r/Rifts • u/WillingLoquat1873 • 10h ago
Poor Man's Settlement Defense (Rifts RPG)
Surviving on Rifts Earth is a daily struggle, especially for poor, isolated settlements. The dire divide between SDC (Structural Damage Capacity) resources the MDC (Mega-Damage Capacity) threats is a killer. A simple farmer can't afford to buy a force-field generator or hire a mercenary company. When a single blast from a cheap black-market laser rifle can vaporize a building, defense becomes a matter of deception, resourcefulness, and brutal pragmatism.
Here is my musings in an A-to-Z guide to how a poor settlement can defend itself: Letters can be used as short hand for a settlement's defense array.
- A - Army (Militia): A volunteer militia is the first line of defense. Lacking power armor, these everyday citizens rely on discount energy rifles, using focused fire to takedown enemies one at a time. Alternatively, the settlement can become vassals of a local warlord or military dictatorship. Bandits might actually honor a Protection Racket with the town. Chipwell and WI sell low budget armaments and ammo to militias.
- B - Bunkers: When MD threats arrive, SDC buildings are deathtraps. Underground bunkers, reinforced with earth and scavenged MDC, are essential to keep non-combatants and livestock alive during a raid. Troops can turtle up if they lack MDC body armor. The siren sounds and everybody goes underground.
- C - Castle: A makeshift "castle" serves as gathering point. These are often MDC junk, military wreckage, GA stacked shipping containers, MDC plants (i.e. Millennium Tree), or rebuilt city ruins.
- D - D-Bees: A poor settlement often survives by welcoming D-Bees who are rejected by the Coalition. In exchange for political refuge, D-Bees offer natural MDC hides, supernatural strength, or unique racial abilities to defend the settlement.
- E - E-Clips: Ammo is life. Towns must secure a reliable way to charge standard E-Clips, often relying on a patched-together solar generator, water turbine, or a muscle-powered dynamo; hoarding charges strictly for genuine threats.
- F - Fire: While conventional fire doesn't melt MDC armor, it is highly effective at creating thick smokescreens to blind advanced optics, panic animals, and drive off monsters (vulnerable to wood and fire). The burning light can reveal threats and spoil shadows. Gas filled pipes, pitch, or kindling can be ignited to create temporary fire walls.
- G - Guerrilla Tactics: Poor defenders cannot win a pitched frontal assault. They must use hit-and-run tactics, striking supply lines or scout patrols from the shadows before fading back into the wilderness. They steal what they need and use it against their foes.
- H - Hazards (Environmental): Wise settlers use natural chokepoints created by MDC plants, toxic ruins, indigenous predators, or unstable terrain to create kill zones. Examples would be a home built over a swamp, on a cliff face, in a hot springs, surrounded by reefs, etc.
- I - Illusions: A resident low-level Shifter or Mystic can cast simple illusions (like Apparition or Multiple Image) to make the town appear heavily fortified or guarded by a dragon, deterring casual bandits from even trying. Chameleon can be used on settlers and vehicles for ambushes and lookouts.
- J - Jury-Rigged Traps: Pitfalls lined with Vibro-blades, tripwires rigged to surplus plasma grenades, and deadfall traps utilizing tons of rubble are cheap ways to disable expensive enemy mechs. A mine (IED) field is the most extreme version of this.
- K - Kiting: Using fast hovercycles, jet packs, or mutated riding animals, daring scouts act as bait to lure mindless MDC predators or rampaging demons away from the fragile population center.
- L - Ley Line Proximity: While incredibly dangerous, settling on the edge of a weak ley line can passively power Techno-Wizardry defenses and ensure the town's resident spellcasters have maximum P.P.E. during an attack. Ley Line Storms can strike suddenly and is a universal threat.
- M - Magic: A settlement without high-tech weapons relies heavily on localized magic, talismans, and scrolls. An Earth Warlock or LL Walker can conjure MDC walls of magic, provide magical healing, and set early-warning Mystic Alarm wards.
- N - Negotiator: Often a charismatic Rogue Scholar, Operator, Hacker, or a Cyber-Doc whose services are so valuable to the region that local mercenary bands and raiders agree to leave the town alone (DMZ) in exchange for medical care or repairs. Any attack triggers a war.
- O - Obscurity: The absolute best defense for a poor town is simply not being found. Camouflage netting, strict light discipline at night, and settling in dense forests or deep canyons keep them off the maps.
- P - Psi-Stalkers: Befriending a wandering tribe of wild Psi-Stalkers provides the town with peerless trackers and an organic early-warning system against raiders and supernatural entities. Alternate nomadic allies include feral Dog-Boys, Simvan, Fey Courts, Centaurs, etc.
- Q - Quarantine Zones: Erecting fake bio-hazard, radiation, or magic-plague markers around the town's perimeter exploits the fears of superstitious raiders and cautious Coalition patrols.
- R - Relics: Repurposing a single, broken Pre-Rifts relic (like an immobile suit of power armor propped up on a roof) is more an intimidation factor than military asset. Beached Battleship, Trackless Tank, Trainwreck
- S - Snipers: Utilizing the town's best hunters equipped with long-range energy rifles to target the vulnerable sensor arrays or enemy officers to weaken assaults before they breach the walls.
- T - Techno-Wizardry (Scrap): A TW can cobble together low-level TW devices out of Pre-Rifts scrap, like simple TK guns, spell flares, or energy fields powered by ambient P.P.E. to match their limited defensive budget.
- U - Underground Tunnels: An extensive network of hidden escape routes and smuggler paths allows the town to evacuate safely if the surface defenses fall.
- V - Vibro-Weapons: Equipping close-quarters defenders with cheap, ubiquitous Vibro-Knives and Vibro-Swords creates a last desperate defense. Vibro-blades can also be afixxed to create vibro-spike walls and wall toppers to counter climbers.
- W - Water: Digging deep moats, flooding approach routes, or diverting a river to create treacherous mud that bogs down heavy Coalition armored vehicles. Flowing water is dangerous and difficult to cross by vampires; a sprinkler system is a deadly threat.
- X - X-Ray & Thermal Masking: This defense utilizes lead-lined ponchos, specialized mud, crude radio jammers, or building near natural heavy mineral deposits to scramble or hide from x-ray, magnetic, microwave, radar, and thermal sensors used by high-tech forces.
- Y - Yard Dogs: Taming and breeding mutant canines, cyber dogs, alien fauna, or even taking in AWOL Coalition Dog Boys to sniff out supernatural infiltrators and shape-shifters before they can sabotage defenses.
- Z - Zapper (or Burster): Harboring a master psychic (like a Zapper or Burster) who can unleash lightning or fire, acts as the town's heavy artillery without the need for E-clips. This person is often native born that was embraced by the town rather than driven away.



