Immovable Objects

Basic Set: Campaigns · p.431

Open source p.431

If a moving object hits a stationary
object that is too big to push aside –
like the ground, a mountain, or an ice-
berg – it inflicts its usual collision
damage on that object and on itself. If
the obstacle is breakable, the moving
object cannot inflict or take more
damage than the obstacle’s HP + DR.
Hard Objects: If the immovable
object is hard, use twice the HP of the
moving object to calculate damage.
Clay, concrete, ordinary soil, and sand
are all “hard,” as is a building, moun-
tain, or similar obstacle.
Soft Objects: If the immovable
object is soft – e.g., forest litter, hay,
swamp, or water – damage is normal.
However, elastic objects (mattresses,
nets, airbags, etc.) give extra DR
against collision damage, ranging
from DR 2 for a feather bed to DR 10
for a safety net, trampoline, or airbag.
When striking water or a similar fluid,
a successful Swimming roll (or vehicle
control roll, if “ditching” a vehicle)
means a clean dive that negates all
damage. This roll is at a penalty for
velocity; use the speed penalty from
the Size and Speed/Range Table (p. 550).