Game Design Hobbyist
Sorry, kronovan. I didn't mean to ignore you; I think you posted while I was composing my previous post.I'm admittedly more versed with the Cortex+ Action version of Firefly than Cortex Prime, but one way I can see using miniatures on a tabletop or map is to equate distance and ranges to dice types. For example, if you're concerned with how far a character can move on the tabletop per beat, you could base that on their Phsyical Attribute dice type. So for something that's like the character movement rates commonly found in an rpg like D&D, you could use:
d6 Physical dice = 20' walking, 10' climbing & swimming per beat.
d8 Physical dice = 30' walking, 15' climbing & swimming per beat.
d10 Physical dice = 40' walking, 20' climbing & swimming per beat.
For weapon ranges in combat encounters, you could come up with workable range bands for your setting and then align them to difficulty dice. So as an example, when a character takes a shot by rolling a dice pool with the Shoot skill dice included, the opposing roll could use these as one of the dice in the opposing pool;
Target character in close/point blank range includes a d4 (very easy) in their opposing dice pool.
Target character in short range includes a d6 (easy) dice.
Target character in medium range includes a d8 (challenging) dice.
Target character at long range includes a d10 (Hard) dice.
Target characer at extreme range includes a d12 (Really Hard) dice.
You could have less range bands than that - I only included that many to show the breadth of possilities. Coming up with doable range bands could be done quite easily by just averaging what's listed for weapons in one of the more tabletop friendly RPGs, like SWD. If you represent higher quality or named weapons as signature assets, better ranges can be reflected by stepping up that assets dice type. And of course those assets could have triggers, that might even improve upon that.
I think if you keep to the same principle -bigger dice means a better rate or distance for the initating character on the tabletop, while a bigger dice is a less favorable rate or distance for them when used in an opposing pool- you could handle just about anything you'd need to run miniatures on a tabletop. Just my 2 cents, but IMO because the RPG represents a sort of scaling via increasing dice type, it's very flexible and not that difficult to be adapted or customized in all sorts of new ways; especially if you want to houserule around distances and movement rates.
I think I am going to simply port in Savage Worlds Miniature rules and apply the closest Cortex analogs to them that I can, as 1) Savage Worlds table-top rules are clean and simple and 2) I want the game to be recognizable for other fans of the system. I can't be the only one who likes them both. I want to keep the fast, furious fun.
Thank you for this information, j0rdi.Heavy/MDC Weapons is just an 'ON/OFF' switch, if they have it they can damage something with Heavy/MDC Armor, without it they can't. That is all it does, it doesn't ignore normal armor or anything else, it just allows you to affect H/MDC Armor. It's on p10 of the Rifts PG and p48 & 58 of the SWD.
To sum, in effect, I cannot find it because shooting someone with a tank's main gun is almost the same as shooting them with a pistol? Um...No. I do see the rules for most vehicle weapons have more damage and armor penetration, but...I do not like that. It doesn't feel like Mega Damage to me. Maybe I should have Mega Damage attacks in my Savage Rifts game automatically get a raise if they hit a target not possessing the MDC tag. This is making the Scale die in Cortex all the more appealing.
I have had some additional musings regarding Arcane Backgrounds. I think I am going to have Arcane Backgrounds supply a die, between d6-12 as an arcane skill for the respective Background Edge. This will net a pool of dice, similar to Hero Dice, for possessors of this Arcane Background called a Power Pool. I am thinking you either have access to Hero dice or to a Power pool, but you cannot possess both; essentially taking an Arcane Background replaces your Hero dice. Instead of Powers, you gain Power Tags and SFX that you can apply to a die pool you use your Arcane skill with, and you must spend a Power die to activate it, and you get to add that die to the pool. This needs more work, obviously.