Explodes on contact or com and. Can be disguised as a civilian or refugee. Breaching charge to lead attack.
X) XYLOPHONE: skeleton marching band
Y) YOKED: used like draft animals
Z) ZAPPER: on contact releases an electric charge from a hidden battery. Need insulating rubber boots.