Core Combat Rules Still Apply
Rifts uses the standard Savage Worlds combat engine unchanged: action cards for initiative, Fighting against Parry and Shooting against TN 4, raises for extra damage, Aces, Shaken and Wounds, Gang Up, cover, called shots, multi-action penalties and the usual combat options. This guide covers all of that in Combat Basics and Advanced Combat, and the combat Edges in Edges and Hindrances. This part focuses on what Rifts Earth adds on top: Mega Damage, power armor and robot vehicles, and the setting rules that make its firefights so lethal.
The spirit is the same as in any Savage Worlds game, only louder. When mega-damage weapons start firing, things should happen FAST.
Mega Damage in Combat
Mega Damage (MD) weapons and armor outclass ordinary gear. When an MD weapon hits a target with no comparable protection, the result is usually catastrophic. Against MD-rated armor, a fight becomes an ordinary Savage Worlds exchange again, and tactics matter:
The exact Mega Damage rules (how MD interacts with non-MD targets and armor) are in the Rifts setting books; see Setting Rules for the overview. Two practical consequences shape every fight on Rifts Earth:
- Unprotected means out of the fight. Anyone caught outside MD protection by an MD weapon is in serious trouble, which is why body armor and power armor are everywhere.
- Ordinary cover doesn't last. Cover works as in the core rules, but MD weapons chew through brick walls, trees and vehicles quickly. Look for cover that can stand up to Mega Damage, and keep moving.
Special Combat Situations
Innocent Bystanders
When firing MD weapons in populated areas, missed shots don't just disappear. The core Innocent Bystander rule (see Advanced Combat) matters far more here, because a stray MD blast through a market stall or a farmhouse wall is deadly.
Technical Difficulties
High-tech gear can fail at the worst times. A Critical Failure when using technology is a natural moment for a glitch: a weapon that jams, a sensor that blanks out or a suit system that needs repair before it works properly again. Scale the problem to the story.
Power Armor and Robot Vehicle Combat
Fighting in power armor or robot vehicles adds complexity:
Power Armor Combat Rules
- Training Matters: Piloting power armor well calls for the right Edge (such as Power Armor Jock); untrained pilots struggle
- Scale Matters: Size differences affect combat
- Weapon Systems: Multiple weapons are fired as separate actions, so multi-action penalties still apply
- Movement: Flying power armor changes battlefield dynamics
- Sensor Suite: Built-in sensors help with Notice and with spotting targets at range
Rifts Special Rules
Blaze of Glory
When a hero would die, they may be able to go out in a Blaze of Glory: one last heroic deed before the end. It's the ultimate heroic sacrifice, and the setting books give the exact procedure.
Death & Defeat
Not every Incapacitation means death. Rifts' Death & Defeat rules can produce 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
Gang Up on Rifts Earth
Gang Up works exactly as in the core rules, and it matters even against powerful foes. 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 (and morale for groups of Extras) 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
Remember the Action Economy
Actions are precious, and multi-action penalties add up fast. Some Iconic Frameworks (Juicers and Crazies, for example) are built for speed and aggression, which makes them action machines in a firefight.
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.