Collisions are very deadly in Savage Worlds. The damage to the vehicle and its passengers is 1d6 for every 5“ of its current speed (round normally). If a motorcycle moving at 16”” per turn hits a tree, for instance, it suffers 3d6 damage, as does its rider and anything it rams into.
Relative Speeds: Increase the damage if a vehicle hits another object moving toward it. This is called “relative speed.” If two tanks ram into each other at a speed of 12, for instance, their relative speed is actually 24 and each tank suffers 4d6 damage. Similarly, a vehicle moving away from an attacker subtracts its speed from the ramming vehicle’s.
Vehicular Armor: Vehicles with Heavy Armor add their Armor rating as an AP value to their damage.
Safety Harnesses: A seat belt protects anyone wearing it. Roll half the normal damage dice (round down) for these characters. Do the same for air bags, but subtract one additional die of damage as well.
Soft Obstacles: The collision rules assume the vehicle has hit something hard, like another vehicle, rock, wall, and so on. If the obstacle was soft, like a person, the damage is halved for the vehicle. The person takes damage normally, of course.
Falling or Jumping From Vehicles: Characters who fall from a moving vehicle suffer damage just as if they were in a collision. Characters who jump and make an Agility roll suffer half the usual damage dice (round down). If a character jumps out of a boat, treat this as nonlethal damage.
Savage Worlds Deluxe Edition p. 115