Combat Mastery: Surviving Firefights in Rifts Earth
The Savage Worlds Combat Flow
Combat in Savage Worlds is meant to be fast and cinematic. Unlike some systems where a single fight can take hours, a Savage Worlds combat should flow like an action movie - quick, brutal, and decisive. In Rifts, this is especially important because when mega-damage weapons start firing, things should happen FAST.
graph TD
A[Combat Round] --> B[Deal Initiative Cards]
B --> C[Players Declare Actions]
C --> D[Resolve in Card Order]
D --> E[Check for Incapacitation]
E --> F[New Round or Victory]
D --> G[Movement]
D --> H[Actions]
D --> I[Free Actions]
H --> J[Attack]
H --> K[Test]
H --> L[Support]
H --> M[Full Defense]
style A fill:#f44336
style F fill:#4CAF50
Understanding Shaken and Wounds
Savage Worlds doesn't track hit points. Instead, you're either fine, Shaken (rattled but functional), Wounded, or Incapacitated. Think of it like an action hero - they're either fighting at full capacity, staggered by a big hit, bleeding from dramatic wounds, or down for the count.
Combat Actions in Detail
On your turn, you can move your Pace and take one action. Here's what makes Rifts combat special:
Attack Actions
- Single Attack: Roll Fighting or Shooting vs target's Parry or 4 (range/cover modifiers apply)
- Wild Attack: +2 to Fighting, +2 damage, but -2 to Parry until next turn
- Called Shot: Target specific locations (-2 head, -4 limb, -6 tiny object)
- Suppressive Fire: Full-auto weapons can lay down cover fire
The Ace Factor
When you roll the maximum on a die (like a 6 on a d6), it "Aces" - roll again and add it! This can happen multiple times. This means even a Rogue Scholar with a laser pistol might get that perfect shot on a demon lord.
Mega Damage in Combat
When MD weapons hit non-MDC targets, it's usually instant death. But against MDC armor, you need tactics:
graph LR
A[Target Has MDC Armor] --> B{Weapon Type?}
B --> C[Energy Weapon]
B --> D[Rail Gun]
B --> E[Melee/Magic]
C --> F[Check for Laser Resistance]
D --> G[Ignores Sloped Armor]
E --> H[Check AP vs Armor]
F --> I[Damage Reduced?]
G --> J[Full Damage]
H --> K[Applies Normally]
style B fill:#ff5252
style J fill:#4CAF50
Cover and Tactics
In a world of mega-damage weapons, cover isn't optional - it's survival:
Special Combat Situations
Innocent Bystanders
When firing MD weapons in populated areas, missed shots don't just disappear. Use the Innocent Bystander rules - rolling a 1 on the attack die (regardless of Wild Die) means you hit something you didn't intend to.
Technical Difficulties
High-tech gear can fail at the worst times. On a Critical Failure when using technology:
- 1-3: Glitch (-1 to use until repaired)
- 4-5: Serious Problem (-2 to use)
- 6: Severe Failure (-4 to use or completely broken)
Power Armor and Robot Vehicle Combat
Fighting in power armor or robot vehicles adds complexity:
Power Armor Combat Rules
- Requires Edge: Without Power Armor Jock, -2 to all rolls
- Scale Matters: Size differences affect combat
- Weapon Systems: Multiple weapons = multiple actions
- Movement: Flying power armor changes battlefield dynamics
- Sensor Suite: +2 Notice, negates 2 points of range penalties
Savage Rifts Special Rules
Blaze of Glory
When a hero would die, they can choose to go out in a Blaze of Glory - negating the killing blow and gaining 3 Bennies to accomplish one last heroic deed before dying at session's end. It's the ultimate heroic sacrifice.
Death & Defeat Table
Not every Incapacitation means death. The table includes results like:
- Permanent injuries (lose an arm, eye, etc.)
- Comas requiring days of recovery
- Psychological trauma (new Hindrances)
- Near-death experiences that change the character
- Miraculous survival with interesting side effects
Combat Edges in Action
Rifts characters often have powerful Combat Edges:
Gang Up and Tactics
Numbers matter, even against powerful foes. Multiple attackers get +1 per additional adjacent attacker (max +4). This is how Coalition squads can threaten even a Glitter Boy - surround and overwhelm.
Morale and Fear
Not every enemy fights to the death. Use Fear checks when:
- Dragon Hatchlings reveal their true form
- Glitter Boys fire their Boom Gun
- Half the enemy force is down
- Their leader falls
- Facing the supernatural for the first time
Environmental Hazards
Rifts Earth itself tries to kill you:
- Ley Line Storms: Psychics suffer Fatigue, reality warps
- Radiation Zones: Vigor checks or suffer Fatigue
- Dimensional Anomalies: Random effects table
- Extreme Weather: Powered by supernatural forces
Quick Combat Tips
- Use Tests: Taunt and Intimidation can turn battles
- Support Rolls: Help allies for teamwork bonuses
- Aim Action: +2 to hit next round - worth it for Called Shots
- Full Defense: +4 Parry can save your life
- Wild Attack: When you need damage over defense
- Mobility: Move to deny Gang Up bonuses
Remember the Action Economy
Actions are precious. Multi-Action Penalties (-2 per additional action) can add up fast. But some characters (Juicers, Crazies) can ignore some of these penalties, making them action machines.
The Most Important Rule
Keep it moving! If you're not sure about a rule, make a call and look it up after the session. Rifts combat should feel like you're in an action movie, not a tactical simulation. When in doubt, go with what's coolest.
Ready to explore how different Iconic Frameworks interact with these combat rules? Let's look at framework-specific combat tactics...