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

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:

Power Armor and Robot Vehicle Combat

Fighting in power armor or robot vehicles adds complexity:

Power Armor Combat Rules

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:

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:

Environmental Hazards

Rifts Earth itself tries to kill you:

Quick Combat Tips

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...